Commit Graph

1389 Commits

Author SHA1 Message Date
4ada8528e1 Game speed now affects golden age turns 2019-07-24 19:34:54 +03:00
994e313101 Added Game Speed option - part of #559 2019-07-24 18:35:06 +03:00
7d38841eb8 Added tutorial for 'Next unit' 2019-07-24 17:58:32 +03:00
ae0f4906ed Resolved #961 - ordered game saves by last modified and made only the saves scrollable (and not the naming textbox) 2019-07-24 12:11:24 +03:00
2c10ce2fb5 Memory performance tweaks
Renamed nation Main and Secondary to Outer and Inner colors, to be more clear what we're laking about
2019-07-24 11:55:10 +03:00
858ae5be7c More and probably final memory performance modifications - we're down from ~400MB on peak of initial update() to about 200MB!
Definitely sped things up along the way as well, not sure by how much though
2019-07-24 00:37:12 +03:00
932d09af99 Yet Even Yet More performance improvements 2019-07-23 01:01:19 +03:00
db0543468b Multiple performance improvements, especially for memory - should mitigate OutOfMemory exceptions on older phones 2019-07-23 00:20:00 +03:00
78b9908479 Memory improvements, hoping to mitigate OutOfMemory errors 2019-07-22 22:36:14 +03:00
0b7f5f5cff Resolved #954 - settlers can't settle cities inside other civ's territory
LibGDX, Kotlin and Gradle upgrade
2019-07-22 21:20:03 +03:00
11d7ac714c Added initial dropbox tests - get folder contents and download file 2019-07-22 02:34:55 +03:00
2604ff6ab6 Fixes to unit moving through occupied tiles 2019-07-21 23:43:17 +03:00
15f1648ca4 Resolved #937 - reveal all hidden tiles visible from every tile on unit movement path
This also solves the problem of units "skipping over" barbarian encampments and ancient ruins when on the path
2019-07-21 23:32:06 +03:00
e73ad76227 Resolved #931 - added Barbarian Brute as a replacement to the Warrior 2019-07-21 22:49:04 +03:00
d1936cacd3 Resolved #950 - AI now construct Harbors and Seaports 2019-07-21 20:28:29 +03:00
e9e0e55b5e Resolved #952 - fixed building requirements for Neuschwanstein, Stone Works, Windmill and Spaceship Factory 2019-07-21 19:54:16 +03:00
558bba44cc Added Anti-Aircraft gun unit, and intercept range on non-ranged units 2019-07-19 14:40:29 +03:00
b565489fd5 Changed "free population" in cities to "unassigned population" to be less confusing 2019-07-19 14:01:16 +03:00
90318ef93b Tech reorg - added Lasers and Mobile Tactics, tech tree is now almost 100% G&K 2019-07-17 22:21:05 +03:00
c223c16de8 Petronage covered unique buildings like burial tomb. 2019-07-17 13:09:34 +03:00
75059a7859 Better expansion and population growth turns message. 2019-07-17 12:53:34 +03:00
b9a7f7e1d0 Added Great War Bomber
Air units now require Oil
2019-07-15 22:45:32 +03:00
cf8d9f9ff1 Air units now destroyed when conquering a city - I think this was the cause of some crashes 2019-07-14 23:37:11 +03:00
5ba172f71b AI now knows to pathfind multiple cities for air units and to move fighters towards enemy cities with many air units 2019-07-14 23:33:16 +03:00
7bbd006180 Added BFS for arial movement 2019-07-13 22:48:47 +03:00
d96a1002b1 Resolved #933 - water units correctly recognized in battle modifiers 2019-07-13 22:26:52 +03:00
fdfeb28e87 Drastically reduced the number of barbarian encampments that spawn 2019-07-13 22:22:32 +03:00
0fe3de0d50 Simplified BFS.getPathTo() 2019-07-12 15:40:03 +03:00
d9942aec7c Added all promotions for air units, and a couple for other units that were previously missed 2019-07-11 22:35:22 +03:00
00e112e668 Code Org - Moved more Unit movement things into UnitMovementAlgorithms 2019-07-11 21:43:03 +03:00
e78f408bff Translation fixes 2019-07-11 21:21:45 +03:00
cae3d49738 Add notification translation. 2019-07-11 10:05:29 +03:00
a8e248b892 Add Militaristic type city-state. 2019-07-11 10:05:29 +03:00
3b515f58d7 Map editor maps start out with all improvements and roads removed 2019-07-10 22:49:54 +03:00
214b4880e4 AIR UNITS ARE GO!
Added interception and basic air unit AI
2019-07-10 22:41:44 +03:00
51ad40b8bf Code reorg - Split some functions off of civilizationInfo into their own sub-classes because it was getting too long 2019-07-10 20:05:29 +03:00
9ad7b976d5 Embarked units at sea which need to heal now go find land to heal on, and don't stay stuck in the same place 2019-07-08 19:29:12 +03:00
9559894a86 Military units no longer try to accompany great generals - great geenerals should follow the army units, not the other way round!
Culture building priority is dependant on whether the city is producing culture at all
Gold is now less highly valued by the AI when picking tiles to work
2019-07-08 18:37:24 +03:00
3ff78ef6b3 Fishing boats can no longer create oil wells in cities with oil 2019-07-08 18:03:45 +03:00
ab7ce12a87 Resolved #687 - can now place starting locations for specific civs in the map editor 2019-07-07 23:55:43 +03:00
f42cfd8b25 Air units can attack! 2019-07-05 14:46:04 +03:00
070d780e18 Unit table now displays range for ranged units
Air units are ranged units
Moving air units around now works completely!
2019-07-05 14:27:39 +03:00
8d79cca70d Fixed Ottomans naval capture unique 2019-07-05 12:23:58 +03:00
32a45968aa Changed unit selection in cities, to accomodate air units in the future 2019-07-05 11:15:40 +03:00
eedc0e30f2 Bonus as Attacker problem fixed 2019-07-04 19:54:51 +03:00
185ec10f10 Can now see when city contains air units 2019-07-03 23:32:17 +03:00
c01c9b96bf City health bar now appears outside the city button - doesn't change the button positioning when the city is damaged 2019-07-03 23:20:22 +03:00
833a5ed0db Added Air unit types 2019-07-03 18:42:28 +03:00
1201d9b54b More AI tweaks 2019-07-03 18:39:59 +03:00
e81844c053 AI focuses production of units on cities with high production, so the weaker ones can build infrastructure
Organized ChooseNextConstruction automation
2019-07-03 00:09:50 +03:00