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