Commit Graph

1613 Commits

Author SHA1 Message Date
05d3aa9193 Each individual player is now specified when starting a new game 2019-08-12 00:30:29 +03:00
9de30bfbce More changes towards player-based game starts 2019-08-09 15:57:34 +03:00
93634dae31 Added base for player picking per-player - necessary for multiplayer and solves other probems along the way 2019-08-09 09:03:51 +03:00
327eea7b13 Added display of Human / AI for othe civs 2019-08-08 19:44:05 +03:00
05e4e33a3d Added username and ID - this will be how we recognize players in multiplayer 2019-08-08 18:50:18 +03:00
c138fbc385 Fixed "can't download map on Android" bug 2019-08-07 22:14:23 +03:00
cbf1b8bb11 Players can now continue to view (but not change) game data when other players are playing their turns 2019-08-06 23:04:56 +03:00
2f6eec5ff8 All city screen state-changing functions are now dependant on whether the viewing civ is the current player civ 2019-08-06 22:39:31 +03:00
786c157ba9 Disabled all (hopefully) state-changing actions when it's not the player's turn 2019-08-05 06:28:39 +03:00
5c02281023 When multiple policies can be picked, don't exit the policy picker screen 2019-08-04 23:15:46 +03:00
9a48133e1b Added visible scrollbars in tech picker screen 2019-08-04 22:59:33 +03:00
7b37e426a9 WorldScreen now accepts player as parameter - important for multiplayer so people could see their own map even when it's someone else's turn 2019-08-04 22:47:49 +03:00
7b21505a53 Fixed rare "cloning exploredTiles" concurrency bug
Removed .replace in ImageGetter.getImage() thus lowering memory consumption
2019-08-04 19:13:11 +03:00
691d905c9f Resolved #983 - city-state defeat messages were empty 2019-08-01 21:40:16 +03:00
23eb7d2f19 Can now upload and download uploaded maps in the map editor screen! 2019-08-01 21:38:09 +03:00
9c1864708f Fixed crash when a militaristic city state tries to gift a unit to a civ with no cities 2019-07-30 21:21:24 +03:00
dae20d09dc Fixed bug where if the AI completed all the policies and needed to pick another one, the game would crash 2019-07-29 17:04:03 +03:00
2799205884 Demands now work between human players! 2019-07-29 17:03:24 +03:00
6dc471850e Trades are no longer instantaneous, but consist of sending a trade request on the requestor's turn and accepting/denying it on the reciever's turn.
This allows us to FINALLY enable trade between human players, enables PvP in hotseat multiplayer, and paves the way to real multiplayer!
2019-07-29 16:31:21 +03:00
2d24e62b0b Resolved #974 - city stats not summmed correctly 2019-07-28 22:50:22 +03:00
98eb4c8cd7 Travis test + minor fixes 2019-07-27 23:21:40 +03:00
b131372b13 Fixed "units from ruins block activating unit" bug and fixed colors for new city states 2019-07-27 22:34:57 +03:00
42e5f3b883 Fixed "huge stats in cities" bug 2019-07-26 15:06:21 +03:00
76339095ce Solved bug where units spawned into tiles with ancient ruins would crash the game, and ancient ruin bonuses would sometimes activate twice 2019-07-25 20:07:10 +03:00
4ada8528e1 Game speed now affects golden age turns 2019-07-24 19:34:54 +03:00
994e313101 Added Game Speed option - part of #559 2019-07-24 18:35:06 +03:00
7d38841eb8 Added tutorial for 'Next unit' 2019-07-24 17:58:32 +03:00
ae0f4906ed Resolved #961 - ordered game saves by last modified and made only the saves scrollable (and not the naming textbox) 2019-07-24 12:11:24 +03:00
2c10ce2fb5 Memory performance tweaks
Renamed nation Main and Secondary to Outer and Inner colors, to be more clear what we're laking about
2019-07-24 11:55:10 +03:00
858ae5be7c More and probably final memory performance modifications - we're down from ~400MB on peak of initial update() to about 200MB!
Definitely sped things up along the way as well, not sure by how much though
2019-07-24 00:37:12 +03:00
932d09af99 Yet Even Yet More performance improvements 2019-07-23 01:01:19 +03:00
db0543468b Multiple performance improvements, especially for memory - should mitigate OutOfMemory exceptions on older phones 2019-07-23 00:20:00 +03:00
78b9908479 Memory improvements, hoping to mitigate OutOfMemory errors 2019-07-22 22:36:14 +03:00
0b7f5f5cff Resolved #954 - settlers can't settle cities inside other civ's territory
LibGDX, Kotlin and Gradle upgrade
2019-07-22 21:20:03 +03:00
11d7ac714c Added initial dropbox tests - get folder contents and download file 2019-07-22 02:34:55 +03:00
2604ff6ab6 Fixes to unit moving through occupied tiles 2019-07-21 23:43:17 +03:00
15f1648ca4 Resolved #937 - reveal all hidden tiles visible from every tile on unit movement path
This also solves the problem of units "skipping over" barbarian encampments and ancient ruins when on the path
2019-07-21 23:32:06 +03:00
e73ad76227 Resolved #931 - added Barbarian Brute as a replacement to the Warrior 2019-07-21 22:49:04 +03:00
d1936cacd3 Resolved #950 - AI now construct Harbors and Seaports 2019-07-21 20:28:29 +03:00
e9e0e55b5e Resolved #952 - fixed building requirements for Neuschwanstein, Stone Works, Windmill and Spaceship Factory 2019-07-21 19:54:16 +03:00
558bba44cc Added Anti-Aircraft gun unit, and intercept range on non-ranged units 2019-07-19 14:40:29 +03:00
b565489fd5 Changed "free population" in cities to "unassigned population" to be less confusing 2019-07-19 14:01:16 +03:00
90318ef93b Tech reorg - added Lasers and Mobile Tactics, tech tree is now almost 100% G&K 2019-07-17 22:21:05 +03:00
c223c16de8 Petronage covered unique buildings like burial tomb. 2019-07-17 13:09:34 +03:00
75059a7859 Better expansion and population growth turns message. 2019-07-17 12:53:34 +03:00
b9a7f7e1d0 Added Great War Bomber
Air units now require Oil
2019-07-15 22:45:32 +03:00
cf8d9f9ff1 Air units now destroyed when conquering a city - I think this was the cause of some crashes 2019-07-14 23:37:11 +03:00
5ba172f71b AI now knows to pathfind multiple cities for air units and to move fighters towards enemy cities with many air units 2019-07-14 23:33:16 +03:00
7bbd006180 Added BFS for arial movement 2019-07-13 22:48:47 +03:00
d96a1002b1 Resolved #933 - water units correctly recognized in battle modifiers 2019-07-13 22:26:52 +03:00