Commit Graph

2632 Commits

Author SHA1 Message Date
9ba9dd6fcf Fixed AI unit upgrading - can now 'skip' over intermediate units, the way the "promote unit" action works. #3115 2020-09-10 19:51:14 +03:00
10b0d498c6 Merge branch 'master' of https://github.com/yairm210/Unciv 2020-09-10 19:50:05 +03:00
5e8f1176f3 3.10.8-patch1 2020-09-10 19:32:45 +03:00
9d951835d1 UI Update (#3102)
* Add "Load game" in WorldscreenMenuPopup

* UI Update

* Fix the Ottomans uniques, edit Tech description
2020-09-10 19:25:56 +03:00
baa7044fd1 Resolved #3048 - Fixed ANRs on 'Resume' on huge save files 2020-09-08 19:30:56 +03:00
3719b5c4f6 Added mod screen translation terms 2020-09-07 23:03:12 +03:00
4fa77ac20b Mod management screen scrolls lists separately 2020-09-07 22:38:05 +03:00
6d4c1cb347 Resolved #3059 - better city expansion rules 2020-09-06 23:18:15 +03:00
9034729dfd Intercept damage bonus (from promotions) treated as a unique 2020-09-06 20:19:20 +03:00
588aa7a177 Resolved #3081 - fixed bug in air interception 2020-09-06 20:05:36 +03:00
f2ddda0a6f Show that air units can move to tiles within attack range (#3101)
Previously, only tiles (with a city or carrier) outside the
attack range got a white circle. Now all tiles to which the
air unit can move get a white circle.
2020-09-06 18:48:45 +03:00
8ac3a88cec fixed #3066, crash in chooseMilitaryUnit and some great people actions (#3099)
* fixed KotlinNullPointerException crash in chooseMilitaryUnit
random() is not to be used in predicate
* GodmodeCheckbox is not lockable and unchecked by default
* no great people actions if no movement points left
* unique "Can start an []-turn golden age" now has parameter and 8-turn golden ages will last 8 turns instead of 10
golden age can be started if unit is on own territory (even embarked)
* "Golden Age length increased by [50]%" - now has parameter
* tweaked changed fort and terrain defence bonuses
fort can be built on forest and jungle (vegetation will not be removed)
any open flat land gives 10%  penalty
marsh gives 15% penalty
only top terrain counts, improvement bonus will be added to that
flatland + fort = 40%
hill + fort = 75%
hill = 25%
forest/jungle on flatland = 25%
forest/jungle on hill = 25%
forest on flat + fort = 75%
forest on hill + fort = 75%
forest on hill + citadel = 125%
fixed 20% penalty for attacking over river - will be displayed if unit is standing on the other side of river
"Amphibious" unique removes this penalty
2020-09-05 20:32:27 +03:00
23a57c711f Mods can handle situations where there is no military unit that is available for construction 2020-09-04 16:11:48 +03:00
95002bc69b Getting the mod list for download now works from Android as well 2020-09-04 13:09:01 +03:00
f9f0b93d4e "Make travis output test output" take 2 2020-09-03 17:33:56 +03:00
6de4300cb8 Testing how the test errors are displayed in Travis 2020-09-03 14:03:17 +03:00
4fd82084d8 Better padding for notifications and aircraft 2020-09-03 12:45:08 +03:00
3eb9b36550 Restored techButton visualization 2020-09-03 12:37:04 +03:00
1b3469ea2e Resolved #3076 - automation now happens at the end of turn rather than the beginning 2020-09-02 23:05:24 +03:00
def96071e7 Use NinePatch in getRoundedEdgeTableBackground (#3080) 2020-09-02 20:51:21 +03:00
8f75368b99 Farms near freshwater (#3063)
* Farms near freshwater
* Farm now has unique "Can also be built on tiles adjacent to fresh water"
https://civilization.fandom.com/wiki/Farm_(Civ5)
Even snow: https://www.reddit.com/r/civ/comments/11qtko/farms_on_snow/
Hill+Farm, Snow+Farm, Tundra+Farm sprites by THE BUCKETEER and Ravignir from discord
* fields improvingTech and improvingTechStats converted into uniques
e.g.:
"[+1 Production] once [Scientific Theory] is discovered"
"[+1 Food] on [fresh water] tiles once [Civil Service] is discovered"
"[+1 Food] on [non-fresh water] tiles once [Fertilizer] is discovered"

* ai will build trading posts and farms in snow and tundra if it has no better tiles to work on

* "Provides a one-time Production bonus to the closest city when cut down" unique for forest

* update template.properties
2020-09-02 19:49:29 +03:00
0e71da82d4 fixed base ruleset mods (#3078)
oldBaseRuleset mod will be removed from gameParameters before adding selected one
2020-09-02 13:18:51 +03:00
0335b3ba46 fixed crash (#3077) 2020-09-02 10:36:34 +03:00
d89526b8b8 new selected constructions will be inserted before infinite output (#3073)
perpetual constructions will replace each other in queue

Spectators no longer can sell buildings
Spectators no longer can rename cities
2020-09-01 22:48:21 +03:00
0570f0a974 Few UI fixes (#3070)
* Fixed close button in LoadMapScreen
setDefaultCloseAction(MainMenuScreen())
* Fixed mapFileSelectBox in MapOptionsTable
first map will be properly selected upon creation of mapFileSelectBox
2020-09-01 18:44:00 +03:00
91ad769eb2 Options button now appears in main menu 2020-08-31 23:42:09 +03:00
e111bba509 #3050 - Added "automated workers don't replace improvements" setting 2020-08-31 22:39:03 +03:00
c61ec2120b Separated base ruleset mods in new game screen - cannot activate multiple base ruleset mods 2020-08-31 21:24:36 +03:00
757ecd8590 Resolved #3053 - improvements can be built on neutral tiles 2020-08-31 20:51:53 +03:00
697e193f51 Resolved #3065 - Ottomans' unique is now according to Vanilla 2020-08-31 20:42:50 +03:00
503bf45e8d Chinese update, Fix CityInfoTable bug (#3062)
* Chinese update, Fix CityInfoTable bug

* Delete some skin classes which are unused in Game
2020-08-31 19:49:01 +03:00
e6e31b4e1a Aztecs and some other things (#3033)
* Added icons
* [temple](https://thenounproject.com/search/?q=temple&i=28256) By Fabio Meroni for Temple of Artemis
* [Canoe](https://thenounproject.com/term/canoe/402285/) By Viktor Fedyuk (Tim P) for Floating Gardens
* [Garden](https://thenounproject.com/search/?q=garden&i=1478380) By Bharat
Aztecs by Séan https://discord.com/channels/586194543280390151/633733497277775884/727255962754351104
Jaguar by Red11

Reused slinger icon for Slinger Withdraw

* Added buildings and uniques for them
garden - bonus building of the Medieval Era. City "Must border a source of fresh water"
Temple of Artemis - World wonder of the Ancient era
Floating Gardens - Aztec unique building, replaces Water Mill

"[+1 Science] Per [2] Population in this city" - for Library and Public School
"+[]% great person generation in this city" - for garden
"Must border a source of fresh water" - "fresh water" provided by river or tiles with "Fresh water" unique. Added "Fresh water" unique to Lakes and Oasis
"+[10]% growth in all cities" - now has parameter - for Tradition Complete policy and Temple of Artemis
"+[10]% growth in capital" - now has parameter
"+[15]% Production when constructing [ranged units]"   - "ranged units" now valid param
"[stats] once [tech] is discovered" - Petra and Mughal Fort have it
"[+1 Production] from [River] tiles in this city"]  - now can use "River" - for Hydro plant

* Added Jaguar - Aztec unique unit
New unique - "+[]% combat bonus in [param]" unique - Norwegian Ski Infantry, Jaguars and Mohawks have it. param can be terrainFeature or baseTerrain, in case of baseTerrain it implies there are no features like vegetation her
Implemented "Culture for the empire from each enemy unit killed"
tweaked honor policy - it should bring half as much culture, and same as Sacrificial Captives
Fixed penalty for terrain if unit do not have "No defensive terrain bonus" unique

* Added Aztecs

* Update template.properties

* update template.properties

* update template.properties

* update template.properties
2020-08-30 21:02:59 +03:00
fb38fb9da7 Translations update (#3056)
* Update Turkish.properties (#3042)

* russian & ukrainian translations update (#3043)

* russian & ukrainian translations update

* Update completionPercentages.properties

* Update Spanish.properties (#3044)

* Update Brazilian_Portuguese.properties (#3045)

I want to help =)

* Translation update, Some bug fix (#3047)

* Translation update, Some bug fix

* Remove some blank key when we use Fonts.turn

Co-authored-by: omerfaruk-cakmak <32402595+omerfaruk-cakmak@users.noreply.github.com>
Co-authored-by: DuffKI <51823715+DuffLagerleff@users.noreply.github.com>
Co-authored-by: chriscr2 <70113017+chriscr2@users.noreply.github.com>
Co-authored-by: arturT7 <70413143+arturT7@users.noreply.github.com>
Co-authored-by: lishaoxia1985 <49801619+lishaoxia1985@users.noreply.github.com>
2020-08-30 20:27:13 +03:00
15ed1a608b New uniques and stuff for mods (#3055)
* "[+1 Gold] for each adjacent [Road]" Roadstatus can be used now in tile improvement uniques

* Added hasViewableResource check to "[stats] from every [Resource]"

* Fixed translation of nation uniques

* Eras with no researchable techs will not appear in dropdown menu in new game options

* Implemented startingUnits, aiMajorCivStartingUnits and aiCityStateStartingUnits fields in difficulty

* reassignRemovedModReferences will also reassign if nation is a City-State in current ruleset
e.g. Venice will be unselected if player unselects Civ5ExpansionMod which has it as playable civ

* "Cannot be purchased" - new unique for non-wonders and units. SS parts have it

* Update template.properties

* Update Difficulty.kt
2020-08-30 15:48:00 +03:00
5e1508e481 fix nationsToRemove (#3041) 2020-08-28 15:55:44 +03:00
2a8202d8b6 Can put maps in mods!
All Map based logic changed to by-FileHandle instead of by-name  to support this
2020-08-27 14:43:49 +03:00
d2e914473a Resolved #3035 - added nationsToRemove in modOptions 2020-08-27 11:51:20 +03:00
36f5d22a80 Mod management screen takes its list of mods from the Github API! 2020-08-26 15:57:15 +03:00
0074ebfdb5 temp zip file is now deleted after download 2020-08-26 14:56:32 +03:00
4cf4381f51 Mod download works on Mobile as well! 2020-08-26 12:39:07 +03:00
247227bdaa Can now download mods from Github repos! :D 2020-08-25 22:00:38 +03:00
353b6e71f8 Added initial mod management screen
Changed turn icon to hourglass, per the change in the Discord poll
2020-08-25 18:43:05 +03:00
3fdcbeeef6 3.10.4 2020-08-25 17:17:25 +03:00
a253a97940 Added Unzip functionality - we should soon be ready for mod management from within the game! 2020-08-25 16:38:55 +03:00
16356f9d36 Added gold-to-science conversion for Civ IV rules 2020-08-25 11:54:26 +03:00
b076f482aa Removed UnitContextMenu, since it wasn't actually being used and was causing problems 2020-08-25 11:17:47 +03:00
0c1e318334 Resolved #2979 - Display countdown to negotiate peace in diplomacy screen 2020-08-25 10:18:05 +03:00
6d7903eb93 Resolved #2844 - Can now immediately move units in Desktop with right-click 2020-08-25 00:24:09 +03:00
a6b89b9885 More minor emoji changes
They do make the whole setup seem much more professional
2020-08-24 23:17:34 +03:00
bed7fe4c64 Added unit symbols for Strength, Ranged Strength, Range and Movement as 'emojis' 2020-08-24 22:48:00 +03:00