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Added new Targeting, Coastal Raider, Bombardment, Boarding Party promotions for naval units, and opened up older promotions for them
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@ -34,6 +34,8 @@ class BattleDamage{
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modifiers[BDM.getText()] = BDM.modificationAmount
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if(BDM.vs == "wounded units" && enemy is MapUnitCombatant && enemy.getHealth()<100)
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modifiers[BDM.getText()] = BDM.modificationAmount
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if(BDM.vs == "land units" && enemy.getUnitType().isLandUnit())
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modifiers[BDM.getText()] = BDM.modificationAmount
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}
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if (combatant.getCivilization().happiness < 0)
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modifiers["Unhappiness"] = 0.02f * combatant.getCivilization().happiness //https://www.carlsguides.com/strategy/civilization5/war/combatbonuses.php
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@ -80,6 +80,7 @@ class TileMap {
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if(unitToPlaceTile!=null) {
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// only once we know the unit can be placed do we add it to the civ's unit list
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unit.putInTile(unitToPlaceTile)
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unit.currentMovement = unit.getMaxMovement().toFloat()
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}
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else civInfo.units.remove(unit) // since we added it to the civ units in the previous assignOwner
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@ -77,8 +77,6 @@ class BaseUnit : INamed, IConstruction, ICivilopedia {
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val unit = MapUnit()
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unit.name = name
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unit.setTransients() // must be after setting name because it sets the baseUnit according to the name
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unit.civInfo = civInfo // needed for the getMaxMovement function below, since movement can be affected by wonders (e.g. Great Lighthouse)
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unit.currentMovement = unit.getMaxMovement().toFloat() // must be after setTransients because it relies on having the baseUnit set
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return unit
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}
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