* Added the paratrooper unit
* Reverted accidental reordering of action table
* Fixed Github build errors
* Hopefully actually fixed the build errors
* Added a Dutch translation, finally fixing the error
* Paratroopers can no longer actually paradrop on a tile they shouldn't be able to paradrop onto
* Removed double update action
* Add global alerts for certain constructions
In the original game, certain constructions alert all players upon
their completion. This commit introduces a new unique for this behavior
and adds this unique to the relevant constructions.
The code that implements the new unique is placed in
Building.postBuildEvent, so it can only be activated by buildings. If
other kinds of constructions require a global alert as well, the code
could be moved to CityConstructions.constructionComplete.
* Removed redundant line in template.properties
* Moved global alert logic to CityConstructions
Moved the implementation of "Triggers a global alert upon completion"
from Building.postBuildEvent to CityConstructions.constructionComplete,
close to the similar Wonder notification logic.
* 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
* Adding give up function for multiplayer
* Update template.properties
* Reviewed changes
- Changed "give up" to "resign"
- Removed unnecessary and harmful translations
- Using YesNoPopup now
* Add missing space
* fixed first AI turn getting skipped
* Added "All [] Cities get a free []" unique.
The first parameter is for city type. Currently "new" and "coastal" are supported.
"new" matches every city and "coastal" matches cities on a coastal tile.
"new" and "coastal" were added to template.properties for translation.
Upon city founding, the second parameter building is added to the city.
In civ 5 G&K, Carthage gets a free harbor for every coastal city.
* -Syntax changed to "Get a free [] []"
First paramater is the building and second is the city filter.
Supports "in every city" and "in every coastal city"
-new and coastal was removed from template.properties
-in every coastal city was added to template.properties
* Changed syntax to "Gain a free [] []"
* Preparation for Helicopter unit
-"All tiles costs 1" unique makes every tile cost 1. Used by Helicopter in CIV 5.
-"Can pass through impassable tiles" unique allows unit to pass through any tile. Used by Helicopter in CIV 5. Does not let units cross ocean if they couldn't already, just terrain that is considered "impassable"
-Mountains now do 50 damage to units that end turn on it. In civ 5 and its expansion this is what happens to any unit that is able to pass mountains.
This is "hard coded" for now. Also added the notification text to template.properties
* mountains do not give sight bonus when on them
* Revert "mountains do not give sight bonus when on them"
This reverts commit 83ad3df5d4.
* -Consolidated unit kill bonus uniques.
Syntax is "Earn []% of [] opponent's [] as [] for kills" for both units and nations.
Ex.
"Earn [10]% of [military] opponent's [Cost] as [Gold] for kills"
or
"Earn [100]% of [Barbarians] opponent's [Strength] as [Culture] for kills"
Only Culture and Gold are supported as rewards now, but it can be expanded later. The pictish warrior unit in G&K gets 50% of opponent's strength as faith, so we can have the function edited to allow for faith when we get to that point.
Only Strength or Cost is supported as what the reward amount is based on.
-Policies.json and Nations.json were changed to fit the new syntax. The old syntax still works for mods for now.
-matchesCategory MapUnit function can now check if the unit is a barbarian
* -Compatibility for depecrated unit kill bonus uniques done more efficiently and counted only once (since prior to this PR, it was also counted only once)
* -Changed it to "Barbarian" instead of "Barbarians", added "Barbarian" to template.properties
* space after translation template