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c3cdae12d4
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Tutorials are now defined per language!
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2018-08-04 23:57:53 +03:00 |
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7983901435
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Info on translation percentage in language picker screen
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2018-08-04 21:50:56 +03:00 |
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ec0ebc73f0
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Expanded translation for new game screen and overview screen
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2018-08-04 21:36:08 +03:00 |
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5b26974752
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AI picks a random tech from those with the lowest cost
AI civs trade luxury resources wiith each other when they have spares
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2018-08-03 15:21:41 +03:00 |
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f0a56b5e84
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Units are moved to movable tiles when an enemy city expands its territory to the unit's tile
Diplomacy button is not shown unless you have other civs you can diplomatize with
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2018-08-03 14:47:25 +03:00 |
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215310b413
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Diplomacy screen, declaring war, no entering frienly enemy territory
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2018-08-02 21:21:30 +03:00 |
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bf9e06445c
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All diplomacy now done from a separate screen
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2018-08-02 14:59:53 +03:00 |
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023c4cd1c6
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Trade now almost entirely separate from Trade Screen, so the Trade screen can become a Diplomacy screen!
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2018-08-01 22:41:23 +03:00 |
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04c0c87d7c
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Trade table separated into a distict entity, allows us to put the trade into other screens
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2018-08-01 13:00:06 +03:00 |
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d8daf6dc88
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Separated trade logic from UI display
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2018-08-01 09:00:06 +03:00 |
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d8bb0eb9e5
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Can now trade Peace Treaty! Which leads to actual fukken peace!
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2018-07-31 17:48:57 +03:00 |
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fa8e8a148d
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Can now trade technologies!
AI assessment of luxury resources improved
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2018-07-30 21:34:31 +03:00 |
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82c42e8528
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Trade classes re now separate files
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2018-07-30 13:30:13 +03:00 |
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8b259a3db3
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Added ai unhappiness modifier to difficulty
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2018-07-27 10:03:44 +03:00 |
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1689005fef
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Tutorials saved between turns
No notification for "discovering" barbarians
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2018-07-27 00:07:32 +03:00 |
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041f904f6c
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Added language picker screen
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2018-07-26 23:46:14 +03:00 |
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f6f9433c41
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Fixed concurrent iterator change problems
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2018-07-26 23:17:18 +03:00 |
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592b716e81
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Removed the 1/63 chance that on a small map you couldn't have many civs
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2018-07-26 23:16:56 +03:00 |
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03f0b2a1f9
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Added getBackground helper function
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2018-07-26 23:15:33 +03:00 |
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1cba56c947
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Tutorials shown are now per-device (in the game settings) rather than per-game
Game settings are now saved as a proper class, found how to ignore unknown properties in json! =)
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2018-07-26 13:15:38 +03:00 |
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efef41541c
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Razed cities do not grow
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2018-07-25 23:05:21 +03:00 |
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06c68302ce
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Added difficulty settings!
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2018-07-25 22:56:25 +03:00 |
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7af1a89913
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You can no longer see city connection status of enemy cities
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2018-07-24 18:25:36 +03:00 |
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b4614fc1f5
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Railroad now looks like a railroad and visible on tundra
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2018-07-24 18:22:39 +03:00 |
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18a8f9f0d5
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Fixed bug where units on hills thought they could attack further away units
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2018-07-23 20:04:33 +03:00 |
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a3eda1fd52
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Fixed bug that caused barbarians to not do anything
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2018-07-20 16:04:38 +03:00 |
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9c23c8f551
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Civs start at least 3 tiles away from edge of board
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2018-07-20 15:58:03 +03:00 |
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a33a161fdb
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Unique units can now be upgraded to (e.g. archer to longbowman) - Thanks Am-per-sand!
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2018-07-20 15:57:44 +03:00 |
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ea20201c1b
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Renamed Unit to BaseUnit so it wouldn't conflict with Kotlin's Unit cllass
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2018-07-20 12:13:37 +03:00 |
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0d261e88bf
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Added list of units to empire overview
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2018-07-19 13:29:52 +03:00 |
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d8ac537535
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Cut down saved game size when copying text to the clipboard by 85% using gzip
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2018-07-18 23:13:58 +03:00 |
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a2530b5480
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Player no longer always starts in the middle of the map
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2018-07-18 18:45:37 +03:00 |
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606a375467
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World screen centers on capital instead of zero position
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2018-07-18 18:41:15 +03:00 |
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e6a95452b4
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If a unit's upgrade is obsolete, then we try to upgrade to the next non-obsolete unit in line in the upgrade succession tree
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2018-07-18 17:58:38 +03:00 |
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a86460b345
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Ranged units cannot indirect attack (e.g. if a hill is in the way)
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2018-07-18 17:52:13 +03:00 |
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5ee0c47e22
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If a unit can be promoted twice, the promotion picker remains open after you pick the first promotion
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2018-07-18 13:26:29 +03:00 |
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23a9886de7
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Expanded unit civilopedia description
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2018-07-17 23:14:58 +03:00 |
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12c925f79c
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Apollo program status correctly displayed in victory screen - you can now actually win a scientific victory!
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2018-07-17 23:07:17 +03:00 |
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b5d198adcd
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AI examines city construction each turn, in case there's something better to build
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2018-07-17 23:05:55 +03:00 |
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9e50051c61
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When out of gold, units disband at a rate dependant on your deficit
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2018-07-17 23:05:08 +03:00 |
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5fed13eb76
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Tiles with gold are now ranked higher if civ is in a bad financial situation
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2018-07-17 13:13:23 +03:00 |
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a7ddc07880
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Changed city construction automation - should help the AI not constantly go broke
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2018-07-17 12:53:43 +03:00 |
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7ec95fefd9
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No tile will now be in 2 cities simultaneously
Cities can't "take over" tiles neighboring to a city
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2018-07-16 23:50:35 +03:00 |
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bc404d9b17
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Fixed bug that preclude building spaceship parts
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2018-07-16 19:57:27 +03:00 |
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e40bc91156
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City cannot starve below 0 population
Starvation notifications when a city generates negative food, not only when population decreases
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2018-07-16 18:31:32 +03:00 |
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2cd3347cec
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Barbarians will not spawn in tiles that any civilization can currently see
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2018-07-16 12:36:33 +03:00 |
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ce7cb2ce17
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Tiles outside the 3rd ring of a city can no longer be "worked" in the screen (before they could be chosen but didn't provide yields)
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2018-07-16 09:43:36 +03:00 |
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43ef42be5f
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When removing a terrain (e.g. Forest) whose improvement depends on it (e.g. Lumber mill), the improvement is removed
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2018-07-16 09:17:42 +03:00 |
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6ca586c3b1
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Can no longer accept "empty" trades
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2018-07-16 09:16:53 +03:00 |
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da3d749547
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When unable to support units, they disband one by one instead of all at the same time
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2018-07-15 19:51:27 +03:00 |
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