Search found 542 matches

by sveinung
Tue Mar 23, 2021 11:29 am
Forum: Wishlist
Topic: Obligatory hard action requirements you want dropped
Replies: 9
Views: 3350

Re: Obligatory hard action requirements you want dropped

"Capture units" is an action versus units, as long as it's so we won't be able to capture a transport with a single Diplomat on board if he is not capturable, so I don't see any problem with removing the hard req. I investigated this. Capturing an occupied transport still causes a crash. ...
by sveinung
Tue Mar 16, 2021 12:30 am
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 123
Views: 60418

Re: Changes in what a 3.1 ruleset can do

New action "Unit Make Homeless". See osdn #41622 You can now allow making a unit that has a home city stop having a home city, say depending on a certain wonder. You can already strip abilities from homeless units (or give them new abilities) via action enablers. So a wonder that irrevers...
by sveinung
Mon Mar 15, 2021 5:01 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 123
Views: 60418

Re: Changes in what a 3.1 ruleset can do

Lua API: additional effect evaluation functions. See osdn #41746 and osdn #41749 You can now evaluate an effect type against a unit and - optionally - another player for local DiplRel requirements using the new function effects.unit_bonus(unit, other_player). You can evaluate an effect type against...
by sveinung
Mon Mar 15, 2021 11:27 am
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 123
Views: 60418

Re: Changes in what a 3.1 ruleset can do

Ruleset defined effect types. See osdn #41745 4 effect types that does nothing has been added. You can given them meaning from Lua. You can use this to give your Lua script access to information only the requirement system would have had access to before by implementing a boolean effect. You can al...
by sveinung
Fri Mar 12, 2021 10:39 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 123
Views: 60418

Re: Changes in what a 3.1 ruleset can do

Lua API: control over non action move side effects. See osdn #41730 The Lua API allows moving a unit without considering what the move rules are via edit.unit_move() and edit.unit_teleport(). This can be used to create custom move actions, teleporting gates on the map etc. Moving via those function...
by sveinung
Fri Mar 12, 2021 9:12 am
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 123
Views: 60418

Re: Changes in what a 3.1 ruleset can do

More fine grained paradrop control. See osdn #41565 Freeciv 3.0's version of "Paradrop Unit" had the side effects of city conquest, base (Fortress/Castle) conquest and hut popping. You now have more fine grained control over what it does as it has been split so you can specify if a drop s...
by sveinung
Thu Mar 11, 2021 10:11 am
Forum: Rulesets and modpacks
Topic: Are the action target kind names clear enough?
Replies: 3
Views: 1535

Re: Are the action target kind names clear enough?

Thank you for your feed back. I now know that the names should be improved. Issue created. Not an English speaker I myself am not an English native speaker. it seems strange that you put them in plural. It felt natural while writing the autohelp. What a non native speaker feels is natural in the aut...
by sveinung
Wed Mar 10, 2021 4:34 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 123
Views: 60418

Re: Changes in what a 3.1 ruleset can do

Ruleset min distance for conventional nukes. See osdn #41701 The (non spy) nuke actions already allowed the ruleset to set the max distance to the target. They can now set the minimum distance too. This allows you to set a minimum distance to the target that is larger than the nuclear blast radius ...
by sveinung
Wed Mar 10, 2021 4:23 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.2 ruleset can do
Replies: 12
Views: 3862

Re: Changes in what a 3.2 ruleset can do

Configurable nuclear blast radius. See Feature #854166 You can now set the blast radius of the nuclear explosion for the nuke actions. This allows you to set the blast radius of briefcase nukes to only the target tile, of tactical nukes to the target tile and cardinally adjacent tiles, of normal nu...
by sveinung
Wed Mar 10, 2021 4:11 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 123
Views: 60418

Re: Changes in what a 3.1 ruleset can do

Ruleset actor consuming always for conventional nukes. See osdn #41681 A nuke can have a max distance between the actor unit and the target so big that the explosion doesn't destroy the actor unit. You can now make it survive in those cases. This allows you to create units that are armed with nukes...