Commit Graph

2770 Commits

Author SHA1 Message Date
Federico Luongo
adaee7e7ab
City State quests (#3183)
* City State quests

* Flag to log two civ ever been friends
* Utility functions in GameInfo
* Created Diplomacy Action for notifications
* Utility functions for map
* Can be specified a custom color for surroundWithCircle
* Translation placeholder utility
* Added Quest model
* Utility function: number of researched technologies

* Image atlas rebuilt

* Localization

* Updated DiplomaticFlags and added EverBeenFriends

Slightly reworked nextTurnFlags() for code clarity and introduced the new flag EverBeenFriends that is set as soon as two civilizations are at least friends. It never expires.

* Removed quests not implemented yet from json
2020-09-29 23:26:50 +03:00
Yair Morgenstern
9b3dd5058f Better checking for unloadable scenarios 2020-09-29 14:15:00 +03:00
Yair Morgenstern
6662944f32 Resolved #3085 - reconquering our cities while they were still in resistance leads to them not having resistance against us 2020-09-29 11:48:21 +03:00
givehub99
56dbd5459e
"No Maintenance costs for improvements in []" generic unique. Compatibility for Incan unique without having to edit the nations.json file. (#3194) 2020-09-28 23:34:36 +03:00
Yair Morgenstern
30396239c1 Cannot open multiple gold selection popups in trade table 2020-09-28 23:06:46 +03:00
Yair Morgenstern
e1819eb748 Scenarios that can't be loaded not displayed to users 2020-09-26 21:24:54 +03:00
HadeanLake
0f97c5eb59
parameterized few uniques, fixed "Mass Media" tech in mods (#3184)
* parameterized "Culture cost of adopting new Policies reduced by [10]%" and "Each city founded increases culture cost of policies [33]% less than normal"

* removed old fix for abcense of "Mass Media" tech so mods can have this tech
2020-09-26 20:59:22 +03:00
Yair Morgenstern
33270baea2 Resolved #3186 - Diplomacy overview displays war/peace status and not relationship level. 2020-09-26 20:40:51 +03:00
Yair Morgenstern
43bef4d88d Better trade cancellation when all cities are offered (also includes player-to-player cases, not only AI) 2020-09-25 15:33:12 +03:00
Yair Morgenstern
009c59b77c Fixed modded images not loading properly 2020-09-25 13:50:02 +03:00
Yair Morgenstern
98a79f8fb4 Removed edge case option where the AI can trade you all of their cities 2020-09-25 13:42:13 +03:00
givehub99
1f52a8ad88
Hide Unit or Building as Unique (#3181)
* This allows for unique unit or building not to be displayed as a unique on the nation select screen and nation civilopedia entry.

The primary usage of this to allow modders to avoid having their dummy unit/building that is used to disallow a nation from making the unit/building it replaces, from
appearing as a unique to the player. In other words, it won't show the comparison stats/etc.

In conjunction with this PR https://github.com/yairm210/Unciv/pull/3180 it allows modders to cleanly disallow nations from making certain units/buildings.

This would also be useful for Venice from the Brave New World expansion as it cannot build Settlers. https://civilization.fandom.com/wiki/Venetian_(Civ5)

Here is a mod to test this PR:
https://cdn.discordapp.com/attachments/670547794951405584/758550228126793759/Test_Hide_As_Unique.zip

This mod disallows Babylon from making Scout and Horseman and also doesn't show the dummy replacement unit/building on Babylon's nation info.
It also makes Babylon have a unique Monument replacement that it can build, but is still not shown as a unique on Babylon's nation info.
It also adds an example Venice nation that can't build Settlers.

* "Will not be displayed in Civilopedia" unique prevents a unit or building from being shown in Civilopedia or shown as a unique
2020-09-25 12:37:23 +03:00
HadeanLake
4ee3dae134
* tweaked some buildings (#3172)
Windmill provides "+[10]% Production when constructing [Buildings]" (only regular buildings) instead of 10% to everything
Oxford University does not provide 50% science boost - it was a copying error from National College
* tweaked techs
Implemented "Reveals the entire map" unique ("Satellites" tech)
discovering a tech can trigger unique
"Remove Marsh" unlocked with "Masonry"
2020-09-22 15:17:04 +03:00
givehub99
53a836201d
This allows mods to override unique text for nations. This is useful for using uniques but phrasing them differently when shown to the player. (#3166)
The attribute in the nation json to change this is "uniqueText"

A mod to test this is here, it changes Babylon's unique text to "Test Babylon Unique Text"
https://cdn.discordapp.com/attachments/670547794951405584/757393404924526672/Test_Custom_Nation_Unique_Text.zip
2020-09-21 21:45:49 +03:00
HadeanLake
f721f59734
Added national wonders, fixed some minor issues (#3163)
* fixed translation of "Owned: [amountOwned] = " line

* Tweaked culture from killing
Aztecs get melee strength of the unit killed in culture and honor opener does the same thing.
They stack. So you get culture equal to 200% of the dead unit's strength (not ranged strength).

* removed hurryCostModifier from units that should not have it

Default value of HurryCostModifier is 0
List of units with non-default HurryCostModifier:

Settler (20)
SS parts (-1) (cannot be hurried)

Frigate (20)
Ship of the Line (20)
Caravel (30)
Turtle Ship (30)

Catapult (20)
Ballista (20)

Horseman (20)
Companion Cavalry (20)

Swordsman (20)
Mohawk Warrior (20)
Legion (20)
Berserker (20)

* added missing definitions from vanilla (commented out)
added missing obsolete tech tags, etc

* tweaked hurryCostModifier, added missing vanilla buildings (commented out)

* added promotions and parametrized uniques
Morale (+[15]% Combat Strength)
Great Generals I ([Great General] is earned [50]% faster)
Great Generals II ([Great General] is earned [100]% faster)
Quick Study ([50]% Bonus XP gain)
Unretired Mass Media icon

Added Heroic Epic, National Epic and National Treasury national wonders
Heroic Epic has unique "All newly-trained [non-air] units in this city receive the [Morale] promotion" - "non-air" is valid param now

[Raising The Flag on Iwo Jima silhouette, Marine Corps War Memorial Raising the Flag on Iwo Jima Battle of Iwo Jima Washington, D.C., memorial free png](https://www.pngfuel.com/free-png/opgid) for Heroic Epic and Morale promotion
[Arc de Triomphe](https://thenounproject.com/search/?q=Arc%20de%20Triomphe&i=2936011) by iconfield for National Epic
[Bank](https://thenounproject.com/term/bank/213472/) by By P Thanga Vignesh for National Treasury
reused general icon for Great Generals and Quick Study promotions

* implemented "Cost increases by [30] per owned city of cities" unique
All vanilla national wonders that require something in all cities have it

* added uniques
"Nuclear weapon" - Game option "nuclearWeaponsEnabled" enables units with this unique
"Requires [building]" - Apollo Program, Manhattan Project etc
"Requires adopted [policy]" - in expansions Statue of Zeus will require "Honor", Prora - "Autocracy", Landsknecht - "Mercenary Army".

* merged "Requires adopted [policy]" with "Requires [Wonder]"

* Separated unique.params[0] to val filter

* Changed National Epic image
2020-09-21 21:44:52 +03:00
Billy Brawner
205b5ccfea
Implement custom save locations for Android and Desktop (#3160)
* Implement custom save locations for Android and Desktop

* Request write permission to save to external storage

* Fix race condition for custom saves/loads caused by autosaves

* Remove unnecessary WRITE_EXTERNAL_STORAGE permission for saving files

* Fix padding for custom save/load location buttons

* Use nullability checks as defined in coding style guide

* Use nullability checks as defined in coding style guide

* Use early return for readability

* Rename save/load completion callbacks for custom locations and implement error handling
2020-09-20 23:22:07 +03:00
Yair Morgenstern
fded66b523 Trade table options are now mousewheel-scrollable - the problem was there was a scrollpane within a scrollpane - #2824 2020-09-20 22:20:33 +03:00
givehub99
ef181a4f4c
Adds "Start with [] technology" unique (#3150)
* Adds "Start with [] technology" unique, useful for mods and Hunnic civilization from official CIV 5 DLC Gods and Kings. This unique can be tested with this mod https://cdn.discordapp.com/attachments/670547794951405584/756223352930304140/Test_Start_Technology_Nation_Unique.zip which lets Babylon start with Pottery.

* assigning the start technology unique parameter value to variable, changing the unique syntax to 'Starts with []'
2020-09-20 20:29:04 +03:00
Yair Morgenstern
eb7aac0959 Added 'back button' functionality to victory screen (#2824) 2020-09-18 13:58:17 +03:00
Yair Morgenstern
8db955b851 3.10.10 2020-09-18 11:27:11 +03:00
lishaoxia1985
9f4607635b
UI Upgrade (#3149)
* UI Update

* Replace ScrollPane with Table in Minimap
2020-09-18 10:59:18 +03:00
Yair Morgenstern
a0d18889e0 Generified "[X] free [] units"
Barbarians don't try to attack with civilian units (classic Mod)
2020-09-16 20:46:34 +03:00
Yair Morgenstern
1ceb3548dd Resolved #3130 - "All policies adopted" shown in policy picker screen when relevant 2020-09-16 19:17:25 +03:00
Yair Morgenstern
1f4d5f5573 Multiselect applies to civilian units and from city overlays 2020-09-14 21:48:46 +03:00
HadeanLake
044d04ab28
implement fun isHill() = baseTerrain == Constants.hill (#3128)
fixed isAdjacentToFreshwater - should also check for river on tile
use fitsUniqueFilter instead of checking baseTerrain, terrainFeature and some other filters separately
changes nothing but makes hill PR a lot more readable
2020-09-12 21:34:23 +03:00
Yair Morgenstern
7a7028e3a5 Can now move multiple units to nearby tiles at the same turn 2020-09-11 17:56:23 +03:00
Yair Morgenstern
5a44d7e098 Multiple selected units are more obvious on-map 2020-09-11 17:09:50 +03:00
Yair Morgenstern
f63005ad3c Multiselect & move works! Currently very restricted and not all selected units are visible to user 2020-09-11 16:55:35 +03:00
Yair Morgenstern
c659af8762 Movement popup can handle multiple selected units, but only considers one of them 'moveable' - so far no functional change, only bricklaying 2020-09-11 16:16:25 +03:00
Yair Morgenstern
b9938eb116 Unreachable tiles for air units merged with the rest of the 'can move tile to' logic 2020-09-11 15:57:23 +03:00
Yair Morgenstern
7e36b51db5 Changes to MoveButtonDto in preparation for multiple unit movement 2020-09-11 15:40:43 +03:00
Yair Morgenstern
395292e2f3 Added backing field selectedUnits:ArrayList<MapUnit> for selectedUnit in UnitTable - will allow multi-select in the future, no functional change for now 2020-09-11 12:04:43 +03:00
Yair Morgenstern
4844a0e005 Fixed fresh water adjacency - @HadeanLake 2020-09-11 11:02:05 +03:00
Yair Morgenstern
265e6416f9 Ottoman unique is back to how it should be in Vanilla - @lishaoxia1985 don't slip gameplay changes into a UI commit please. 2020-09-11 09:29:56 +03:00
Yair Morgenstern
cb0599b9f5 Simplified "on [seacost]" and "on [tile next to fresh water]" to "next to [Coast]" and "next to [Fresh water]" 2020-09-11 09:24:08 +03:00
Yair Morgenstern
9e7b28a6e4 Background tiles are no longer "fuzzy" 2020-09-11 09:09:29 +03:00
HadeanLake
9f48f43ad0
parameterized some uniques, fixes some minor bugs (#3122)
Fixed Moai
Wonder overlay will remove terrain overlay in default tileset
Oasis, Marsh and Atoll now have "Rare feature" unique, rare features can be added by mods
implemented TileInfo.fitsUniqueFilter(filterText:String): Boolean
parameterized uniques:
* "Must have an owned [Mountain] within [2] tiles"
* "Must be on [River]" - not to be confused with "Must be next to [River]" - the tile city on must have river at its border, not the adjacent tile
* "Must not be on [Hill]"
* "Must not be next to []"
* "Must be on [seacoast]" - next to "Coast" tile
* "Must be on [tile adjacent to source of fresh water]"
* "Must be next to [Water]" - next to any water tile, including "Lakes"
* "Must be next to [terrainFeature]"
* "Must be next to [unique]" - e.g "Must be next to [Rare feature]" - next to terrain or terrain feature having this unique
2020-09-11 07:56:56 +03:00
Yair Morgenstern
3eee2bff78 Resolved #3115 - AI no longer congregates great people in cities where it can't improve tiles 2020-09-10 21:00:53 +03:00
Yair Morgenstern
9ba9dd6fcf Fixed AI unit upgrading - can now 'skip' over intermediate units, the way the "promote unit" action works. #3115 2020-09-10 19:51:14 +03:00
Yair Morgenstern
10b0d498c6 Merge branch 'master' of https://github.com/yairm210/Unciv 2020-09-10 19:50:05 +03:00
Yair Morgenstern
5e8f1176f3 3.10.8-patch1 2020-09-10 19:32:45 +03:00
lishaoxia1985
9d951835d1
UI Update (#3102)
* Add "Load game" in WorldscreenMenuPopup

* UI Update

* Fix the Ottomans uniques, edit Tech description
2020-09-10 19:25:56 +03:00
Yair Morgenstern
baa7044fd1 Resolved #3048 - Fixed ANRs on 'Resume' on huge save files 2020-09-08 19:30:56 +03:00
Yair Morgenstern
3719b5c4f6 Added mod screen translation terms 2020-09-07 23:03:12 +03:00
Yair Morgenstern
4fa77ac20b Mod management screen scrolls lists separately 2020-09-07 22:38:05 +03:00
Yair Morgenstern
6d4c1cb347 Resolved #3059 - better city expansion rules 2020-09-06 23:18:15 +03:00
Yair Morgenstern
9034729dfd Intercept damage bonus (from promotions) treated as a unique 2020-09-06 20:19:20 +03:00
Yair Morgenstern
588aa7a177 Resolved #3081 - fixed bug in air interception 2020-09-06 20:05:36 +03:00
Bjorn Bringert
f2ddda0a6f
Show that air units can move to tiles within attack range (#3101)
Previously, only tiles (with a city or carrier) outside the
attack range got a white circle. Now all tiles to which the
air unit can move get a white circle.
2020-09-06 18:48:45 +03:00
HadeanLake
8ac3a88cec
fixed #3066, crash in chooseMilitaryUnit and some great people actions (#3099)
* fixed KotlinNullPointerException crash in chooseMilitaryUnit
random() is not to be used in predicate
* GodmodeCheckbox is not lockable and unchecked by default
* no great people actions if no movement points left
* unique "Can start an []-turn golden age" now has parameter and 8-turn golden ages will last 8 turns instead of 10
golden age can be started if unit is on own territory (even embarked)
* "Golden Age length increased by [50]%" - now has parameter
* tweaked changed fort and terrain defence bonuses
fort can be built on forest and jungle (vegetation will not be removed)
any open flat land gives 10%  penalty
marsh gives 15% penalty
only top terrain counts, improvement bonus will be added to that
flatland + fort = 40%
hill + fort = 75%
hill = 25%
forest/jungle on flatland = 25%
forest/jungle on hill = 25%
forest on flat + fort = 75%
forest on hill + fort = 75%
forest on hill + citadel = 125%
fixed 20% penalty for attacking over river - will be displayed if unit is standing on the other side of river
"Amphibious" unique removes this penalty
2020-09-05 20:32:27 +03:00
Yair Morgenstern
23a57c711f Mods can handle situations where there is no military unit that is available for construction 2020-09-04 16:11:48 +03:00
Yair Morgenstern
95002bc69b Getting the mod list for download now works from Android as well 2020-09-04 13:09:01 +03:00
Yair Morgenstern
f9f0b93d4e "Make travis output test output" take 2 2020-09-03 17:33:56 +03:00
Yair Morgenstern
6de4300cb8 Testing how the test errors are displayed in Travis 2020-09-03 14:03:17 +03:00
Yair Morgenstern
4fd82084d8 Better padding for notifications and aircraft 2020-09-03 12:45:08 +03:00
Yair Morgenstern
3eb9b36550 Restored techButton visualization 2020-09-03 12:37:04 +03:00
Yair Morgenstern
1b3469ea2e Resolved #3076 - automation now happens at the end of turn rather than the beginning 2020-09-02 23:05:24 +03:00
lishaoxia1985
def96071e7
Use NinePatch in getRoundedEdgeTableBackground (#3080) 2020-09-02 20:51:21 +03:00
HadeanLake
8f75368b99
Farms near freshwater (#3063)
* Farms near freshwater
* Farm now has unique "Can also be built on tiles adjacent to fresh water"
https://civilization.fandom.com/wiki/Farm_(Civ5)
Even snow: https://www.reddit.com/r/civ/comments/11qtko/farms_on_snow/
Hill+Farm, Snow+Farm, Tundra+Farm sprites by THE BUCKETEER and Ravignir from discord
* fields improvingTech and improvingTechStats converted into uniques
e.g.:
"[+1 Production] once [Scientific Theory] is discovered"
"[+1 Food] on [fresh water] tiles once [Civil Service] is discovered"
"[+1 Food] on [non-fresh water] tiles once [Fertilizer] is discovered"

* ai will build trading posts and farms in snow and tundra if it has no better tiles to work on

* "Provides a one-time Production bonus to the closest city when cut down" unique for forest

* update template.properties
2020-09-02 19:49:29 +03:00
HadeanLake
0e71da82d4
fixed base ruleset mods (#3078)
oldBaseRuleset mod will be removed from gameParameters before adding selected one
2020-09-02 13:18:51 +03:00
HadeanLake
0335b3ba46
fixed crash (#3077) 2020-09-02 10:36:34 +03:00
HadeanLake
d89526b8b8
new selected constructions will be inserted before infinite output (#3073)
perpetual constructions will replace each other in queue

Spectators no longer can sell buildings
Spectators no longer can rename cities
2020-09-01 22:48:21 +03:00
HadeanLake
0570f0a974
Few UI fixes (#3070)
* Fixed close button in LoadMapScreen
setDefaultCloseAction(MainMenuScreen())
* Fixed mapFileSelectBox in MapOptionsTable
first map will be properly selected upon creation of mapFileSelectBox
2020-09-01 18:44:00 +03:00
Yair Morgenstern
91ad769eb2 Options button now appears in main menu 2020-08-31 23:42:09 +03:00
Yair Morgenstern
e111bba509 #3050 - Added "automated workers don't replace improvements" setting 2020-08-31 22:39:03 +03:00
Yair Morgenstern
c61ec2120b Separated base ruleset mods in new game screen - cannot activate multiple base ruleset mods 2020-08-31 21:24:36 +03:00
Yair Morgenstern
757ecd8590 Resolved #3053 - improvements can be built on neutral tiles 2020-08-31 20:51:53 +03:00
Yair Morgenstern
697e193f51 Resolved #3065 - Ottomans' unique is now according to Vanilla 2020-08-31 20:42:50 +03:00
lishaoxia1985
503bf45e8d
Chinese update, Fix CityInfoTable bug (#3062)
* Chinese update, Fix CityInfoTable bug

* Delete some skin classes which are unused in Game
2020-08-31 19:49:01 +03:00
HadeanLake
e6e31b4e1a
Aztecs and some other things (#3033)
* Added icons
* [temple](https://thenounproject.com/search/?q=temple&i=28256) By Fabio Meroni for Temple of Artemis
* [Canoe](https://thenounproject.com/term/canoe/402285/) By Viktor Fedyuk (Tim P) for Floating Gardens
* [Garden](https://thenounproject.com/search/?q=garden&i=1478380) By Bharat
Aztecs by Séan https://discord.com/channels/586194543280390151/633733497277775884/727255962754351104
Jaguar by Red11

Reused slinger icon for Slinger Withdraw

* Added buildings and uniques for them
garden - bonus building of the Medieval Era. City "Must border a source of fresh water"
Temple of Artemis - World wonder of the Ancient era
Floating Gardens - Aztec unique building, replaces Water Mill

"[+1 Science] Per [2] Population in this city" - for Library and Public School
"+[]% great person generation in this city" - for garden
"Must border a source of fresh water" - "fresh water" provided by river or tiles with "Fresh water" unique. Added "Fresh water" unique to Lakes and Oasis
"+[10]% growth in all cities" - now has parameter - for Tradition Complete policy and Temple of Artemis
"+[10]% growth in capital" - now has parameter
"+[15]% Production when constructing [ranged units]"   - "ranged units" now valid param
"[stats] once [tech] is discovered" - Petra and Mughal Fort have it
"[+1 Production] from [River] tiles in this city"]  - now can use "River" - for Hydro plant

* Added Jaguar - Aztec unique unit
New unique - "+[]% combat bonus in [param]" unique - Norwegian Ski Infantry, Jaguars and Mohawks have it. param can be terrainFeature or baseTerrain, in case of baseTerrain it implies there are no features like vegetation her
Implemented "Culture for the empire from each enemy unit killed"
tweaked honor policy - it should bring half as much culture, and same as Sacrificial Captives
Fixed penalty for terrain if unit do not have "No defensive terrain bonus" unique

* Added Aztecs

* Update template.properties

* update template.properties

* update template.properties

* update template.properties
2020-08-30 21:02:59 +03:00
uncivbot[bot]
fb38fb9da7
Translations update (#3056)
* Update Turkish.properties (#3042)

* russian & ukrainian translations update (#3043)

* russian & ukrainian translations update

* Update completionPercentages.properties

* Update Spanish.properties (#3044)

* Update Brazilian_Portuguese.properties (#3045)

I want to help =)

* Translation update, Some bug fix (#3047)

* Translation update, Some bug fix

* Remove some blank key when we use Fonts.turn

Co-authored-by: omerfaruk-cakmak <32402595+omerfaruk-cakmak@users.noreply.github.com>
Co-authored-by: DuffKI <51823715+DuffLagerleff@users.noreply.github.com>
Co-authored-by: chriscr2 <70113017+chriscr2@users.noreply.github.com>
Co-authored-by: arturT7 <70413143+arturT7@users.noreply.github.com>
Co-authored-by: lishaoxia1985 <49801619+lishaoxia1985@users.noreply.github.com>
2020-08-30 20:27:13 +03:00
HadeanLake
15ed1a608b
New uniques and stuff for mods (#3055)
* "[+1 Gold] for each adjacent [Road]" Roadstatus can be used now in tile improvement uniques

* Added hasViewableResource check to "[stats] from every [Resource]"

* Fixed translation of nation uniques

* Eras with no researchable techs will not appear in dropdown menu in new game options

* Implemented startingUnits, aiMajorCivStartingUnits and aiCityStateStartingUnits fields in difficulty

* reassignRemovedModReferences will also reassign if nation is a City-State in current ruleset
e.g. Venice will be unselected if player unselects Civ5ExpansionMod which has it as playable civ

* "Cannot be purchased" - new unique for non-wonders and units. SS parts have it

* Update template.properties

* Update Difficulty.kt
2020-08-30 15:48:00 +03:00
HadeanLake
5e1508e481
fix nationsToRemove (#3041) 2020-08-28 15:55:44 +03:00
Yair Morgenstern
2a8202d8b6 Can put maps in mods!
All Map based logic changed to by-FileHandle instead of by-name  to support this
2020-08-27 14:43:49 +03:00
Yair Morgenstern
d2e914473a Resolved #3035 - added nationsToRemove in modOptions 2020-08-27 11:51:20 +03:00
Yair Morgenstern
36f5d22a80 Mod management screen takes its list of mods from the Github API! 2020-08-26 15:57:15 +03:00
Yair Morgenstern
0074ebfdb5 temp zip file is now deleted after download 2020-08-26 14:56:32 +03:00
Yair Morgenstern
4cf4381f51 Mod download works on Mobile as well! 2020-08-26 12:39:07 +03:00
Yair Morgenstern
247227bdaa Can now download mods from Github repos! :D 2020-08-25 22:00:38 +03:00
Yair Morgenstern
353b6e71f8 Added initial mod management screen
Changed turn icon to hourglass, per the change in the Discord poll
2020-08-25 18:43:05 +03:00
Yair Morgenstern
3fdcbeeef6 3.10.4 2020-08-25 17:17:25 +03:00
Yair Morgenstern
a253a97940 Added Unzip functionality - we should soon be ready for mod management from within the game! 2020-08-25 16:38:55 +03:00
Yair Morgenstern
16356f9d36 Added gold-to-science conversion for Civ IV rules 2020-08-25 11:54:26 +03:00
Yair Morgenstern
b076f482aa Removed UnitContextMenu, since it wasn't actually being used and was causing problems 2020-08-25 11:17:47 +03:00
Yair Morgenstern
0c1e318334 Resolved #2979 - Display countdown to negotiate peace in diplomacy screen 2020-08-25 10:18:05 +03:00
Yair Morgenstern
6d7903eb93 Resolved #2844 - Can now immediately move units in Desktop with right-click 2020-08-25 00:24:09 +03:00
Yair Morgenstern
a6b89b9885 More minor emoji changes
They do make the whole setup seem much more professional
2020-08-24 23:17:34 +03:00
Yair Morgenstern
bed7fe4c64 Added unit symbols for Strength, Ranged Strength, Range and Movement as 'emojis' 2020-08-24 22:48:00 +03:00
Yair Morgenstern
b85506a7d5 Resolved #2937 - can add large increments of gold in trades 2020-08-24 21:29:00 +03:00
Yair Morgenstern
6c3faec6ac Keep the perpetual construciton going, if the user set it manually. 2020-08-24 20:39:46 +03:00
Yair Morgenstern
1f3b77d038 All 'Turn' and 'Turns' texts changed to a turns icon, much cleaner! 2020-08-24 19:45:53 +03:00
HadeanLake
879c416e30
Few translation and unique fixes (#3020)
* Few translation and unique fixes
Fixed:
* translation of "vs original Unit name" in nation description
e.g. Lost ability(vs Knight): Penalty vs City 33%
* translations of some button texts and labels from map editor

* Fixed "[+X Happiness] in all cities" and "[+X Happiness] in capital" national unique
2020-08-24 15:19:07 +03:00
Yair Morgenstern
8d3b0b09e9 Tech picker screen auto-handles eras of different lengths 2020-08-24 14:54:27 +03:00
Yair Morgenstern
45d90c0458 Unified construction filtering for civ- and city-wide uniques 2020-08-24 14:30:26 +03:00
Yair Morgenstern
6ff712b625 A mishmash of different fixes: Unit uniques and promotions, happiness calculation, etc. 2020-08-24 10:58:14 +03:00
Yair Morgenstern
21c8336563 unit.getMatchingUniques() 2020-08-24 09:48:33 +03:00
Yair Morgenstern
d4b8aae84a Finally changed unit uniques to Unique! 2020-08-23 22:53:38 +03:00
Yair Morgenstern
8203549aea Removed UniqueAbility from Nations 2020-08-23 22:33:31 +03:00
Yair Morgenstern
002d0cc7f6 Settler 'by name' recognition changed to 'by unique' recognition, allowing for modded settler-like units 2020-08-23 00:28:55 +03:00
Yair Morgenstern
a930ad6360 MapGen doesn't place ancient ruins if they're not defined in the current ruleset 2020-08-21 14:16:05 +03:00
Yair Morgenstern
db7f064498 Resolved #3016 - Policy branch uniques are translated properly 2020-08-21 14:06:29 +03:00
Yair Morgenstern
9e7b6ca90d Borders consist of both civ colors, making some borders (esp. Germany) much clearer 2020-08-21 00:12:37 +03:00
Yair Morgenstern
02c2da9347 generified []# of food is carried over 2020-08-20 23:45:44 +03:00
Yair Morgenstern
270c50afd6 Generified more building uniques and merged functionality of global and city uniques when alculating tile stats 2020-08-20 23:11:53 +03:00
Yair Morgenstern
42b5b3f16c Can now disable diplomatic relationship changes in a mod 2020-08-20 16:38:14 +03:00
Yair Morgenstern
acf803de28 Merged Building and Policy unique activations
Added Tech link checks for loaded mods
2020-08-20 15:00:10 +03:00
Yair Morgenstern
e7c0710042 3.10.2 2020-08-20 12:30:46 +03:00
Yair Morgenstern
4d6478cf05 Added link checks when loading mods, so you'll know if you messed something up 2020-08-20 11:55:28 +03:00
Yair Morgenstern
9ca7e7ac5b Dealt with some game assumptions about what exists, which may not be true in mods 2020-08-20 11:18:53 +03:00
Yair Morgenstern
67ce953c62 TechPickerScreen centers small tech trees nicely 2020-08-20 10:44:22 +03:00
HadeanLake
cd72926a60
Bugfixes (#3007)
* Fixed "Can move immediately once bought" unique

* Spectators no longer can adopt policies
Close button is no longer disabled when player has free policy but has no adoptable policies
FreePolicies are being spent properly in scenario editor mode

* redundant
2020-08-19 15:25:17 +03:00
HadeanLake
a12c1ada26
Fixed AI being stuck doing science or gold per turn (#3006)
* AI will no longer get stuck doing science or gold per turn

* added missing commas in jsons
2020-08-18 20:53:16 +03:00
HadeanLake
764a1c3913
scenario editing mode improvements and new unique (#2999)
* scenario editing mode improvements and new uniques

* Fixed Russian nation unique - it is civ-wide bonus

* genericized "+[]% Production when building [] in this city"

* genericized "All newly-trained [] units in this city receive the [] promotion"

* changed some uniques to be able to have list of filters separated by comma as unique param

* scenario editing mode improvements:

Resource requirements when buying buildings and units are ignored

Limit for selling buildings is ignored

Workers improve tiles instantly

Units will not be disbanded if civilization has negative gold

* fix crash in scenario editing mode due to PerpetualConstruction not having a GoldCost

* undo comma separation

* implement All newly-trained [relevant] units in this city receive the [] promotion
relevant as in 'units that can receive'

* upadte template.properties

* unnecessary parentheses

* Not being annoyed by this vs less chance of forgetting to set gold before releasing scenario

* update template.properties

* add missing spaces
2020-08-18 19:20:59 +03:00
Yair Morgenstern
1abbd1520c Game can handle the situation where there are no more techs that can be researched (in mods with limited techs) 2020-08-17 23:17:49 +03:00
Yair Morgenstern
2c8074bfe4 Converted the "special power" of the Future Tech to a unique than can be applied to any tech 2020-08-17 23:07:58 +03:00
HadeanLake
44744fd17b
Fix #3000 (#3001) 2020-08-17 14:46:38 +03:00
Yair Morgenstern
574e588711 City-wide bonuses are clearly marked as such to differentiate them from civ-wide bonuses 2020-08-16 20:43:19 +03:00
Yair Morgenstern
f2f14b6570 Revert "Changed all "[] from [] tiles" to "[] from every []""
This reverts commit c89041e2d4.
2020-08-16 20:16:01 +03:00
Yair Morgenstern
4cd4d5d89f All kinds of crazy translation fixes 2020-08-15 23:20:18 +03:00
Yair Morgenstern
c89041e2d4 Changed all "[] from [] tiles" to "[] from every []" 2020-08-15 21:58:26 +03:00
Yair Morgenstern
be216d8e6b Game no longer crashes on new game screen when no scenarios are available 2020-08-15 21:58:02 +03:00
HadeanLake
dc1181f3fd
Update TileInfo.kt and GameOptionsTable.kt (#2990)
* check if Improvement in question isGreatImprovement before applying buff that only Great Improvements are supposed to have

* update() GameOptionsTable when player selects or unselects mod

some mods might change list of difficulties or eras

* run onChange() when SelectBox is added

so if user select modded difficulty and unselect mod that added it  gameParameters.difficulty will be updated

* add [+stats] from every [baseTerrain or terrainFeature] Nation unique
2020-08-15 21:20:25 +03:00
Yair Morgenstern
7efbe6feb2 Better loading of stuff 2020-08-14 16:33:09 +03:00
Yair Morgenstern
15bca9cc1c Can now load scenarios from inside mods, so they aren't sent as 2 separate files! 2020-08-14 14:50:22 +03:00
Yair Morgenstern
1261b1de30 List of saved games is now returned as a series of file hanldes - this means there's a lot less ping-ponging between the game name and the file in all kinds of places 2020-08-14 14:28:47 +03:00
Yair Morgenstern
4046837a3e AI chooses to fortify in non-bombardable tiles if possible
Can choose replacement building for Palace to indicate the capital city
2020-08-14 13:43:28 +03:00
Yair Morgenstern
7a7fb57f56 Resolved #2985 - fixed Embark/Disembark costs 2020-08-14 10:19:01 +03:00
Yair Morgenstern
81f19c0d12 Merged "save scenario map" and "save map" to the same button - the buttons in the map editor screen are much more managable now 2020-08-14 10:12:24 +03:00
Yair Morgenstern
795599207f Merged "load map" and "load scenario map" to the same screen - they're basically the same thing anyway 2020-08-14 10:07:15 +03:00
Yair Morgenstern
6ebc4ebf6f Units have full movement when starting a scenario map game
Units have full movement when bought when in Scenario Editor mode
2020-08-14 09:43:42 +03:00
Yair Morgenstern
24d5e08783 Translation updates for Finnish 2020-08-14 00:38:17 +03:00
Yair Morgenstern
25b434cb29 Can now adopt policies in Scenario Editor mode by double-clicking 2020-08-13 18:11:21 +03:00
Yair Morgenstern
88d72f0f39 Spectator and City-State civs are no logner considered as having 'discovered' a natural wonder 2020-08-13 17:45:28 +03:00
Yair Morgenstern
d090b0567c Proper separation between "Scenario Map" and "Scenario" 2020-08-13 17:40:48 +03:00
Yair Morgenstern
a27aecda09 The new age of scenarios is upon us!
Can save a game and have it get turned instantly into a scenario!
2020-08-13 17:06:37 +03:00
Yair Morgenstern
42c8a64943 Added "scenario editing" mode for creating prebuild scenarios 2020-08-12 21:58:23 +03:00
Yair Morgenstern
451234c3bb 3.9.20 2020-08-12 19:39:45 +03:00
Yair Morgenstern
5084bb6f9e Can now play an entire scenario with no improvements or techs defined 2020-08-11 22:53:48 +03:00
Yair Morgenstern
7382d4f8e8 The ImageGetter changes rulesets correctly when entering\exiting scenario editor 2020-08-11 22:44:41 +03:00
Yair Morgenstern
0c84b95614 Tests are sometimes ridiculous. 2020-08-10 23:44:10 +03:00
Yair Morgenstern
889d6a1587 Denounce now has a confirmation popup 2020-08-10 23:24:02 +03:00
Yair Morgenstern
3b2e813523 Ancient Ruins can now provide Culture 2020-08-10 23:12:02 +03:00
Yair Morgenstern
2e0d73cf75 Game handles 'picking a scenario based on a custom ruleset' well 2020-08-10 22:59:48 +03:00
Yair Morgenstern
0c4947a03e Added Scenario victory condition - can now have Scenario deathmatches! (sort of) 2020-08-10 22:45:34 +03:00
Yair Morgenstern
fd211b1fa3 Scenario now no longer spawns starting units - they should be prebuilt into the scenario! 2020-08-10 21:18:55 +03:00
Yair Morgenstern
8dd8fa3575 Resolved #2951 - only ancient ruins improvements are removed around players' starting locations, and not other improvements 2020-08-10 21:03:28 +03:00
Yair Morgenstern
c17de11c35 Remove all unavailable resource when scenario-ing a map 2020-08-09 23:10:55 +03:00
Yair Morgenstern
be51735fdf Fixed broken tests 2020-08-09 21:37:09 +03:00
Yair Morgenstern
0dae80d379 AI now has 5 favored policy trees for each preferred victory type, making them more likely to win culturally 2020-08-08 22:02:50 +03:00
Yair Morgenstern
1a021a21fe AI no longer uses all its aluminum on units and leaves some for spaceship construction 2020-08-08 21:56:51 +03:00