Commit Graph

2650 Commits

Author SHA1 Message Date
9f4607635b UI Upgrade (#3149)
* UI Update

* Replace ScrollPane with Table in Minimap
2020-09-18 10:59:18 +03:00
a0d18889e0 Generified "[X] free [] units"
Barbarians don't try to attack with civilian units (classic Mod)
2020-09-16 20:46:34 +03:00
1ceb3548dd Resolved #3130 - "All policies adopted" shown in policy picker screen when relevant 2020-09-16 19:17:25 +03:00
1f4d5f5573 Multiselect applies to civilian units and from city overlays 2020-09-14 21:48:46 +03:00
044d04ab28 implement fun isHill() = baseTerrain == Constants.hill (#3128)
fixed isAdjacentToFreshwater - should also check for river on tile
use fitsUniqueFilter instead of checking baseTerrain, terrainFeature and some other filters separately
changes nothing but makes hill PR a lot more readable
2020-09-12 21:34:23 +03:00
7a7028e3a5 Can now move multiple units to nearby tiles at the same turn 2020-09-11 17:56:23 +03:00
5a44d7e098 Multiple selected units are more obvious on-map 2020-09-11 17:09:50 +03:00
f63005ad3c Multiselect & move works! Currently very restricted and not all selected units are visible to user 2020-09-11 16:55:35 +03:00
c659af8762 Movement popup can handle multiple selected units, but only considers one of them 'moveable' - so far no functional change, only bricklaying 2020-09-11 16:16:25 +03:00
b9938eb116 Unreachable tiles for air units merged with the rest of the 'can move tile to' logic 2020-09-11 15:57:23 +03:00
7e36b51db5 Changes to MoveButtonDto in preparation for multiple unit movement 2020-09-11 15:40:43 +03:00
395292e2f3 Added backing field selectedUnits:ArrayList<MapUnit> for selectedUnit in UnitTable - will allow multi-select in the future, no functional change for now 2020-09-11 12:04:43 +03:00
4844a0e005 Fixed fresh water adjacency - @HadeanLake 2020-09-11 11:02:05 +03:00
265e6416f9 Ottoman unique is back to how it should be in Vanilla - @lishaoxia1985 don't slip gameplay changes into a UI commit please. 2020-09-11 09:29:56 +03:00
cb0599b9f5 Simplified "on [seacost]" and "on [tile next to fresh water]" to "next to [Coast]" and "next to [Fresh water]" 2020-09-11 09:24:08 +03:00
9e7b28a6e4 Background tiles are no longer "fuzzy" 2020-09-11 09:09:29 +03:00
9f48f43ad0 parameterized some uniques, fixes some minor bugs (#3122)
Fixed Moai
Wonder overlay will remove terrain overlay in default tileset
Oasis, Marsh and Atoll now have "Rare feature" unique, rare features can be added by mods
implemented TileInfo.fitsUniqueFilter(filterText:String): Boolean
parameterized uniques:
* "Must have an owned [Mountain] within [2] tiles"
* "Must be on [River]" - not to be confused with "Must be next to [River]" - the tile city on must have river at its border, not the adjacent tile
* "Must not be on [Hill]"
* "Must not be next to []"
* "Must be on [seacoast]" - next to "Coast" tile
* "Must be on [tile adjacent to source of fresh water]"
* "Must be next to [Water]" - next to any water tile, including "Lakes"
* "Must be next to [terrainFeature]"
* "Must be next to [unique]" - e.g "Must be next to [Rare feature]" - next to terrain or terrain feature having this unique
2020-09-11 07:56:56 +03:00
3eee2bff78 Resolved #3115 - AI no longer congregates great people in cities where it can't improve tiles 2020-09-10 21:00:53 +03:00
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