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26230 commits

Author SHA1 Message Date
Severin Glöckner
2683563fb3 ANL: use loyal trait to mark the lack of upkeep
Then spiders got an extra side
The Lvl 0 ones never pay upkeep and got their own macro
The Lvl 2 Guards got the loyal trait

That way it's clearly communicated that all these units don't pay
upkeep, without being obstrusive about the fact.
2019-06-14 04:45:17 +02:00
Severin Glöckner
69b293ce91 ANL: use core macros within anl macros 2019-06-14 04:45:17 +02:00
Severin Glöckner
238f07c779 ANL: use seperate side for spiders
not necessary, side effects:
 - it's obvious that they don't cost upkeep
 - no vision sharing of the caves with the enemies
 - can also attack the enemies though that probably won't happen
2019-06-14 04:45:17 +02:00
Severin Glöckner
213ba8585c ANL: use loyal guardians and adjust income in return
Killing a guardian (the guards or a spider) punished the player,
because the AI then doesn't need to pay upkeep anymore for that unit.

That has been changed, and as the AI has thus less cost, the income needs
adjustments too:

The following has been taken into account:
- the guardian units had upkeep costs of 7g
- the AI has 3-4 villages, each worthy 1g of village_support
  * before turn 7, the AI can't recruit Lv 1 units. From turn 9 it recruits
    exclusively Lv 1 units.
  * This means in the early game the AI payed just 4g upkeep for the
    guardians and when it managed to recruit 3 Lv 1 units it was equal to 7g
- in the late game the AI may need more money in general, as Lv 2 units are
  expensive. The fact that the AI gets 50g in turn 17 means that the income
  is too low to buy the units normally.

The general idea is to have with this change same amount of money in the
early game and the same or more in the late game.

To address the above:
- 4g less income
- the Lv 3 spider is usually killed in each game, often before turn 7. It's
  seen as compensation for the village_gold
- The income of the AI is increased in relation to the turns. From turn 15 on:
  Each turn one of the AIs gets +1g income – in average +1g income each 4 turns.
2019-06-14 04:45:17 +02:00
Severin Glöckner
e5ba221c7a ANL: income lock no longer required 2019-06-14 04:45:16 +02:00
Severin Glöckner
b2b9a90022 ANL: refactor income change
This opens up the possibility to change the income
2019-06-14 04:45:16 +02:00
Severin Glöckner
25a5633303 ANL: remove bottleneck from map (spider-area)
It's not the intention that players hide there for 20 turns without
putting up a fight.
2019-06-14 04:45:16 +02:00
Severin Glöckner
f11020db51 ANL: avoid unnecessary unstoring 2019-06-14 04:45:16 +02:00
Severin Glöckner
9042ced2a4 ANL: leaders take advantage of player's castles / villages 2019-06-14 04:45:16 +02:00
Severin Glöckner
48e2493359 ANL: disable swamp trick
- by building a house between the swamp and the guardian the restriction
  could have been bypassed. And because attacking a unit next to the swamp
   has higher priority compared to capturing the house it's not very dangerous
- also use the same macro for guardians and leaders movement restrictions
2019-06-14 04:45:15 +02:00
Severin Glöckner
e258bea9bd ANL: code cleanup 2019-06-14 04:45:15 +02:00
Severin Glöckner
036d5e0732 ANL: new objectives screen 2019-06-14 04:45:15 +02:00
Severin Glöckner
0263189ea1 ANL: simplified help
- looks better without image
- no options where they are not needed
2019-06-14 04:45:15 +02:00
Severin Glöckner
c25c22098e ANL: use unsynced help menu 2019-06-14 04:45:15 +02:00
Steve Cotton
d6cac0c4e7 wmllint: Handle nested events and other things with filters in the death check (closes #4085)
The main reason for moving this to a separate function was to make the
per-event variables local to that function.

(cherry picked from commit 7e69da7f68)
2019-06-13 19:26:50 +02:00
Steve Cotton
269b89f2e3 wmllint: Make a separate function for checking for units speaking in their die events
This just moves the existing code, and adds a todo for handling in a later commit.

(cherry picked from commit a3cf683348)
2019-06-13 19:26:50 +02:00
Severin Glöckner
055e793da6 wmllint: fix error in orcish leader rules
introduced in aa71482
[ci_skip]
2019-06-13 18:27:34 +02:00
josteph
a4da90f921 statistics_dialog: Hide the "This Turn" header when no data is shown in that column 2019-06-13 10:54:52 +00:00
jostephd
e27ddf7535
Merge pull request #4070 from jostephd/hit-rate-histogram
Add actual/expected hit count stats to stats dialog
2019-06-11 08:51:03 +00:00
josteph
68f8e5fb16 fixup! statistics_dialog: Attempt to fix missing left padding before the first column
Fixes validation errors: "Invalid value '-5' in key 'border_size=' in tag [column]"
2019-06-11 08:36:15 +00:00
doofus-01
3fb552396b dread bat portrait 2019-06-06 21:42:49 +02:00
doofus-01
5071800a48 adding cuttlefish and bat portraits 2019-06-06 21:42:49 +02:00
doofus-01
c5e5902534 adding new great wolf portrait, re-assigning wolf portrait 2019-06-06 21:42:49 +02:00
doofus-01
311c139203 adding mudcrawler portrait 2019-06-06 21:42:49 +02:00
josteph
111cb0f188 statistics_dialog: Use uppercase for macro arguments.
https://github.com/wesnoth/wesnoth/pull/4070#discussion_r290086918
2019-06-05 10:31:10 +00:00
josteph
e64c7ed591 statistics_dialog: Attempt to fix missing left padding before the first column
Currently warns: "error validation: Invalid value '-5' in key 'border_size=' in tag [column]"

... but it looks correct.
2019-06-05 10:31:10 +00:00
josteph
e2638c9d84 statistics_dialog: Don't show probability of the actual result
To simplify the stats dialog, show two percentages, instead of three
percentages that add up to 100%.

https://github.com/wesnoth/wesnoth/pull/4070#discussion_r285874571
2019-06-05 10:31:10 +00:00
josteph
a932ebee58 statistics_dialog: Change the percentages in the "Hits" table
Make the contents of the table cell the same regardless of whether
actual<expected or actual>expected.  For example, 2 hits out of
4 strikes at 70% now shows "8.4%, 26.5%, 65.1%", which are the
probabilities of hitting less than twice, exactly twice, and more than
twice, respectively.

Color has been temporarily removed, will be restored in the next commit.
2019-06-05 10:31:09 +00:00
josteph
d451238b25 statistics_dialog: Fix wrong uses of linked_group
Remove extraneous columns, add grids in the bottom two tables where it's
needed for two columns to match the width of one column of the first
table.
2019-06-05 10:31:09 +00:00
josteph
ff5df5141e statistics: Coding style changes suggested by @jyrkive. 2019-06-05 10:31:09 +00:00
josteph
0e3877e3b1 Stats dialog: Add tooltips to the damage and hits tables. 2019-06-05 10:31:09 +00:00
josteph
f5d68f9d41 Stats dialog: Split the "1/2 3%" column into two separate columns, one for "1/2" and one for "3%".
The percentages align vertically now, but the intercolumn spacing is
still somewhat hacky.
2019-06-05 10:31:09 +00:00
josteph
d5874ea81c Hit stats: Show the probability of being at least this far from the mean. 2019-06-05 10:31:09 +00:00
josteph
ed22925dd1 Hit stats: Show number of hits/misses inflicted overall in statistics dialog. 2019-06-05 10:31:08 +00:00
Niall Burton
a305d99972 Added '/utf-8' character set option to Visual Studio project file
Fixed bug where Visual Studio would incorrectly interpret non-breaking
space characters, leading to being unable to open the unit help window.

Visual studio documentation here: https://docs.microsoft.com/en-us/cpp/build/reference/utf-8-set-source-and-executable-character-sets-to-utf-8?view=vs-2015
2019-06-03 10:19:37 +02:00
nemaara
efaff25ccd UtBS S2: update map 2019-05-31 23:22:18 -04:00
sigurdfdragon
72e5b17f6e SotA: Some dialog for Vendraxis 2019-05-30 17:15:15 -04:00
sigurdfdragon
f351ec6582 SotA S20: Changes for Ras-Tabahn missed in CHARACTER_STATS implementation 2019-05-30 17:15:15 -04:00
sigurdfdragon
19da906bb8 SotA: Death dialog for Vendraxis 2019-05-30 17:15:15 -04:00
sigurdfdragon
a805e79401 SotA: Move die event so it will be available thoughout campaign
It is unlikely the player will keep the corpse longer than the scenario in
which it was created, but just in case.
2019-05-30 17:15:14 -04:00
nemaara
c86cdb6853 Merfolk: increase HP of initiate advancements 2019-05-29 19:15:09 -04:00
sigurdfdragon
3cb71e21a7 Fixup: SotA: Fix some wmllint warnings by adding "wmllint: who" commands
Missed removing this in the cherry-pick of the 1.14 version.
2019-05-29 16:20:56 -04:00
Steve Cotton
f30330765a SotA: Fix some wmllint warnings by adding "wmllint: who" commands 2019-05-28 23:38:28 -04:00
Steve Cotton
fd86026b50 SotA S21: Fix the side= in the paladin's move_unit_fake
Side 3 is the Saurians, the effect of this is just to have the very first
enemy that appears have blue reins instead of green reins during the
move_unit_fake. Only noticed it because I was adding wmllint:recognize
lines for each side's leader.
2019-05-28 23:27:27 -04:00
sigurdfdragon
b118af3ce9 SotA: Have Ardonna & Shynal profiles handled by objects instead of events 2019-05-28 23:00:36 -04:00
sigurdfdragon
ddd8d3ebb1 SotA: Simplify handling of ally units, recall storing, & merging
Allows greater compatibilty with change level as well.
2019-05-28 23:00:36 -04:00
sigurdfdragon
c8e86ad492 SotA: Use character macros for change level compatability and cleaner code 2019-05-28 23:00:36 -04:00
sigurdfdragon
63e8737f35 SotA: Make each scenario have the expected recruit if change level is used 2019-05-28 23:00:36 -04:00
sigurdfdragon
f6da00c132 SotA: Simplfy bat handling for the ship & for change level compatability 2019-05-28 23:00:36 -04:00
josteph
352d8838f8 Document how terrain type icon background color is determinde 2019-05-27 16:29:28 +00:00