12e3005294
[663] Allow unit rename on promote ( #3620 )
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* Add nullable "instanceName" field to MapUnit to capture name for individual units
* Add "displayName" property to MapUnit which takes instanceName if set, name
otherwise
* Add dialog to PromotionPicker to allow setting instanceName of unit, if not
already set
2021-03-01 20:52:46 +02:00
a390df8b36
Merged save map functionality into load map screen - now map saving is more streamlined!
2021-02-28 23:56:09 +02:00
29360938c6
Added color to map buttons in map loading screen
2021-02-28 23:33:55 +02:00
be7fd4cb01
Resolved #3626 - can rename multiplayer games now.
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Also organized multiplayer screens better.
2021-02-28 23:21:12 +02:00
97546a7499
Resolved #3622 - Can no longer try to send air units into unexplored tiles
2021-02-28 23:03:12 +02:00
7eeeee5212
Strength bonus from capital is now part of the Palace bonuses to make it moddable
2021-02-28 22:40:54 +02:00
32ca9884ce
3.13.3-patch2
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Multiplayer auto-load working again
2021-02-28 00:10:05 +02:00
ed8d642036
3.13.3-patch1
2021-02-27 23:47:08 +02:00
d6e75c7ea2
Solved crash for badly defined mods like REKmod
2021-02-25 19:25:04 +02:00
ff05fa601d
Translations update ( #3618 )
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* Translations update
* Minor changes to the translation
2021-02-25 19:01:58 +02:00
e464ba5328
Map generation parameters are moddable, allowing players to create custom terrains for map generation!
2021-02-24 20:34:01 +02:00
53c919eef9
Custom mods with no water or grassland can now work!
2021-02-24 20:02:25 +02:00
c9a96358da
Changed "Gold" resource to be called "Gold Ore" to not conflict with the yield type for translations - #2458
2021-02-23 20:05:00 +02:00
241aecb52f
Maps incompatible with ruleset no longer popup errors when generating a new map
2021-02-22 23:31:18 +02:00
4bd40125b0
All resource stats from buildings converted to building uniques
2021-02-22 23:00:48 +02:00
0ef44fc4da
Changed deprecated StringBuilder.appendln with .appendLine
2021-02-22 21:13:16 +02:00
737dcea4dc
Should now be able to create tech trees with over 10 rows
2021-02-20 23:10:37 +02:00
a01b11484a
Added mod check for 'provides free building' which does not exist
2021-02-20 23:04:06 +02:00
675e47868b
Resolved #3601 - selected current tech no longer looks like unresearchable tech
2021-02-20 22:58:16 +02:00
5bac35d36d
Cleaned up map editor
2021-02-20 22:23:17 +02:00
3d8e7fa99d
tileFilter now works with resources for most uniques!
2021-02-18 16:22:15 +02:00
92b82b22b0
Resolved #3610 - city sorting in overview is now done by translated, not original, name
2021-02-18 13:22:36 +02:00
36949410a7
Resolved #3586 - Added 'Destroy' translation for capturing cities in one-city challenge
2021-02-18 13:20:49 +02:00
2b33bb9873
Map editor knows to remove resources that don't exist in mods
2021-02-16 20:10:36 +02:00
5fa08d9f2d
Can now create as many tech rows as you wish in mods :)
2021-02-16 20:02:54 +02:00
105d9690ff
Resolved #3600 - multiplayer game reloading and screen resize no longer reset map zoom and position
2021-02-16 20:00:47 +02:00
7c09663271
Resolved #3495 - Added scrollbars to civilopedia and picker screens
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Better Civilopedia layout
2021-02-15 22:38:54 +02:00
1e981abe53
Display scroll position on minimap ( #3593 )
2021-02-14 11:48:57 +02:00
b7a6967fe6
Movement algorithm updated - can no longer see whether you can move to unknown tiles
2021-02-13 21:50:47 +02:00
e92a1dd088
Better tech descriptions for increased improvement stats
2021-02-12 14:13:11 +02:00
4876687e48
Solved "AI doesn't declare war" bug
2021-02-12 11:58:25 +02:00
fff22e66cd
Mod-specific maps are go! :D
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Resolves #3517
2021-02-12 11:16:54 +02:00
9db073ff25
getComplexRuleset now accepts list of mods and not gameParameters
2021-02-12 10:47:12 +02:00
c1a259ea7d
Another change towards unified mod management
2021-02-12 10:45:18 +02:00
a9fe8c42d8
Simplified mod management, in preparation for mod information within the maps
2021-02-12 10:42:35 +02:00
efe36a673e
Separated ModCheckboxTable from GameOptionsTable, so we can use it when creating a map
2021-02-11 22:54:01 +02:00
8b1778eea3
Removed Scenario Maps entirely - was not a well thought-out concept and caused more confusion than actual fun.
...
Case in point - 0 mods are Scenario mods.
2021-02-11 22:33:52 +02:00
8a9301f4d7
Catch for bug in new movement algorithm when you can't move to a unknown tile, but CAN pass through (but not move to) intermediate tiles.
2021-02-09 23:03:44 +02:00
9fd06638a3
Merge branch 'master' of https://github.com/yairm210/Unciv
2021-02-09 22:57:24 +02:00
5a4155b372
Game saves can now always be deleted ( #3584 )
2021-02-08 21:54:04 +02:00
004cc58e13
Units manually moved cancel existing move action
2021-02-08 21:48:37 +02:00
d7379508f0
Now get up to 100 mods in mod list (up from 30) - kudos @ravignir for noticing there were missing mods!
2021-02-07 21:04:12 +02:00
7d9b56e3b1
Fixed queue showing "Consumes 1" when no resource is consumed
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Plus linting
2021-02-07 19:13:10 +02:00
71266b213e
3.12.13
2021-02-06 22:39:36 +02:00
4104f72729
Added "Consumes [amount] [resource]" unique to units
2021-02-06 21:27:41 +02:00
3d683c767a
Added "Consumes [amount] [resourceName]" unique for buildings
2021-02-06 21:12:44 +02:00
9054480bf7
Solved concurrency problems in redownloadAllGames()
2021-02-06 20:34:02 +02:00
20cf0c9203
Linting
2021-02-06 20:21:41 +02:00
8e900a2503
Hopefully mitigated some weird crashes
2021-02-06 20:21:19 +02:00
ec7a898d64
Merge branch 'master' of https://github.com/yairm210/Unciv
2021-02-06 20:14:11 +02:00