4e62d0b722
Fixed starting positions not activating on new game
2020-12-21 20:56:02 +02:00
213e71a97b
Reversed requiredBuilding migration to unique
2020-12-21 20:35:02 +02:00
566a9529ef
Un-hardcoded some settler checks
2020-12-20 22:55:36 +02:00
9b6dd71d22
Resolved #3422 - added fast switch between adjacent cities in city screen
2020-12-19 21:39:30 +02:00
eda8b84c2d
Resolved #3428 - added a toggle for displaying yield icons
2020-12-19 21:26:18 +02:00
78513b87c1
Resolved #3427 - "player ready" screen appears when loading game in Hotseat multiplayer
2020-12-19 21:15:12 +02:00
2b36ad679a
genericised stats before tech unique ( #3421 )
...
* generic stats before tech/policy unique
* simplified
2020-12-19 21:06:45 +02:00
478ea310b4
City-states make peace with enemies when their alllies do
2020-12-19 21:01:35 +02:00
d56433857b
Long tech descriptions are now scrollable
2020-12-19 20:53:48 +02:00
e3f1c33654
Building.requiredBuildingInAllCities -> "Requires a [] in all cities" unique
2020-12-17 15:46:17 +02:00
f40584b1ec
requiredBuilding parameter migrated to "Requires a [] in this city" unique
2020-12-16 20:14:36 +02:00
c84e20f38b
"Requires a {building}" notifications show the civ's equivalent to the building, if overridden
2020-12-16 16:27:54 +02:00
05880376bb
Korean UA activates on buildings added from buying and on national wonders
2020-12-16 14:09:02 +02:00
30c12662d2
Unified science addition logic
2020-12-16 14:08:17 +02:00
925e092629
Solved ANR when loading large games from the load screen
2020-12-16 12:27:01 +02:00
f27f036e28
Resolved #3378 - AI no longer tries to heal units in dangerous tiles - by nob0dy73
2020-12-14 11:39:05 +02:00
24b46e8c2c
AI knows not to try and heal units which would heal anyway
2020-12-14 11:31:13 +02:00
fad967b31a
Resolved #3382 - Added tryTakeBackCapturedCity by nob0dy73
2020-12-14 11:12:05 +02:00
835ed003be
Resolved #3380 - added tryHeadTowardsSiegedCity to unit automation, by nob0dy73
2020-12-14 11:07:11 +02:00
fd372d8c77
Forced disband from lack of gold now provides disband gold
2020-12-13 22:49:39 +02:00
d1387a04c3
Implemented missing Korean UA ( #3416 )
...
* try to implement korean ability
* Corrected typo error
Coreect camel typo errror
* updated new korean feautre translation.
* edited korean unique text to get right sentence.
* merge duplicated code into addScience(Int)
2020-12-13 12:28:05 +02:00
b264876b6b
Deprecation of old unique formats in favor of newer, more generalized ones
2020-12-13 12:21:38 +02:00
7ec176ac45
Minor fixes for the tile yields
2020-12-13 09:52:15 +02:00
0e5b2f0db0
Display tile yields ( #3322 )
...
* Show tile yields functionality (WIP)
* Toggle yields (WIP)
* Show Yields (WIP)
* Show tile yields WIP
* showTileYields (WIP)
* tidying code
* Display tile yields (WIP)
* Show tile yields (WIP)
* Update CityTileGroup.kt
2020-12-13 09:31:37 +02:00
963fee3552
Added much-needed "+[]% Production when constructing [] units" unique
2020-12-13 09:27:31 +02:00
11fb6b4b67
Merge branch 'master' of https://github.com/yairm210/Unciv
2020-12-13 09:20:40 +02:00
7731211b09
All relevant unit filtering moved to baseUnit, so we can filter on constructions as well
2020-12-13 09:19:45 +02:00
86b4548d11
kept the old one for now ( #3414 )
2020-12-12 20:11:15 +02:00
ee5aa38129
GG bonus generation now checks for civinfo uniques ( #3412 )
...
* great general bonus isn't applied to national uniques
check added to allow this
* added uniques together :)
* added vals in line with similar checks - more efficient(?)
2020-12-12 20:10:39 +02:00
fe38249dc1
City-state resources from all sources shared with ally civ ( #3411 )
...
* merged functions for getCityResources and getResourcesFromAlly
* "city-states" origin moved to civinfotransientupdater
2020-12-12 20:09:39 +02:00
bbcf5ffed7
Added "All" filter for units
2020-12-11 14:28:29 +02:00
d0774db030
Resolved #3408 - Unit maintenance cost reduction generalized, now works for Ottomans
2020-12-11 14:24:09 +02:00
3ab57f1ada
Resolved #3409 - American unique grants extra sight only to military land units
2020-12-11 14:11:35 +02:00
1f59a4ea48
Fixed crash when nuking Barbarian units
2020-12-11 14:09:19 +02:00
ab548dda54
Fixed ANR caused by too many saved games
2020-12-10 10:42:02 +02:00
4578994adf
Reassign population after selling a specialist-providing building
2020-12-10 10:10:14 +02:00
d3ba68f7d3
resources can be added by tile improvement with unique "Provides [] []" ( #3406 )
...
* resources can be added by tile improvement with unique "Provides [] []"
* to minimise indentation
* to minimise indentation
* changed null check
* flip if
2020-12-09 23:02:46 +02:00
fb743ade31
Added nation icons to the leader names in the diplomacy screen
2020-12-09 23:01:43 +02:00
c1a717e4f8
Resolved #3289 - can place unbuildable improvements that can exist on tiles
2020-12-09 22:46:15 +02:00
e80dc879bb
wonder text will not be displayed & "[] enabled:" will not show if nothing visible in list ( #3399 )
2020-12-07 22:26:34 +02:00
3e6955d0d9
Selected unit stays selected when single-tap moved into a tile with another unit
2020-12-07 20:08:58 +02:00
2c35cc98de
Specialists can add happiness ( #3398 )
2020-12-07 08:46:39 +02:00
cc5f4fc316
Should not be displayed without [] ( #3396 )
...
* cleaned up again :)
* add val "filter"
2020-12-06 22:19:49 +02:00
8a5247324c
3.11.18
2020-12-06 22:16:03 +02:00
b50c129e2d
"+[] Movement for all [] units" now respects all unit categories
2020-12-06 21:50:46 +02:00
378e1ddc66
Fixed broken build, also - test for the new Travis!
2020-12-06 21:23:49 +02:00
48d0758abf
Improvements can't be built in neutral areas, as per Civ V
2020-12-06 20:39:53 +02:00
22b3f563f3
Crash reports contain the game version for easy filtering
...
Added helper function cityInfo.isWorked(tile)
2020-12-05 22:54:16 +02:00
6a73909c67
Helicopter Gunship ( #3385 )
...
* -Helicopter Gunship Implemented
-Anti-Tank Gun upgrades to it
* unit atlas
* "All tiles cost 1 movement"
2020-12-04 14:20:24 +02:00
5cf3e7764a
CORRECT handling for mods that changed their buildings or units
2020-12-04 14:12:47 +02:00