Search found 548 matches

by sveinung
Fri Mar 12, 2021 10:39 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 143
Views: 235526

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: 143
Views: 235526

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: 6
Views: 4691

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: 143
Views: 235526

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: 86
Views: 2672555

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: 143
Views: 235526

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...
by sveinung
Wed Mar 10, 2021 3:56 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 143
Views: 235526

Re: Changes in what a 3.1 ruleset can do

unit_stack_death forced action list. See Feature #920951 You can now decide what actions a unit able to escape unit stack death can attempt to escape unit stack death via the new action list actions.unit_stack_death. So if there if no time to embark while escaping just don't include it in the list.
by sveinung
Wed Mar 10, 2021 3:50 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 143
Views: 235526

Re: Changes in what a 3.1 ruleset can do

Increased requirement vector length. See osdn #41661 You can now make a requirement vector than is 40 requirements long. That doubles the maximum legal size of a 3.0 requirement vector. The primary motivation for this is that our ruleset compatibility code adds requirements. If you have a need for ...
by sveinung
Wed Mar 10, 2021 3:25 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 143
Views: 235526

Re: Changes in what a 3.1 ruleset can do

Successful "Paradrop Unit" can trigger Casus Belli. See Feature #921213

You can now give a Casus Belli to the owner of a tile if someone else lands on it. (You can also make it cause international outrage.)
by sveinung
Wed Mar 10, 2021 3:21 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 143
Views: 235526

Re: Changes in what a 3.1 ruleset can do

Casus Belli effects can now depend on the actor unit type. See Feature #921209 Some actions can trigger a Casus Belli on success, failure or completion. What causes are supported - if any - depend on the action. This is controlled by Casus Belli effects. You can now add unit type requirements to th...