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
42b5b3f16c
Can now disable diplomatic relationship changes in a mod
2020-08-20 16:38:14 +03:00
acf803de28
Merged Building and Policy unique activations
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Added Tech link checks for loaded mods
2020-08-20 15:00:10 +03:00
e7c0710042
3.10.2
2020-08-20 12:30:46 +03:00
4d6478cf05
Added link checks when loading mods, so you'll know if you messed something up
2020-08-20 11:55:28 +03:00
9ca7e7ac5b
Dealt with some game assumptions about what exists, which may not be true in mods
2020-08-20 11:18:53 +03:00
67ce953c62
TechPickerScreen centers small tech trees nicely
2020-08-20 10:44:22 +03:00
cd72926a60
Bugfixes ( #3007 )
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* 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
a12c1ada26
Fixed AI being stuck doing science or gold per turn ( #3006 )
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* 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
764a1c3913
scenario editing mode improvements and new unique ( #2999 )
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* 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
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
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
44744fd17b
Fix #3000 ( #3001 )
2020-08-17 14:46:38 +03:00
574e588711
City-wide bonuses are clearly marked as such to differentiate them from civ-wide bonuses
2020-08-16 20:43:19 +03:00
f2f14b6570
Revert "Changed all "[] from [] tiles" to "[] from every []""
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This reverts commit c89041e2d4
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2020-08-16 20:16:01 +03:00
4cd4d5d89f
All kinds of crazy translation fixes
2020-08-15 23:20:18 +03:00
c89041e2d4
Changed all "[] from [] tiles" to "[] from every []"
2020-08-15 21:58:26 +03:00
be216d8e6b
Game no longer crashes on new game screen when no scenarios are available
2020-08-15 21:58:02 +03:00
dc1181f3fd
Update TileInfo.kt and GameOptionsTable.kt ( #2990 )
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* 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
7efbe6feb2
Better loading of stuff
2020-08-14 16:33:09 +03:00
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
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
4046837a3e
AI chooses to fortify in non-bombardable tiles if possible
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Can choose replacement building for Palace to indicate the capital city
2020-08-14 13:43:28 +03:00
7a7fb57f56
Resolved #2985 - fixed Embark/Disembark costs
2020-08-14 10:19:01 +03:00
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
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
6ebc4ebf6f
Units have full movement when starting a scenario map game
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Units have full movement when bought when in Scenario Editor mode
2020-08-14 09:43:42 +03:00
24d5e08783
Translation updates for Finnish
2020-08-14 00:38:17 +03:00
25b434cb29
Can now adopt policies in Scenario Editor mode by double-clicking
2020-08-13 18:11:21 +03:00
88d72f0f39
Spectator and City-State civs are no logner considered as having 'discovered' a natural wonder
2020-08-13 17:45:28 +03:00
d090b0567c
Proper separation between "Scenario Map" and "Scenario"
2020-08-13 17:40:48 +03:00
a27aecda09
The new age of scenarios is upon us!
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Can save a game and have it get turned instantly into a scenario!
2020-08-13 17:06:37 +03:00
42c8a64943
Added "scenario editing" mode for creating prebuild scenarios
2020-08-12 21:58:23 +03:00
451234c3bb
3.9.20
2020-08-12 19:39:45 +03:00
5084bb6f9e
Can now play an entire scenario with no improvements or techs defined
2020-08-11 22:53:48 +03:00
7382d4f8e8
The ImageGetter changes rulesets correctly when entering\exiting scenario editor
2020-08-11 22:44:41 +03:00
0c84b95614
Tests are sometimes ridiculous.
2020-08-10 23:44:10 +03:00
889d6a1587
Denounce now has a confirmation popup
2020-08-10 23:24:02 +03:00
3b2e813523
Ancient Ruins can now provide Culture
2020-08-10 23:12:02 +03:00
2e0d73cf75
Game handles 'picking a scenario based on a custom ruleset' well
2020-08-10 22:59:48 +03:00
0c4947a03e
Added Scenario victory condition - can now have Scenario deathmatches! (sort of)
2020-08-10 22:45:34 +03:00
fd211b1fa3
Scenario now no longer spawns starting units - they should be prebuilt into the scenario!
2020-08-10 21:18:55 +03:00
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
c17de11c35
Remove all unavailable resource when scenario-ing a map
2020-08-09 23:10:55 +03:00
be51735fdf
Fixed broken tests
2020-08-09 21:37:09 +03:00
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
1a021a21fe
AI no longer uses all its aluminum on units and leaves some for spaceship construction
2020-08-08 21:56:51 +03:00
b8ce489ea3
3.9.19
2020-08-08 21:39:34 +03:00
ae60aab7e5
Resolved #2818 - Can no longer build improvements outside your borders
2020-08-07 17:22:48 +03:00
376079100d
Tile Improvements get parametrized Uniques!
2020-08-07 14:48:14 +03:00