100d6f9512
Fixed minor automation bug for modded terrains
2020-12-28 17:44:47 +02:00
ca04093321
Resolved #3470 - popups now make the rest of the screen unclickable to avoid exploits
...
Resolved #3468 the same way
2020-12-28 17:37:29 +02:00
e07fd6d0bc
Resolved #3465 - picking current impeovement closes picker screen, but doesn't reset improvement constrution
2020-12-28 17:36:18 +02:00
7dd2438dbd
Resolved #3431 - Redesigned the player picker, to scroll through civs and display them separately
2020-12-27 16:48:04 +02:00
78535252c2
Resolved #3424 - Added blink on event location
2020-12-27 13:29:34 +02:00
599a1d8a91
Game can deal gracefully wth mods removing certain units and technologies
2020-12-27 11:55:28 +02:00
87c6819462
"Free great person" can no longer grant great people that are unique to another civ
...
Unified Great Person recognition
Better Great Person AI detection for unique units
2020-12-27 11:05:11 +02:00
713086849a
AI declares peace with civs they can't reach, solving 'endless stalemate war' problems
2020-12-26 23:11:49 +02:00
170e158a4e
Added required building dependency check
2020-12-26 20:09:06 +02:00
7d7557ae4a
Caught modding errors - classic.
2020-12-26 20:04:46 +02:00
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
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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
...
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 )
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* 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 )
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* 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