Commit Graph

2380 Commits

Author SHA1 Message Date
a3843450bf Starting techs no longer hardcoded - this means that mods can have their own tech trees starting wherever 2020-04-17 17:52:45 +03:00
c764324e81 Unique units do not need to replace existing units 2020-04-17 17:15:21 +03:00
30fc110d67 More era-related fixes 2020-04-17 15:26:24 +03:00
eba7dc8c8c All era names changed to "... era" to fit in with what is actually translated and displayed
Removed Era enum - too restrictive to tech tree variations (atomic era, anyone?)
As a side bonus, mods can now add their own eras, that'll be interesting?
2020-04-17 15:11:45 +03:00
4c48cfe4f3 Can now specify a mod as a 'base ruleset', and the regular base ruleset will not be added
This means that you can 'start from scratch' and build whatever you want - example "Scenario" in unciv-mod-example repo
Obviously we'll have to change around a lot of things or this to work well, but it's a start
2020-04-17 14:42:15 +03:00
ffe8691df9 Disabled city-state notifications when the city state is defeated 2020-04-17 14:13:18 +03:00
f9e7411569 3.7.5 2020-04-17 11:58:42 +03:00
de1c6872fe Resolved #2444 - buying buildings no longer crashes 2020-04-17 11:33:57 +03:00
cb87ae94a8 Effect of rationalism was not visible in city UI: Translations patch (#2442)
* Effect of rationalism was not visible in city UI

* Effect of rationalism was not visible in city UI - translations patch
2020-04-17 10:21:11 +03:00
14991c3261 Keyboard-operated unit actions didn't play their sounds (#2438) 2020-04-17 10:18:35 +03:00
64ec6bd26e Bring Legion Unit closer to wiki? (#2439) 2020-04-17 10:15:41 +03:00
fce4b41aaa Keyboard: Left/Right arrows work in city screen (#2445) 2020-04-17 10:14:13 +03:00
bc6e2c97ef Clarify/optimize the role of the inProgressConstructions validator (#2433) 2020-04-16 20:41:05 +03:00
3f7d5a5cb4 Perpetual constructions display "0 turn" in the queue (#2435)
This gag or omitting the line entirely both look better
2020-04-16 20:40:27 +03:00
ac8648216e Tiny optimization for isCoastalTile (#2434)
Yes benefit may be low as neighbors are already cached, but cost is negligible
2020-04-16 20:39:45 +03:00
31134d0fe5 Disable auto building of forts while a human can do that (#2436)
* Automate building forts for AI players only

* Using constants
2020-04-16 20:39:05 +03:00
248d7b5aa6 More policy names to effects 2020-04-16 17:06:47 +03:00
038e1cadbf Application crash after the defeat (#2427) 2020-04-16 16:15:47 +03:00
25b1259ab6 Resolved #2348 - construction queue is 'cleaned' after every construction
It's much easier to validate the construction queue now as well
2020-04-16 16:12:17 +03:00
1d2ec21210 There is only one true source of removing constructions from the queue, to which all other functions lead 2020-04-16 15:58:46 +03:00
4fc5c5de64 New screen for "Add Game" [MultiplayerScreen] (#2431)
* Adding AddGame Screen

Old button was confusing for new players

* Adding translation file entry
2020-04-16 14:44:52 +03:00
7d3a10b6ab All constructions are now in the queue - no more separate "current construction" and "construction queue" - #2428
That went pretty simply, compared to the magnitude of the change
2020-04-16 13:01:45 +03:00
3ba20dca52 Resolved #2413 - Yes, having the hotkey always be on display does look much nicer, and I think it's more user-firendly too (no more 'wait let me hover over it to see what the hotkey is') 2020-04-16 11:59:11 +03:00
381f61a441 More isAdopted to hasEffect conversions 2020-04-16 11:30:22 +03:00
d031b2855b Merge branch 'master' of https://github.com/yairm210/Unciv 2020-04-16 11:06:58 +03:00
c1f0084fb0 Added a check to see if a policy effect was active - this is an important step towards "different effects for the same policy name", as happens between Vanilla and G&K/BNW 2020-04-16 11:05:49 +03:00
048ce0d3c3 Remove "Camp" hardcoding and allow mods to do similar things (#2417) 2020-04-16 10:41:29 +03:00
2594777b52 The original capital can not be razed (#2412)
* Civ is not defeated while at least 1 settler is alive

* The original capital cannot be razed

* Revert "Civ is not defeated while at least 1 settler is alive"

Defeat condition is: no cities remained
2020-04-16 10:33:58 +03:00
1203dc7f7d Using the correct icons for the great improvements (#2425) 2020-04-15 23:36:50 +03:00
5033cca9c2 Next turn button had a dead color assignment statement (#2403)
Color goes to Label instead of container
  String comparison special casing eliminated
  Clearer code structure
  Chose different colors - from standard palette but close to associated stat

Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
2020-04-15 23:34:01 +03:00
966de236f4 Options: Turning on city production autoassign affects world immediately (#2401)
* Options: Turning on city production autoassign affects world immediately

* Options: Turning on city production autoassign affects world immediately - patch
2020-04-15 23:33:12 +03:00
ba81c3e97c The world view top panel can open the corresponding screens (#2415)
* Empire overview can open the requested pages

* Open the empire overview screen on the given page

* Open the tech and policies screens

* Turns counter opens the victory status screen
2020-04-15 23:19:09 +03:00
fcc14ab093 EmpireOverview: A little color on the Stats page (#2419)
* EmpireOverview: A little color on the Stats page

* EmpireOverview: Align numbers on the Stats page
2020-04-15 23:17:03 +03:00
ed9fcc3ec1 Fix application crash when city area is too small (#2421) 2020-04-15 23:14:58 +03:00
9fb6ad29e5 Cultural expansion pauses when no more tiles available (#2414)
* Cultural expansion pauses when no more tiles available

* Cultural expansion stops when city owns whole 5-tile radius
2020-04-15 23:14:15 +03:00
096eb7935a Welp forgot I was on debug mode
I should probably add in a pre-commit check
2020-04-14 15:17:40 +03:00
9d24fc0ff5 Resolved #2146 - can no longer accept multiple offers in a row which invalidate each other 2020-04-14 10:52:16 +03:00
3174767634 Added description for continuous rendering - #2213 2020-04-14 10:46:23 +03:00
f5a8211574 Resolved #2322 - added city expansion tutorial 2020-04-13 23:51:27 +03:00
50f79f5a3a Resolved #2407 - reveal all civs when won or lost 2020-04-13 23:21:19 +03:00
b441d537a5 Resolved #2278 - various exploration-related improvements 2020-04-13 23:08:45 +03:00
dd8acda4c0 Resolved #2406 - land units prefer to be generated in land tiles 2020-04-13 23:01:20 +03:00
85e1476efb Moved removeImprovement up to the GameStarter, which is the only place it's needed 2020-04-13 22:52:15 +03:00
d936516468 Added helper function .toTextButton() an replaces a good amount of existing calls with it 2020-04-13 22:01:31 +03:00
72c1fa2d5c Fix options screen leaving next turn button disabled (#2400)
* Options Screen: Next Turn Button was left disabled if...
    any setting with 'update worldscreen' on was used

* Options Screen: Unit idle check has visible consequences
2020-04-13 21:53:23 +03:00
9af3187835 Merge branch 'master' of https://github.com/yairm210/Unciv 2020-04-13 21:21:05 +03:00
2c824532d8 Free policies no longer 'stuck' the game when you have no adoptable policies 2020-04-13 21:20:35 +03:00
4f15c94766 Date and time shown bottom-left in load game now ISO (#2398)
Replaces #2391
2020-04-13 20:39:26 +03:00
13bb1eb7c7 Resolved #2285 - workers no longer try to work tiles within range of an enemy city 2020-04-13 12:40:52 +03:00
941bc37c59 Resolved #2221 - By updating the building costs in the final ruleset, buildings in mods can now reference techs in the original ruleset 2020-04-13 12:28:18 +03:00