Commit Graph

2889 Commits

Author SHA1 Message Date
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
b85506a7d5 Resolved #2937 - can add large increments of gold in trades 2020-08-24 21:29:00 +03:00
6c3faec6ac Keep the perpetual construciton going, if the user set it manually. 2020-08-24 20:39:46 +03:00
1f3b77d038 All 'Turn' and 'Turns' texts changed to a turns icon, much cleaner! 2020-08-24 19:45:53 +03:00
879c416e30 Few translation and unique fixes (#3020)
* Few translation and unique fixes
Fixed:
* translation of "vs original Unit name" in nation description
e.g. Lost ability(vs Knight): Penalty vs City 33%
* translations of some button texts and labels from map editor

* Fixed "[+X Happiness] in all cities" and "[+X Happiness] in capital" national unique
2020-08-24 15:19:07 +03:00
8d3b0b09e9 Tech picker screen auto-handles eras of different lengths 2020-08-24 14:54:27 +03:00
45d90c0458 Unified construction filtering for civ- and city-wide uniques 2020-08-24 14:30:26 +03:00
6ff712b625 A mishmash of different fixes: Unit uniques and promotions, happiness calculation, etc. 2020-08-24 10:58:14 +03:00
21c8336563 unit.getMatchingUniques() 2020-08-24 09:48:33 +03:00
d4b8aae84a Finally changed unit uniques to Unique! 2020-08-23 22:53:38 +03:00
8203549aea Removed UniqueAbility from Nations 2020-08-23 22:33:31 +03:00
002d0cc7f6 Settler 'by name' recognition changed to 'by unique' recognition, allowing for modded settler-like units 2020-08-23 00:28:55 +03:00
a930ad6360 MapGen doesn't place ancient ruins if they're not defined in the current ruleset 2020-08-21 14:16:05 +03:00
db7f064498 Resolved #3016 - Policy branch uniques are translated properly 2020-08-21 14:06:29 +03:00
9e7b6ca90d Borders consist of both civ colors, making some borders (esp. Germany) much clearer 2020-08-21 00:12:37 +03:00
02c2da9347 generified []# of food is carried over 2020-08-20 23:45:44 +03:00
270c50afd6 Generified more building uniques and merged functionality of global and city uniques when alculating tile stats 2020-08-20 23:11:53 +03:00
42b5b3f16c Can now disable diplomatic relationship changes in a mod 2020-08-20 16:38:14 +03:00
acf803de28 Merged Building and Policy unique activations
Added Tech link checks for loaded mods
2020-08-20 15:00:10 +03:00
e7c0710042 3.10.2 2020-08-20 12:30:46 +03:00
4d6478cf05 Added link checks when loading mods, so you'll know if you messed something up 2020-08-20 11:55:28 +03:00
9ca7e7ac5b Dealt with some game assumptions about what exists, which may not be true in mods 2020-08-20 11:18:53 +03:00
67ce953c62 TechPickerScreen centers small tech trees nicely 2020-08-20 10:44:22 +03:00
cd72926a60 Bugfixes (#3007)
* Fixed "Can move immediately once bought" unique

* Spectators no longer can adopt policies
Close button is no longer disabled when player has free policy but has no adoptable policies
FreePolicies are being spent properly in scenario editor mode

* redundant
2020-08-19 15:25:17 +03:00
a12c1ada26 Fixed AI being stuck doing science or gold per turn (#3006)
* AI will no longer get stuck doing science or gold per turn

* added missing commas in jsons
2020-08-18 20:53:16 +03:00
764a1c3913 scenario editing mode improvements and new unique (#2999)
* scenario editing mode improvements and new uniques

* Fixed Russian nation unique - it is civ-wide bonus

* genericized "+[]% Production when building [] in this city"

* genericized "All newly-trained [] units in this city receive the [] promotion"

* changed some uniques to be able to have list of filters separated by comma as unique param

* scenario editing mode improvements:

Resource requirements when buying buildings and units are ignored

Limit for selling buildings is ignored

Workers improve tiles instantly

Units will not be disbanded if civilization has negative gold

* fix crash in scenario editing mode due to PerpetualConstruction not having a GoldCost

* undo comma separation

* implement All newly-trained [relevant] units in this city receive the [] promotion
relevant as in 'units that can receive'

* upadte template.properties

* unnecessary parentheses

* Not being annoyed by this vs less chance of forgetting to set gold before releasing scenario

* update template.properties

* add missing spaces
2020-08-18 19:20:59 +03:00
1abbd1520c Game can handle the situation where there are no more techs that can be researched (in mods with limited techs) 2020-08-17 23:17:49 +03:00
2c8074bfe4 Converted the "special power" of the Future Tech to a unique than can be applied to any tech 2020-08-17 23:07:58 +03:00
44744fd17b Fix #3000 (#3001) 2020-08-17 14:46:38 +03:00
574e588711 City-wide bonuses are clearly marked as such to differentiate them from civ-wide bonuses 2020-08-16 20:43:19 +03:00
f2f14b6570 Revert "Changed all "[] from [] tiles" to "[] from every []""
This reverts commit c89041e2d4.
2020-08-16 20:16:01 +03:00
4cd4d5d89f All kinds of crazy translation fixes 2020-08-15 23:20:18 +03:00
c89041e2d4 Changed all "[] from [] tiles" to "[] from every []" 2020-08-15 21:58:26 +03:00
be216d8e6b Game no longer crashes on new game screen when no scenarios are available 2020-08-15 21:58:02 +03:00
dc1181f3fd Update TileInfo.kt and GameOptionsTable.kt (#2990)
* check if Improvement in question isGreatImprovement before applying buff that only Great Improvements are supposed to have

* update() GameOptionsTable when player selects or unselects mod

some mods might change list of difficulties or eras

* run onChange() when SelectBox is added

so if user select modded difficulty and unselect mod that added it  gameParameters.difficulty will be updated

* add [+stats] from every [baseTerrain or terrainFeature] Nation unique
2020-08-15 21:20:25 +03:00
7efbe6feb2 Better loading of stuff 2020-08-14 16:33:09 +03:00
15bca9cc1c Can now load scenarios from inside mods, so they aren't sent as 2 separate files! 2020-08-14 14:50:22 +03:00
1261b1de30 List of saved games is now returned as a series of file hanldes - this means there's a lot less ping-ponging between the game name and the file in all kinds of places 2020-08-14 14:28:47 +03:00
4046837a3e AI chooses to fortify in non-bombardable tiles if possible
Can choose replacement building for Palace to indicate the capital city
2020-08-14 13:43:28 +03:00
7a7fb57f56 Resolved #2985 - fixed Embark/Disembark costs 2020-08-14 10:19:01 +03:00
81f19c0d12 Merged "save scenario map" and "save map" to the same button - the buttons in the map editor screen are much more managable now 2020-08-14 10:12:24 +03:00
795599207f Merged "load map" and "load scenario map" to the same screen - they're basically the same thing anyway 2020-08-14 10:07:15 +03:00
6ebc4ebf6f Units have full movement when starting a scenario map game
Units have full movement when bought when in Scenario Editor mode
2020-08-14 09:43:42 +03:00
24d5e08783 Translation updates for Finnish 2020-08-14 00:38:17 +03:00