Search found 521 matches

by sveinung
Wed Feb 24, 2021 12:48 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 106
Views: 33687

Re: Changes in what a 3.1 ruleset can do

Spy escape move cost has moved to the ruleset. See osdn #41628 It used to be hard coded that a Spy escaping to the nearest city after performing a spy action would lose all remaining move points doing so. This has now moved to the ruleset using the Action_Success_Actor_Move_Cost effect. You can now...
by sveinung
Tue Feb 23, 2021 8:14 pm
Forum: Wishlist
Topic: Obligatory hard action requirements you want dropped
Replies: 3
Views: 63

Re: Obligatory hard action requirements you want dropped

Tl;dr: Quite a bit of effort. Unhardcoding the "CanOccupyCity" unit class flag. Unfortunately, there seems to be a shocking amount of places in the code that just look for the UCF, not for whether units are capable of any "Conquer City" action. This also includes places involvin...
by sveinung
Mon Feb 22, 2021 8:33 pm
Forum: Wishlist
Topic: Obligatory hard action requirements you want dropped
Replies: 3
Views: 63

Obligatory hard action requirements you want dropped

Thanks to the obligatory hard requirement support for actions in Freeciv 3.0 you now know why that awesome rule you had planned to implement via an action enabler didn't work. It had a conflict with a hard requirement for the action it enabled. But you want that conflict gone! List the hard requirem...
by sveinung
Mon Feb 22, 2021 8:19 pm
Forum: Help wanted
Topic: Wanted: Hard action requirements that could be made obligatory
Replies: 0
Views: 24

Wanted: Hard action requirements that could be made obligatory

Note: This thread is only about low hanging fruit. It is not about introducing new requirement types or about changing the obligatory hard requirement system. If you don't already know the words used in the post title skip this paragraph and the next and get back to it after reading the rest. Hard ...
by sveinung
Mon Feb 22, 2021 6:55 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 106
Views: 33687

Re: Changes in what a 3.1 ruleset can do

The NoHome unit type flag now only means "built homeless". See osdn #41621 In the past units with the NoHome unit type flag couldn't do the action "Home City" (or its more hard coded predecessor). NoHome is now only about the unit being built without a home city. You can therefo...
by sveinung
Sat Feb 20, 2021 10:51 am
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 106
Views: 33687

Re: Changes in what a 3.1 ruleset can do

New fake generalized actions. See osdn #41602 and osdn #41605 You now have extra copies of more actions. This allows you to define different rules for the ruleset controlled parts of them, from minor non rules like the name showed in the user interface to real rules like how much movement a unit th...
by sveinung
Thu Feb 18, 2021 10:47 am
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 106
Views: 33687

Re: Changes in what a 3.1 ruleset can do

The "OneAttack" unit type flag name is now yours. See Feature #847256 The "OneAttack" unit type flag has moved to the ruleset. This means that you can use its name for a flag with different rules than the old hard coded flag. Say a version of OneAttack that only takes all MP pos...
by sveinung
Thu Feb 18, 2021 12:31 am
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 106
Views: 33687

Re: Changes in what a 3.1 ruleset can do

Enabler controlled regular moves. See Feature #919970 Regular moves are now controlled with the new action enabler "Unit Move". You can now disable regular movement with action enabler requirements and add additional move cost with the Action_Success_Actor_Move_Cost effect. This was suppo...
by sveinung
Wed Feb 17, 2021 5:16 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 106
Views: 33687

Re: Changes in what a 3.1 ruleset can do

Escape destroyed city action list now lives in the ruleset See Feature #920149 Some units can only be on a tile because it contains a city. One example is a ship inside a land city. If the city is destroyed it becomes illegal for the unit to be there. If it remains there the unit will be destroyed....
by sveinung
Wed Feb 17, 2021 4:33 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 106
Views: 33687

Re: Changes in what a 3.1 ruleset can do

Configurable if initial action dice roll odds comes form from diplchance See Feature #849492 Some actions have a dice roll before the action starts where it can fail. You can now decide if the initial odds - modified by the Action_Odds_Pct effect - should be 100% or if it should be taken from the d...