Commit Graph

466 Commits

Author SHA1 Message Date
12c925f79c Apollo program status correctly displayed in victory screen - you can now actually win a scientific victory! 2018-07-17 23:07:17 +03:00
b5d198adcd AI examines city construction each turn, in case there's something better to build 2018-07-17 23:05:55 +03:00
9e50051c61 When out of gold, units disband at a rate dependant on your deficit 2018-07-17 23:05:08 +03:00
5fed13eb76 Tiles with gold are now ranked higher if civ is in a bad financial situation 2018-07-17 13:13:23 +03:00
a7ddc07880 Changed city construction automation - should help the AI not constantly go broke 2018-07-17 12:53:43 +03:00
7ec95fefd9 No tile will now be in 2 cities simultaneously
Cities can't "take over" tiles neighboring to a city
2018-07-16 23:50:35 +03:00
bc404d9b17 Fixed bug that preclude building spaceship parts 2.6.4 2018-07-16 19:57:27 +03:00
e40bc91156 City cannot starve below 0 population
Starvation notifications when a city generates negative food, not only when population decreases
2018-07-16 18:31:32 +03:00
2cd3347cec Barbarians will not spawn in tiles that any civilization can currently see 2018-07-16 12:36:33 +03:00
ce7cb2ce17 Tiles outside the 3rd ring of a city can no longer be "worked" in the screen (before they could be chosen but didn't provide yields) 2018-07-16 09:43:36 +03:00
43ef42be5f When removing a terrain (e.g. Forest) whose improvement depends on it (e.g. Lumber mill), the improvement is removed 2018-07-16 09:17:42 +03:00
6ca586c3b1 Can no longer accept "empty" trades 2018-07-16 09:16:53 +03:00
da3d749547 When unable to support units, they disband one by one instead of all at the same time 2018-07-15 19:51:27 +03:00
68781ed5f7 Units can only upgrade within your borders (thanks Noam!) 2.6.3 2018-07-13 17:28:08 +03:00
7e34d95707 After a civ loses enough resources to go "negative", trades relating to that resource are cancelled 2018-07-13 16:17:11 +03:00
d34a3cd1a2 After accepting a trade you cannot "accept" the same trade again 2018-07-13 16:13:36 +03:00
cfe231ee4e Barbarians no longer disband units for lack of gold 2018-07-13 16:10:45 +03:00
bfb53a1940 Updating happiness happens in a different thread so it doesn't impede the update() function 2018-07-12 19:17:58 +03:00
c05503bb86 Attacking with a unit disables its "move" command 2.6.2 2018-07-11 21:31:59 +03:00
3215e0eea9 Displayed happiness updated within the turn (thanks Am-Per-Sand!) 2018-07-11 21:25:23 +03:00
4196f72a20 Can no longer see enemy city construction progress, enemy city health of unviewed cities and improvement progress in unviewed tiles (thanks Am-Per-Sand!) 2018-07-11 19:20:03 +03:00
a1d358e9c8 You can now trade "gold per turn" 2018-07-11 19:13:59 +03:00
d385ebd10b XP and promotions are retained when upgrading units (thanks Noam!) 2018-07-11 19:10:18 +03:00
3425c117ff Automated workers will build camps on forest tiles where they can 2018-07-10 12:29:29 +03:00
f9ec46a376 Trades visually separated in overview screen 2018-07-10 09:07:36 +03:00
35b66316bc Camps are now buildable in forests without removing the forests (Thanks Noam!) 2018-07-10 09:04:45 +03:00
1b5f2a2e00 Free policies no longer increase future policy cost 2018-07-10 08:57:35 +03:00
73384ffb8c UI Bugfix - After conquering a city, unmoved city borders would stay the same color 2018-07-09 23:18:27 +03:00
949d64c53c Added tutorials for strategic and luxury resources 2018-07-09 22:51:50 +03:00
849129ac65 Added trade translation texts
Added duration to trade screen buttons
2018-07-09 22:43:32 +03:00
f0ac694ba1 Bugfix - Great People can no longer construct improvements on city centers 2.6.1 2018-07-09 22:21:38 +03:00
fdcce8287f Merge branch 'master' of https://github.com/yairm210/UnCiv 2018-07-09 22:20:16 +03:00
0c2f506412 Fixed bug where if an enemies capital was captured and he had no cities but he had a settler, the game would still try to relocate the capital 2018-07-09 17:30:44 +03:00
a193be18b3 Free Religion policy is now pickable 2018-07-09 17:28:25 +03:00
a511aa2927 You can no longer open 2 Yes/No popup instances at the same time (caused a crash if you opened 2 to disband a unit and clicked "yes" on both) 2018-07-09 17:24:44 +03:00
4d43b8d226 Fixed bug where if you discovered and enemy and traded ith him and your trade finished without leaving and reentering the game, the game would crash (but would be okay on reload) 2018-07-08 18:40:26 +03:00
8479074e84 added units and combat (#193)
and corrected typos and omitted words
2018-07-07 21:36:28 +03:00
1c304da9d1 Fixed bug where workers would try to head towards tiles they couldn't reach to construct roads 2018-07-06 16:47:51 +03:00
0c17e19ea2 Trading gold now works as well! 2.6.0 2018-07-06 16:42:32 +03:00
5fc20fb547 You now recieve notifications when units disband 2018-07-06 16:32:56 +03:00
74b10e8a31 Trade works! 2018-07-06 16:28:42 +03:00
895b4b55e2 Promotions can now be picked if ANY of the prerequisites is met, rather than all (thanks am-per-sand!) 2018-07-04 19:59:56 +03:00
9f81ac6676 Defeated civs no longer have automated actions, and their remaining units are removed from the map 2018-07-03 22:25:13 +03:00
99e3a208d2 Merge branch 'master' of https://github.com/yairm210/UnCiv 2.5.10 2018-07-03 21:25:20 +03:00
220ed19e3b AI now upgrades upgradable units if it has the money 2018-07-03 16:53:54 +03:00
de6e3f9ec8 All AI units that don't have a speciific target to attack will head towards the closest hostile city 2018-07-03 16:37:20 +03:00
9b59494a47 When civilization is in negative gold, units will start to disband until we can support the extra units 2018-07-03 16:36:18 +03:00
71f4c04948 Automated (and UI) workers now build roads between cities if they're big enough!
This was the major cause for the AI's economic failure!
2018-07-02 23:40:50 +03:00
d7a8f52c86 minor translations finished (it, ru, ro, fr) 2018-07-02 13:27:42 +02:00
c49a282a74 Added Trade and Diplomacy screens
When the civilization is losing money, buiding gold buildings is prioritized
2018-07-02 13:33:23 +03:00