Commit Graph

633 Commits

Author SHA1 Message Date
43ec085b89 Fixed "no resources on coast" - thanks ninjatao! 2018-11-28 17:32:49 +02:00
de4c042dd5 Buildings that provide free buildings (e.g. The Great Library) now deal with civ uniques (e.g. Paper Maker) 2018-11-27 23:50:08 +02:00
324176d098 Performance: Added transient builtBuildingObjects list in cittyConstructions, so we won't have to get the list every time we want to calculate, well, loads of stuff 2018-11-27 23:31:40 +02:00
ea68a70823 Solved concurrent modification problems from TechManager.researchedTechnologies and civInfo.exploredTiles 2018-11-27 22:48:41 +02:00
6096bde9cd Changed Forest icon
Narrowed hexagon edges
2018-11-27 21:51:52 +02:00
2cd7e5dc88 Added "declare war on X" to available trades
Organized trades by type
2018-11-27 19:10:27 +02:00
24ccd630da Can now select as many enemy civs as there are civilizations to assign to them
Can now start the game with "Huge" maps, because "Large" wasn't big enough for everyone apparently -_-
2018-11-26 19:50:58 +02:00
556c10109d Performance improvements in both getCivUnits and canPassThrough of tile
Fixed no embarkation & policy pick bug
2018-11-24 22:48:42 +02:00
6c9297abc2 Performance improvement - added baseTerrain transient in tileInfo 2018-11-24 21:58:39 +02:00
347d329233 Moved map toggle icons near the minimap 2018-11-24 21:47:09 +02:00
5577022bd7 Added unit icons to battle table 2018-11-24 21:15:22 +02:00
254d415968 Organized minimap UI 2018-11-23 14:48:05 +02:00
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