Commit Graph

771 Commits

Author SHA1 Message Date
5b66f8f0f7 Organized Unit Table UI 2018-11-23 14:36:22 +02:00
c71f320731 Units now unsleep after moving 2018-11-23 10:06:16 +02:00
e16ea5c803 Performance: Added Transient list of researched technologies 2018-11-21 20:02:12 +02:00
d7ddd85c32 Performance: Viewable tiles are now a transient list in civInfo 2018-11-21 19:16:06 +02:00
bf4d9b609d Dev: when getting tile stats, we only check the gold-per-turn of the viewing civ if its current gold is negative 2018-11-21 18:45:02 +02:00
71d99dce51 Improved Next Turn performance
Dev: in tryGarrisonUnit, we now run canReach only when absolutely neccesary
Dev: Center tile of CityInfo cached, we access it a lot and it never really changes
2018-11-21 18:07:05 +02:00
edada1182b Changed date notations to BC and AD, as per original Civ 2018-11-21 16:40:27 +02:00
49603f8852 Fixed bug where resource-requiring buildings could be built without the resource 2018-11-21 16:34:11 +02:00
2ab4e406aa Fixed bug where auto-assigned population in cities could work tiles outside of 3-tile range 2018-11-21 16:31:14 +02:00
fad7df055b It's now much easier to enter a city by clicking on the city button 2018-11-21 16:15:46 +02:00
9590d9890b Solved bug where AI work boats would try to create Fishing Boats on Oil in coast (thanks Pierre Wall!) 2018-11-21 15:33:12 +02:00
1929118732 Policy picker no longer jumps up if you manually picked the policy when you got enough points
Buildings that increase XP now display so in construction picker screen
2018-11-21 15:19:33 +02:00
17c98f9f46 Fixed Embarkation tutorial 2018-11-21 15:10:15 +02:00
eaa1287653 Added icons to city buildings 2018-11-19 23:04:45 +02:00
1b5bd472cb Unit icons no longer look like they're trying to escape their borders 2018-11-19 22:53:07 +02:00
8a7719e634 Unviewable resources no longer affect improvement yield (e.g. mine on unviewable coal)
Resource-requiring units no longer get a penalty when civ is breaking even on that resource
2018-11-19 20:44:26 +02:00
9d27e22952 Every unit enabled by a tech gets its own line now 2018-11-19 20:07:29 +02:00
3e02417838 AI units no longer attack from an embarked state (it's just not worth it) 2018-11-17 22:01:47 +02:00
af88d287c3 Dev: added "type" property to MapUnit to reflect baseUnit.unitType, since that's used EVERYWHERE 2018-11-17 21:57:52 +02:00
f6f8b53ab1 Water units can no longer fortify 2018-11-17 21:43:58 +02:00
678db24d78 All unit uniques displayed in tech tree
Unit bonus/penalty uniques are now translated
2018-11-17 21:19:43 +02:00
22e6f39caf Dev: Removed baseDescription from units, all old baseDescriptions moved to Uniques 2018-11-17 21:02:42 +02:00
2db768f9ed Added tutorials for siege units and embarkation 2018-11-17 20:56:30 +02:00
69e30ce212 Dev: Techs are now recognized by their unique abilities, not by tech name 2018-11-17 20:33:21 +02:00
b01ed7541e Translation fixes 2018-11-14 21:08:43 +02:00
7ce4d2515b Barbarians are now colored in red+black, like in the original civ 2018-11-14 19:41:53 +02:00
640a3b873e Ballista replaces catapult, not horseman
When an improvement is under construction, you cannot pick to construct that improvement again
2018-11-14 19:31:33 +02:00
c0f2e7ab07 Population, resource and improvement images are faded out when a military unit is selected 2018-11-13 21:37:41 +02:00
2b2f8affd8 Hiding resources and improvements in the world screen no loger affects the city screens 2018-11-13 21:17:01 +02:00
42e6ab1c65 Fixed great person point generation
Added great person points to civ overview
2018-11-13 21:10:23 +02:00
0a0b664dfe Specialists work again! =D 2018-11-12 21:54:11 +02:00
62ef51f38e Added Navigation tech with Seaport building and Frigate unit
Water maps are out of beta and are now default!
2018-11-12 13:05:42 +02:00
d5a5c400bd Units' resource requirements now stated in construction picking screen 2018-11-12 11:45:18 +02:00
f127c9ac37 Units requiring resources, but the civ doesn't have that resource, get a combat penalty 2018-11-12 11:44:21 +02:00
5ef5ff572e Added Ironclad unit 2018-11-12 11:21:00 +02:00
d3a4952fef AI will only pay for extra luxuries if it can trade them away 2018-11-12 09:47:43 +02:00
e43cd0ae6b AI won't pay in trade for strategic resources it can't use or doesn't need 2018-11-08 22:39:28 +02:00
d2d07f49a7 Work boats can now construct Oil Wells in coastal tiles 2018-11-08 21:38:17 +02:00
a7694867d0 Population is assigned/unassigned in cities by clicking on the tile, not just the population symbol 2018-11-06 22:49:40 +02:00
a062b02bb5 Percentage increases from buildings displayed in tech picking screen 2018-11-06 20:29:48 +02:00
f73d840a9d Silly roadbuilding crash bugfix 2018-11-06 20:26:31 +02:00
c8285b9b0a Added new Targeting, Coastal Raider, Bombardment, Boarding Party promotions for naval units, and opened up older promotions for them 2018-11-04 20:07:54 +02:00
02b0f6e9fe Code organization - separated TechButton and IconCircleGroup to separate files &c
Tech with special abilities now displayed with a star icon
2018-11-04 18:42:55 +02:00
937687a0f4 Steam Power and Astronomy now increase embarked units' movement 2018-11-04 13:07:03 +02:00
fb2538524a Tile info now dispays which civ each unit belongs to
Embarked units marked on map with different shaped background
2018-11-04 13:06:16 +02:00
788e0d115f Units in overview now scrollable 2018-11-03 19:55:40 +02:00
c1cc32e95b Tech eras are now translated 2018-11-03 19:52:28 +02:00
3958ed3cdb Fixed Ecology image
World screen now also displays icons of tech results
2018-11-03 19:49:05 +02:00
8b12b80f34 Fixed images of Burial Tomb and Paper Maker
Techs now display little icons of their effects
2018-11-03 19:19:30 +02:00
5e9b62162c Fixed bug where AI settlers would attempt to settle on water tiles, causing crashes 2018-11-03 18:59:05 +02:00