7604 Commits
Author SHA1 Message Date
Kriplo d760d34d7e - somehow lost two condition in previous commit, correct what is missing.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6387 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-10 21:02:53 +00:00
Kriplo f5ac5be03f Brief: //dnl ch68
- Magically appeared reinforcements for enemy and militia just turn after they are called from now could be delayed and randomized.
Details:
- Practically all enemy reinforcement which can populate available slots was always appeared next turn after they are called so now we have game settings under "Strategic Gameplay Settings" for fine tunning enemy and militia reinforce entry:
  MIN_DELAY_ENEMY_REINFORCEMENTS enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
  RND_DELAY_ENEMY_REINFORCEMENTS additional random delay added to minimum when reinforcements will arrive after they are called.
  MIN_ENTER_ENEMY_REINFORCEMENTS minimum enemy units which will enter after above delay is over.
  RND_ENTER_ENEMY_REINFORCEMENTS additional random enemy units to appear after passing delay.
  MIN_DELAY_MILITIA_REINFORCEMENTS enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
  RND_DELAY_MILITIA_REINFORCEMENTS additional random delay added to minimum when reinforcements will arrive after they are called.
  MIN_ENTER_MILITIA_REINFORCEMENTS minimum enemy units which will enter after above delay is over.
  RND_ENTER_MILITIA_REINFORCEMENTS additional random enemy units to appear after passing delay.
- After first delay ends any other reinforcement appeared more frequently or if already arrive (but no free slot), they will pop up soon after slot is free.
- Add option NO_REMOVE_RANDOM_SECTOR_ITEMS under "Strategic Gameplay Settings" to prevent permanent random removal of your sector items.
- Add missing function DisplaySectorItemsInfo.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6386 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-10 20:49:49 +00:00
Wanne f65bc9d649 - Bugfix: The mapped LUA function "SectorEnemyControlled" (mapped to l_fEnemyControlled) retrieved the wrong sector from the StrategicMap array
o This fixes the bug, that the creature cutscene was never triggered (because of wrong sector infos)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6385 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-10 13:35:22 +00:00
silversurfer 8b65e37cfd Changed handling of aiming in realtime mode
Before it was not possible to aim in realtime mode because the UI didn't support it. It still doesn't support it but from now on the game will assume that we used the maximum number of aim clicks. Turn based combat is not affected by this.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6384 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-10 13:35:03 +00:00
Wanne 762a939e59 - Bugfix: Creature Quest Cutscene was not triggered
o There was a wrong condition in LUA script (In the ja2 source code this condition works, but not in LUA!!!)
-> WRONG:   if ( giLairID )           -> this is always triggered as TRUE and therefore never starts the cutscene
-> CORRECT: if ( giLairID ~= 0 )      -> if the quest has not started ( value != 0), start the cutscene

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1763 4f8fa57e-7814-0410-bad4-adc449f26b7c
2013-09-10 11:24:11 +00:00
Wanne a36de16fd6 - Fixed X-Y coordinate mixed up for CheckConditionsForTriggeringCreatureQuest (by Buggler)
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1762 4f8fa57e-7814-0410-bad4-adc449f26b7c
2013-09-10 07:25:38 +00:00
Wanne 7c70b7a6d2 - Fixed hardcoded (not LUA externalized) CheckConditionsForTriggeringCreatureQuest quest trigger (by Buggler)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6383 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-10 07:24:02 +00:00
Wanne a0a409c355 - Fixed compilation error in MapEditor build (by Faalagorn)
o Forgot to add the NEWMUSIC define

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6382 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-09 08:50:44 +00:00
Wanne bc0112e95e - Added link to the new mercenary spreadsheet (by Faalagorn)
- Deleted old mercenary spreadsheets

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1761 4f8fa57e-7814-0410-bad4-adc449f26b7c
2013-09-09 08:48:03 +00:00
Wanne f05139556f - Disabled the new music externalization code from revision 6296 (by Jazz)
o The new music code is now surrounded by a define called NEWMUSIC
o Jazz will rework the new music code in the future
o For now we have the old music code back, which should fix the mentioned bugs
-> Music in the main menu is starting again from beginning when going from preferences screen back to main menu screen
-> The battle tracks can play only 5-15 second then they start from all over again
-> The win music after tactical battle never run
-> ...

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6381 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-09 07:01:36 +00:00
silversurfer 250be62601 changed IMP starting gear
Expert Snipers won't get a 10x scope anymore. They get a 2x scope instead. A 10x scope is useless at the start and when we buy or find a sniper rifle it usually has a 10x scope anyway.

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1760 4f8fa57e-7814-0410-bad4-adc449f26b7c
2013-09-08 19:25:11 +00:00
silversurfer f2ee184253 Fixed wrong name for explored sector J9 Tixa
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameData@6380 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-08 19:03:12 +00:00
silversurfer e00dc9d9ea Bugfix for UDB General tab
When the new laser performance bonus was used the general tab still displayed "Projection Factor" and the wrong format. This was an oversight and is now fixed.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6379 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-08 18:35:01 +00:00
Kriplo d05d130f33 Brief: //dnl ch67
- Throwing knives had tendency to magically disappear if hit some kind structure.
Details:
- For those who like Dimitri, throwing knives will not disappear anymore if hit some structure or flies into the sky, also using them affect their condition.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6378 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-08 17:20:27 +00:00
silversurfer 5428ee5ae1 Bugfix for scrolling in high resolutions (by Moa)
It was possible to scroll beyond the render area in upper right corner which caused graphical artifacts.

http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/324891/Re_Code_Snippets.html#Post324891


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6376 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-08 14:44:15 +00:00
Kriplo 570fccf768 Brief: //dnl ch66
- Fix problems with left click on NAS pocket with weapon and attachment in hand also do some patch to JA2SP_INVENTORY_AP inventory manipulation.
Details:
- If have valid attachment for weapon in some NAS pocket and try left click on it weapon will be transfered to HANDPOS, this is fix and attachment box will pop up instead.
- Fix problem with inventory manipulation on when they deduct APs from even on unsuccessful item movement.
- From now during turn based combat you can only attach and reload weapon in your HANDPOS and item handling is forbidden in strategic map as code for APs deduction for item movement is only implemented in tactical screen. So this restrictions apply only during turn based combat and with JA2SP_INVENTORY_AP is turned on.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6375 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-08 08:19:19 +00:00
silversurfer 841e88d632 Bugfix for OCTH (by Moa)
iSightRange was set to 0 here as well after calculation.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6374 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-07 22:33:28 +00:00
silversurfer bad36b088c Bugfix for NCTH
Bug introduced in 6363. iSightRange was set to 0 after it had been calculated correctly which lead to fCantSeeTarget = true all the time.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6373 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-07 21:05:40 +00:00
Kriplo 23384a9199 - Fix out of array bug in GuySawEnemyThisTurnOrBefore function which force AI to run along the latest guy who see your mercs before you manage to hide.
- HEIGHTUNITS_PER_CELL definition must be float.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6372 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-07 18:50:01 +00:00
silversurfer 6c9c3045f4 Bugfixes (by Buggler)
- Fixed shopkeeper ignoring stack prices
- Fixed missing initialize for uiDiscountValue
- Fixed auto-attach in tactical screen for equipped slots


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6371 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-07 13:41:42 +00:00
silversurfer 4808850814 Bugfix: Feature Swap merc faces
When swapping merc faces in tactical the game will now rebuild the mercs squad.

Changed NCTH behaviour for lasers: 

When USE_NEW_CTH_CALCULATION = TRUE in Ja2_Options.ini the game now uses the item property <BestLaserRange> now for a laser specific bonus instead of <ProjectionFactor>. This bonus is a percentage reduction of the base aperture in NCTH. This functionality will only be used if one of the following new parameters in CTHConstants.ini is NOT 0.

LASER_PERFORMANCE_BONUS_HIP
LASER_PERFORMANCE_BONUS_IRON
LASER_PERFORMANCE_BONUS_SCOPE

This functionality also affects the laser property that is displayed in UDB.

Changed NCTH behaviour for Iron Sights and other 1x sights:

Iron sights and other 1x sights can now receive a bonus in NCTH to make them more useful compared to scopes. This bonus is a percentage reduction of the base aperture just like lasers can do.
There is a new parameter in CTHConstants.ini for this:

IRON_SIGHT_PERFORMANCE_BONUS


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6370 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-07 12:10:45 +00:00
silversurfer 19a3d9a1a5 New parameters in CTHConstants.ini:
IRON_SIGHT_PERFORMANCE_BONUS
This makes the base aperture in NCTH smaller by x percent when using Iron Sights or other 1x sights.

LASER_PERFORMANCE_BONUS_HIP
LASER_PERFORMANCE_BONUS_IRON
LASER_PERFORMANCE_BONUS_SCOPE
These also make the base aperture in NCTH smaller by x percent when a laser is used with the respective sight. This replaces the old Projection Factor if one of the values is != 0. To continue using Projection Factor leave these three parameters at 0.




git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1759 4f8fa57e-7814-0410-bad4-adc449f26b7c
2013-09-07 11:58:13 +00:00
Kriplo 98f9831057 Brief: //dnl ch60
- Vertical angle formula fix and accidental hits in OCTH.
Details:
- No more accidental hits at target for which OCTH calculate miss, this was especially inflicted to prone targets, cause was vertical angles and ridiculous definition in JSD stance files.
- Rollback to original v1.12 Distance2D calculation, because game use tan not cos function for vertical angle. Bad vertical angles in close distance 3 tiles or less (as Distance3D calculate 8 tiles), means that you will always hit target regardless of OCTH result.
- Also fix distance formula which had wrong factor 2.56 instead of 25.6, at close distance that was problem because height for one level is defined by 256 units per one tile which had value of 10.
- Add little adjustment to vertical bullet angles so bullets spread more in visual ranges.
- Bug fix when dice roll is equal to OCTH which means miss but currently was always treated as hit even when OCTH is pure 0.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6369 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-06 20:44:57 +00:00
silversurfer a7ac10d630 Bugfix:
- swapping items in tactical could lead to a situation where we don't have enough AP to put the item on the hand cursor anywhere. Now it is allowed to place the item in your inventory. The merc will have negative AP afterwards.

- removing an attachment and closing the UDB could lead to a situation where you don't have enough AP to attach the item on your hand cursor again when you notice that you don't have a slot available in inventory and not enough AP to simply drop the item. Attaching the attachment again is now possible. The merc will have negative AP afterwards.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6368 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-06 19:14:09 +00:00
Kriplo 1201807b09 Brief: //dnl ch65
- Fix not enough APs for unloaded ammo and removed attachment in map screen, however this will not solve problem if inventory manipulation is on.
Details:
- During the battle if you enter in strategic screen and remove attachment or unload clip and have no free slots to put them, you was stuck and need to reload game (other option was trash).
Now game check if you have enough APs for reload and attach back item.
- This fix solve same problem with clips in tactical screen too.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6367 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-06 18:30:52 +00:00
Flugente 6fd98f0bbb Fix: updateRate for showing Cover had wrong type resulting in frequent recalculation of cover with little to no time for other calculations (by Moa)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6366 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-05 21:23:15 +00:00
Flugente 0e837d27a0 BACKPACKWEIGHT_LOWERS_AP controls wether backpack weight affects APs negatively
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6364 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-05 19:43:57 +00:00
Flugente 4af0ce6712 BACKPACKWEIGHT_LOWERS_AP controls wether backpack weight affects APs negatively
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1758 4f8fa57e-7814-0410-bad4-adc449f26b7c
2013-09-05 19:43:07 +00:00
Flugente 5c7fa40341 Various fixes/improvements (all by Moa):
- (bug) first Tooltip for weapons (secondary and tertiary values like recoil) was missing, last one showed (null,null).
- (cleanup) code cosmetic/potential bug: cnt now (hopefully) match the count of actual rendered values/MouseRegions and Icons.
- (feature adjustment) freshness Bar for food now shows the decay. Color values for bar range from green (over yellow) to red. hight of bar shows the percentage.
- (feature adjustment) Food properties are now shown in DB. A Data patch is needed to show the new Icons, those however are placeholders for better ones, the tooltips also need a rework by a native english and translation to the different languages.
- (feature adjustment) When FoodSystem is enabled the weight of a foodtype item is adjusted to account for partially eaten item.
- (bug) Performance fix 1: multiple TransformIcons where rendered in DB above each other.
- (bug) Performance fix 2: condition to leave loop when on end of Transform list was not met due to missing cast (65535!=-1).
- (bug) 'endless dying mercs in roof edges' fix in rev.6346 condition was never met.
- (bug) Popups were missplaced when clicking on a trainer-assignment multiple times to close the submenu.
- (bug) Popups were missplaced when clicking on a practice-assignment multiple times to close the submenu.
- (bug) Popups were missplaced when clicking on a student-assignment multiple times to close the submenu.
- (bug) Popups were missplaced when clicking on a facility-assignment multiple times to close the submenu. note: the bug might only be reproducable when selecting different screensize then the 3 native ones.
- (bug) MouseMasks for disabling timeCompress buttons did not match size of buttons, Clock Overlay was missing
- (cleanup) Replaced Hardcoded fallback Gridnumbers with CenterGrid if no exitGrid was specified in map editor. Same behavier than before, but since we have bigmaps and possibly other mapsizes it should not be constant.
- (bug) Sight range calulation uses distance visible with and without scope to get a scopeRangeMod=sDistVis/sDistVisNoScope. Blind soldiers will have 0 sDistVisNoScope, which means the scopeRangeMod is a div/0 (not defined result). After fix we get a defined result for scopeRangeMod of 1.0f in case there is a 0 distance. Also we get a defined result for sightrange since sightrange=sightrange/scopeRangeMod = 0/1.0f.
- (bug) Experimental NCTH calulation did return 0 CTH with 0 aimclicks but it should return at least the base CTH.
- (cleanup) added comment to get an idea of the 'magic' aiming Points formula
- (feature adjustment) Flat backpack malus replaced with malus which scales linear with weight of backpack up to maximum specified in ini file. Each 5 kg 1 additional malus is applied for movement. When carrying pack in hands or inside another pocket the full malus is applied. Malus for changing stances is still 1 additional Point when carrying backpack (does not matter in which slot).


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6363 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-05 17:42:19 +00:00
Wanne 3905c309e5 - Correct a few sentences "LoadScreenHints.xml"
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1756 4f8fa57e-7814-0410-bad4-adc449f26b7c
2013-09-05 13:01:54 +00:00
Wanne f0c824e0dd - Fixed shading of other towns in militia assignment window (by Buggler)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6362 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-05 12:37:34 +00:00
silversurfer 5acabf4a82 - added missing merc backgrounds calculation for BG_PERC_CTH_MAX to the reworked NCTH calculation
- changed skill handling for disarming bomb traps to rely more on explosives than mechanical in new skill system(old ratio 5:2, new 6:1). Mercs were blowing themselves up to often even when disarming own bombs (big bonus).
In the old skill system this ratio is 7:0.

- changed skill handling luck factor to make high skilled mercs rely less on luck and more on skill


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6361 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-05 09:35:36 +00:00
Flugente f13423d2c9 - aligned texts
- added <insurance> tag to backgrounds

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1755 4f8fa57e-7814-0410-bad4-adc449f26b7c
2013-09-04 23:33:03 +00:00
Flugente c78568cb2a added insurance cost modifier to backgrounds
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6360 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-04 23:31:34 +00:00
Flugente 251d96ccb6 Background additions:
- <no_male> and <no_female> prohibit specific backgrounds to show up on IMP generation
- <cth_vs_creatures> modifies gun CTH when aiming at creatures
- added wisdom stat modifier
- Fix: maximum cth can never exceed 100

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6359 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-04 21:13:40 +00:00
Flugente d4427fbd8e - added more backgrounds
- added new backgrounds to mercs
- <no_male> and <no_female> prohibit specific backgrounds to show up on IMP generation
- <cth_vs_creatures> modifies gun CTH when aiming at creatures

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1754 4f8fa57e-7814-0410-bad4-adc449f26b7c
2013-09-04 21:09:21 +00:00
silversurfer 5ca8da319c Bugfix: In OCTH iChance was calculated incorrectly when shooter was prone and shooting at standing target (analyzed by Kriplo)
Borrowed some functionality from NCTH to always calculate height penalty values.

Also includes a small bugfix for NCTH.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6358 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-04 18:32:59 +00:00
Wanne 90bb5da3df - Added new hints to LoadScreenHints.xml (by Off_Topic)
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1753 4f8fa57e-7814-0410-bad4-adc449f26b7c
2013-09-04 17:17:24 +00:00
Wanne db7b59f742 - Adjustment: Now it is possible for merc to sleep only 3 hours (instead of 6) (by Buggler)
o e.g: Razor should sleep only 3 hours

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6357 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-04 16:56:10 +00:00
Wanne 3b8ba34ecf - Bugfix: Only init the profile xml filenames, if exist
o This fixes the crash when starting a "Vanilla" game (Vanilla 1.13 does not have any profile xml filenames)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6356 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-04 16:54:27 +00:00
Wanne 80bbbd367a - Turned on the new Feature "Merc Story Backgrounds" for the 1.13 Mod per default (-> awesome mini feature)
- Fixed crash on startup of "Vanilla" mod
o Missing Backgrounds.xml
o Made the initialization of the "SoldierProfileEnemy*.xml" files optional, because the "Vanilla" mod does not need it
- Updated Ja2_Settings.INI

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1751 4f8fa57e-7814-0410-bad4-adc449f26b7c
2013-09-04 10:45:26 +00:00
Wanne 89194ff11b - Expanded militia training to 6x6 square (by Buggler)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6355 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-04 10:28:12 +00:00
Wanne 92c04a4f60 - Translated "Story Backgrounds" to "Merc Story Backgrounds"
- Added missing translation from "Overheating Weapons" to "Merc Story Backgrounds" for non English Versions
- Added "// TODO.Translate" comments to the new texts

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6354 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-04 10:16:05 +00:00
Wanne 42c0a8fa76 - Added new hints and tips to the LoadScreenHints.xml (by Uriens)
- Added missing OVERHEATING property in "TableData/LoadScreenHints.xml"


git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1749 4f8fa57e-7814-0410-bad4-adc449f26b7c
2013-09-04 10:06:21 +00:00
Flugente 4ccc6a5b2a - new feature: backgrounds allow more personalisation of mercenaries
- background feature replaces overheating on startup screen, moved overheating opion to ini

WARNING: GameDir revision >= 1748 is required.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6353 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-03 20:55:33 +00:00
Flugente b184a624e0 - new feature: backgrounds allow more personalisation of mercenaries
- background feature replaces overheating on startup screen, moved overheating opion to ini

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1748 4f8fa57e-7814-0410-bad4-adc449f26b7c
2013-09-03 20:40:56 +00:00
Wanne 0bff118f10 - Bugfix: If mercs "walks on water tiles", the game used the travel-swimming BP points instead of the travel-flat BP points
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6352 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-03 08:32:50 +00:00
Flugente d9e526bcc8 Added 'Ctrl' hotkey to add/remove 5 militia when assigning militia (by Buggler)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6347 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-02 18:03:04 +00:00
silversurfer 8ff9125b37 Bugfix: soldiers killed on roof edges should now properly fall down and not be stuck in dying state anymore
Enhancement: enemy troops should no longer attack empty player vehicles

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6346 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-02 15:33:55 +00:00
Wanne 858707a937 - Fixed unmovable dropoff icon when enemy took back SAM site due to initial DEFAULT_ARRIVAL_SECTOR set to hostile airspace sector (by Buggler)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6344 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-02 08:51:13 +00:00