Search found 341 matches

by Ignatus
Sat Jul 11, 2020 7:37 pm
Forum: Contribution
Topic: Ihnatus branch for 2.6 Longturn server/client
Replies: 7
Views: 1653

Re: Ihnatus branch for 2.6 Longturn server/client

New commits didn't add more api but amended existing functions. find.player() and find.city() by names tended to work in an unexpected manner when the player/city name could be interpreted as integer, tolua type resolution mechanism was replaced by my own one. City:caravan_bonus(City) and city:trade...
by Ignatus
Thu Jul 09, 2020 11:42 pm
Forum: Contribution
Topic: Ihnatus branch for 2.6 Longturn server/client
Replies: 7
Views: 1653

Re: Ihnatus branch for 2.6 Longturn server/client

Some more common API: ⋅ find.action(id or name) ⋅ Action.target_kind -- "City" or "Unit" ⋅ Unit_Type: ⋅ string .graphic_str, .graphic_alt -- e.g. "u.worker" ⋅ int .vision_radius_sq ⋅ Unit_Type .obsoleted_by, .c...
by Ignatus
Mon Jul 06, 2020 12:02 am
Forum: Contribution
Topic: Ihnatus branch for 2.6 Longturn server/client
Replies: 7
Views: 1653

Re: Ihnatus branch for 2.6 Longturn server/client

New patch - advanced client control ⋅ focus module to control your units selection: focus.add(unit), focus.remove(unit), focus.contains(unit), focus.number(), focus.iterate(), focus.list() ⋅ city.occupied -- anybody is at home ⋅ city:change_production(unit_type or build...
by Ignatus
Fri Jul 03, 2020 1:25 pm
Forum: Contribution
Topic: Ihnatus branch for 2.6 Longturn server/client
Replies: 7
Views: 1653

Re: Ihnatus branch for 2.6 Longturn server/client

A n example of a script. Function trade_plan(player) prints on the Lua console possible domestic trade routes sorted firstly by trade output (from two cities), then by one-time bonus. Does not check number of trade routes per city, existence of a trade route influences only the bonus.
by Ignatus
Thu Jul 02, 2020 6:19 pm
Forum: Contribution
Topic: Ihnatus branch for 2.6 Longturn server/client
Replies: 7
Views: 1653

Re: Ihnatus branch for 2.6 Longturn server/client

Mod for clients: ⋅ client.player -- it's you ⋅ client.option, game.server_option -- tables that contain client and known server options, the values are tables, integers or strings depending on option types, may be iterated by pairs() ⋅ client.state -- "Initial"...
by Ignatus
Tue Jun 30, 2020 5:14 pm
Forum: Forum
Topic: Posts that are already reported
Replies: 0
Views: 41

Posts that are already reported

1) Can the messages that are reported by anybody be hidden from "Unread posts" lists of other users? They are usually spam and don't need more attention except from the moderator who deletes them. 2) Can an already reported post be visually marked, so I know it's no need reporting it befor...
by Ignatus
Tue Jun 30, 2020 5:08 pm
Forum: Wishlist
Topic: Bouncing units and alliance break
Replies: 5
Views: 129

Re: Bouncing units and alliance break

I have once made a workaround for slowing invasions, and also to not reset UWT:Ihnatus/LT2_6 branch.

Maybe bouncing is not a good solution at all - just let's leave wrong stacks as they are, just block the units from any action except leaving their position for a right one.
by Ignatus
Sun Jun 21, 2020 9:47 pm
Forum: Contribution
Topic: Ihnatus branch for 2.6 Longturn server/client
Replies: 7
Views: 1653

Re: Ihnatus branch for 2.6 Longturn server/client

Next patch adds to common API: ⋅  game object now has subtable terrain_control, its fields are also delegated up to game object: ⋅  int ocean_reclaim_requirement_pct; ⋅  int land_channel_requirement_pct; ⋅  int terrain_thaw_requirement_pct; ⋅  int te...
by Ignatus
Wed Jun 17, 2020 10:30 pm
Forum: Contribution
Topic: Ihnatus branch for 2.6 Longturn server/client
Replies: 7
Views: 1653

Re: Ihnatus branch for 2.6 Longturn server/client

A patch adds some new common functionality (I don't keep along with Pneu's branch so some his fun is not here neither automatically mergeable): ⋅ find.player and find.city now work with string arguments ⋅ direction.name(dir) ⋅ effects.player_output_bonus(Player plr, out...
by Ignatus
Sun Jun 14, 2020 9:39 am
Forum: Rulesets and modpacks
Topic: multiple requirement vectors
Replies: 2
Views: 203

Re: multiple requirement vectors

No, yet the enabling requirement vectors are still one per building or extra. For units, there are only fixed requirements. It's planned to introduce city-performed actions (like "build building" or "build city") in v.3.2 only, there the requirements will go to action enablers th...