Merge branch 'yairm210:master' into master

This commit is contained in:
GameBoyNoob
2024-05-23 14:39:56 +03:00
committed by GitHub
6 changed files with 8 additions and 8 deletions

View File

@ -4,8 +4,8 @@ package com.unciv.build
object BuildConfig { object BuildConfig {
const val kotlinVersion = "1.8.21" const val kotlinVersion = "1.8.21"
const val appName = "Unciv" const val appName = "Unciv"
const val appCodeNumber = 998 const val appCodeNumber = 999
const val appVersion = "4.11.14" const val appVersion = "4.11.14-patch1"
const val gdxVersion = "1.12.1" const val gdxVersion = "1.12.1"
const val ktorVersion = "2.2.3" const val ktorVersion = "2.2.3"

View File

@ -471,7 +471,7 @@ open class UncivGame(val isConsoleMode: Boolean = false) : Game(), PlatformSpeci
companion object { companion object {
//region AUTOMATICALLY GENERATED VERSION DATA - DO NOT CHANGE THIS REGION, INCLUDING THIS COMMENT //region AUTOMATICALLY GENERATED VERSION DATA - DO NOT CHANGE THIS REGION, INCLUDING THIS COMMENT
val VERSION = Version("4.11.14", 998) val VERSION = Version("4.11.14-patch1", 999)
//endregion //endregion
/** Global reference to the one Gdx.Game instance created by the platform launchers - do not use without checking [isCurrentInitialized] first. */ /** Global reference to the one Gdx.Game instance created by the platform launchers - do not use without checking [isCurrentInitialized] first. */

View File

@ -270,6 +270,8 @@ class RulesetValidator(val ruleset: Ruleset) {
uniqueValidator.checkUniques(nation, lines, true, tryFixUnknownUniques) uniqueValidator.checkUniques(nation, lines, true, tryFixUnknownUniques)
if (nation.preferredVictoryType != Constants.neutralVictoryType && nation.preferredVictoryType !in ruleset.victories)
lines.add("${nation.name}'s preferredVictoryType is ${nation.preferredVictoryType} which does not exist!", sourceObject = nation)
if (nation.cityStateType != null && nation.cityStateType !in ruleset.cityStateTypes) if (nation.cityStateType != null && nation.cityStateType !in ruleset.cityStateTypes)
lines.add("${nation.name} is of city-state type ${nation.cityStateType} which does not exist!", sourceObject = nation) lines.add("${nation.name} is of city-state type ${nation.cityStateType} which does not exist!", sourceObject = nation)
if (nation.favoredReligion != null && nation.favoredReligion !in ruleset.religions) if (nation.favoredReligion != null && nation.favoredReligion !in ruleset.religions)
@ -577,9 +579,6 @@ class RulesetValidator(val ruleset: Ruleset) {
lines.add("${nation.name} can settle cities, but has no city names!", sourceObject = nation) lines.add("${nation.name} can settle cities, but has no city names!", sourceObject = nation)
} }
if (nation.preferredVictoryType != Constants.neutralVictoryType && nation.preferredVictoryType !in ruleset.victories)
lines.add("${nation.name}'s preferredVictoryType is ${nation.preferredVictoryType} which does not exist!", sourceObject = nation)
// https://www.w3.org/TR/WCAG20/#visual-audio-contrast-contrast // https://www.w3.org/TR/WCAG20/#visual-audio-contrast-contrast
val constrastRatio = nation.getContrastRatio() val constrastRatio = nation.getContrastRatio()
if (constrastRatio < 3) { if (constrastRatio < 3) {

View File

@ -408,7 +408,7 @@ class GameOptionsTable(
} }
private fun Table.addEraSelectBox() { private fun Table.addEraSelectBox() {
if (ruleset.technologies.isEmpty()) return // mod with no techs if (ruleset.eras.isEmpty()) return // mod with no techs
val eras = ruleset.eras.keys val eras = ruleset.eras.keys
addSelectBox("{Starting Era}:", eras, gameParameters.startingEra) addSelectBox("{Starting Era}:", eras, gameParameters.startingEra)
{ gameParameters.startingEra = it; null } { gameParameters.startingEra = it; null }

View File

@ -92,3 +92,4 @@ You have a working mod, now it's time to go wild!
- Expand the abilities of your civ by adding new [uniques](uniques.md) - Expand the abilities of your civ by adding new [uniques](uniques.md)
- Add new civs, buildings or units - Add new civs, buildings or units
- Expand into other game objects by exploring the rest of the [mod file structure](Mod-file-structure/1-Overview.md) - Expand into other game objects by exploring the rest of the [mod file structure](Mod-file-structure/1-Overview.md)
- Try creating a base ruleset [from this template](https://github.com/yairm210/Unciv-minimal-base-ruleset)

View File

@ -13,7 +13,7 @@ The game only knows how to recognize existing definitions, so you can't add *new
There are three main kinds of mods: There are three main kinds of mods:
- **Extension mods** - these add new nations/units/buildings/resources to a base ruleset - can be either to the default ruleset, or to a base ruleset mod. Easy to do and probably the better place to get started - for example, [creating a new Civilization](Making-a-new-Civilization.md) - **Extension mods** - these add new nations/units/buildings/resources to a base ruleset - can be either to the default ruleset, or to a base ruleset mod. Easy to do and probably the better place to get started - for example, [creating a new Civilization](Making-a-new-Civilization.md)
- **Base Ruleset mods** - these replace the entire existing ruleset - tech tree, units, policies, nations etc - to give an entirely different experience than the base game. These generally require quite a bit of work, but give a whole new experience, and so are the most popular. - **Base Ruleset mods** - these replace the entire existing ruleset - tech tree, units, policies, nations etc - to give an entirely different experience than the base game. These generally require quite a bit of work, but give a whole new experience, and so are the most popular. [A minimal example can be found here](https://github.com/yairm210/Unciv-minimal-base-ruleset) as a template to build off of ("Use this template" green button in top right, "Create a new repository")
- **Ruleset-agnostic mods** - these do not contain any ruleset-related jsons, but instead contain other affects. Audiovisual mods (including tilesets, unitsets, and UI skins) and map mods are in this category. - **Ruleset-agnostic mods** - these do not contain any ruleset-related jsons, but instead contain other affects. Audiovisual mods (including tilesets, unitsets, and UI skins) and map mods are in this category.
Creating and editing mods from your phone is NOT RECOMMENDED - it's *much easier* using a desktop device! Creating and editing mods from your phone is NOT RECOMMENDED - it's *much easier* using a desktop device!