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
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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
c84e20f38b
"Requires a {building}" notifications show the civ's equivalent to the building, if overridden
2020-12-16 16:27:54 +02:00
05880376bb
Korean UA activates on buildings added from buying and on national wonders
2020-12-16 14:09:02 +02:00
30c12662d2
Unified science addition logic
2020-12-16 14:08:17 +02:00
925e092629
Solved ANR when loading large games from the load screen
2020-12-16 12:27:01 +02:00
f27f036e28
Resolved #3378 - AI no longer tries to heal units in dangerous tiles - by nob0dy73
2020-12-14 11:39:05 +02:00
24b46e8c2c
AI knows not to try and heal units which would heal anyway
2020-12-14 11:31:13 +02:00
fad967b31a
Resolved #3382 - Added tryTakeBackCapturedCity by nob0dy73
2020-12-14 11:12:05 +02:00
835ed003be
Resolved #3380 - added tryHeadTowardsSiegedCity to unit automation, by nob0dy73
2020-12-14 11:07:11 +02:00
fd372d8c77
Forced disband from lack of gold now provides disband gold
2020-12-13 22:49:39 +02:00
d1387a04c3
Implemented missing Korean UA ( #3416 )
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* try to implement korean ability
* Corrected typo error
Coreect camel typo errror
* updated new korean feautre translation.
* edited korean unique text to get right sentence.
* merge duplicated code into addScience(Int)
2020-12-13 12:28:05 +02:00
b264876b6b
Deprecation of old unique formats in favor of newer, more generalized ones
2020-12-13 12:21:38 +02:00
7ec176ac45
Minor fixes for the tile yields
2020-12-13 09:52:15 +02:00
0e5b2f0db0
Display tile yields ( #3322 )
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* Show tile yields functionality (WIP)
* Toggle yields (WIP)
* Show Yields (WIP)
* Show tile yields WIP
* showTileYields (WIP)
* tidying code
* Display tile yields (WIP)
* Show tile yields (WIP)
* Update CityTileGroup.kt
2020-12-13 09:31:37 +02:00
963fee3552
Added much-needed "+[]% Production when constructing [] units" unique
2020-12-13 09:27:31 +02:00
11fb6b4b67
Merge branch 'master' of https://github.com/yairm210/Unciv
2020-12-13 09:20:40 +02:00
7731211b09
All relevant unit filtering moved to baseUnit, so we can filter on constructions as well
2020-12-13 09:19:45 +02:00
86b4548d11
kept the old one for now ( #3414 )
2020-12-12 20:11:15 +02:00
ee5aa38129
GG bonus generation now checks for civinfo uniques ( #3412 )
...
* great general bonus isn't applied to national uniques
check added to allow this
* added uniques together :)
* added vals in line with similar checks - more efficient(?)
2020-12-12 20:10:39 +02:00
fe38249dc1
City-state resources from all sources shared with ally civ ( #3411 )
...
* merged functions for getCityResources and getResourcesFromAlly
* "city-states" origin moved to civinfotransientupdater
2020-12-12 20:09:39 +02:00
bbcf5ffed7
Added "All" filter for units
2020-12-11 14:28:29 +02:00
d0774db030
Resolved #3408 - Unit maintenance cost reduction generalized, now works for Ottomans
2020-12-11 14:24:09 +02:00
3ab57f1ada
Resolved #3409 - American unique grants extra sight only to military land units
2020-12-11 14:11:35 +02:00
1f59a4ea48
Fixed crash when nuking Barbarian units
2020-12-11 14:09:19 +02:00
ab548dda54
Fixed ANR caused by too many saved games
2020-12-10 10:42:02 +02:00
4578994adf
Reassign population after selling a specialist-providing building
2020-12-10 10:10:14 +02:00
d3ba68f7d3
resources can be added by tile improvement with unique "Provides [] []" ( #3406 )
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* resources can be added by tile improvement with unique "Provides [] []"
* to minimise indentation
* to minimise indentation
* changed null check
* flip if
2020-12-09 23:02:46 +02:00
fb743ade31
Added nation icons to the leader names in the diplomacy screen
2020-12-09 23:01:43 +02:00
c1a717e4f8
Resolved #3289 - can place unbuildable improvements that can exist on tiles
2020-12-09 22:46:15 +02:00