Commit Graph

2932 Commits

Author SHA1 Message Date
80b470e867 Resolved #3497 - city state quests always show correctly when diplomacy screen accessed from city button
Added some scrollbars as per #3495
2021-01-03 21:37:38 +02:00
17333ec0d3 Fixed crash when attempting to issue a 'connect to capital' quest for a civ with no capital 2021-01-03 19:15:27 +02:00
ae805284a6 3.12.6 2021-01-02 22:09:08 +02:00
65cc56b5d7 = 1F instead of += 1 (#3487) 2021-01-01 13:49:48 +02:00
908cae1881 Solved ANRs when loading big maps in editor screen 2021-01-01 13:40:31 +02:00
26c817a4a1 Resolved #3483 - settlers require at least 2 population to construct, as per Civ V 2021-01-01 13:29:03 +02:00
8c50e70f22 Better visual aircraft indicators 2021-01-01 13:19:15 +02:00
e9f1c38c8b Set a max cap on unit maintenance - does not increase past the base turn limit 2021-01-01 13:01:06 +02:00
7ff5fe4650 Resolved #3472 - can purchase 'free' tiles in cities even with negative gold 2021-01-01 11:10:15 +02:00
6d4324354f Resolved #3490 - fixed formatting problem in trade popup 2021-01-01 11:03:54 +02:00
8f0f656f7b Resolved #3489 - City state influence is affected by declaring war and making peace with their enemies 2020-12-31 21:58:22 +02:00
e7fb183b85 Resolved #3475 - capturing settlers moves us to the captured units' tile 2020-12-30 21:38:36 +02:00
5b25ec0495 "happiness from garrison" effect was duplicated (#3485) 2020-12-30 21:07:24 +02:00
42ff90fb65 3.12.5 2020-12-29 21:23:08 +02:00
2ff345b6a6 Resolved #3476 - captured civilian units can no longer move on the same turn 2020-12-29 19:57:28 +02:00
03ddd3c410 Resolved #3331 - resources for city-state quests are taken from resources on the map, to avoid unfinishable quests 2020-12-28 22:23:20 +02:00
d0a59889c4 Can now choose construction to work on even when worker has no movement points, since it won't advance unless he does 2020-12-28 19:32:28 +02:00
98685ad7c0 Resolved #3464 - units only advance improvements when they have movement points left 2020-12-28 17:59:04 +02:00
100d6f9512 Fixed minor automation bug for modded terrains 2020-12-28 17:44:47 +02:00
ca04093321 Resolved #3470 - popups now make the rest of the screen unclickable to avoid exploits
Resolved #3468 the same way
2020-12-28 17:37:29 +02:00
e07fd6d0bc Resolved #3465 - picking current impeovement closes picker screen, but doesn't reset improvement constrution 2020-12-28 17:36:18 +02:00
7dd2438dbd Resolved #3431 - Redesigned the player picker, to scroll through civs and display them separately 2020-12-27 16:48:04 +02:00
78535252c2 Resolved #3424 - Added blink on event location 2020-12-27 13:29:34 +02:00
599a1d8a91 Game can deal gracefully wth mods removing certain units and technologies 2020-12-27 11:55:28 +02:00
87c6819462 "Free great person" can no longer grant great people that are unique to another civ
Unified Great Person recognition
Better Great Person AI detection for unique units
2020-12-27 11:05:11 +02:00
713086849a AI declares peace with civs they can't reach, solving 'endless stalemate war' problems 2020-12-26 23:11:49 +02:00
170e158a4e Added required building dependency check 2020-12-26 20:09:06 +02:00
7d7557ae4a Caught modding errors - classic. 2020-12-26 20:04:46 +02:00
b77fa8d67d Modded water units with worker unique can no longer build roads in water 2020-12-26 19:50:29 +02:00
099ee879cc small bug meant that there was a 67% chance NOT to capture defeated barbarian unit (#3450) 2020-12-25 12:55:20 +02:00
8689fe0ffa Clarified Protectionism effect 2020-12-23 21:28:59 +02:00
d0cbc07870 Solved crashing bug from incorrect mods 2020-12-23 21:23:41 +02:00
12c9867c73 Resolved #3445 - national wonders no longer shown when already built 2020-12-23 21:01:37 +02:00
c7d79ad179 Replaced hardcoded Settler references with unique
Tech uniques now saved in tech object for less regex parsing per turn
2020-12-22 23:31:29 +02:00
12b844d917 Changed all hardcoded Great General references to unique-based 2020-12-22 23:03:41 +02:00
a4e93d89f1 Resolved #3384 - Civ uniques now take all researched tech uniques! 2020-12-21 22:02:40 +02:00
96c480af02 Resolved #3437 - reselecting improvement in progress does not reset progress
Unit improvement picker displays correct turns for improvement in progress
2020-12-21 21:14:39 +02:00
e653e71cc9 Resolved #3441 - fixed reverse maintenance cost unique 2020-12-21 21:03:07 +02:00
43d9813ce1 3.12.2-patch1 2020-12-21 20:59:47 +02:00
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