Search found 548 matches

by sveinung
Sat Jun 13, 2020 11:05 am
Forum: Wishlist
Topic: occupychance vs 1 mp
Replies: 3
Views: 3114

Re: occupychance vs 1 mp

I have been thinking about messing around near this area for 3.1. I have started moving some of the move cost for some action to the ruleset. I have been thinking of standardizing forced post action moves. Could you describe in detail exactly what happens today and exactly what you want to change it...
by sveinung
Sun Jun 07, 2020 12:46 pm
Forum: Wishlist
Topic: More things configurable within action enablers.
Replies: 1
Views: 2711

Re: More things configurable within action enablers.

Ignatus wrote: don't know the exact developers' plan of what they think to be the not fake generalization
See generalized actions. I finally got around to filing an issue in the "new" issue tracker some days ago. Sorry about the confusion.
by sveinung
Mon Jun 01, 2020 5:48 am
Forum: Rulesets and modpacks
Topic: Casus Belli effect name for activity actions
Replies: 2
Views: 3710

Re: Casus Belli effect name for activity actions

Another, related, question is what you expect Casus_Belli_Complete to do for instant actions. (If changed to Casus_Belli_Successful_Beginning the question becomes what you expect Casus_Belli_Successful_Beginning to do for instant actions.
by sveinung
Sat May 30, 2020 1:12 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 143
Views: 233892

Re: Changes in what a 3.1 ruleset can do

Casus Belli for completed "Pillage" See Feature #875465 The Casus_Belli_Success effect is evaluated when successfully starting the "Pillage" action. The new effect Casus_Belli_Complete is evaluated when the pillaging is completed. This may be counter intuitive. Let me know if yo...
by sveinung
Sat May 30, 2020 1:12 pm
Forum: Rulesets and modpacks
Topic: Casus Belli effect name for activity actions
Replies: 2
Views: 3710

Casus Belli effect name for activity actions

An activity action has two possible places for Casus_Belli_Success: once the action successfully is started and once the action is completed. "Pillage" currently triggers the Casus_Belli_Success effect when successfully starting the "Pillage" action. The Casus_Belli_Complete effe...
by sveinung
Sat May 30, 2020 12:22 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 143
Views: 233892

Re: Changes in what a 3.1 ruleset can do

MovedThisTurn unit state property See Feature #875439

You can now create a rule than an action only can be done by a unit that hasn't moved this turn.
by sveinung
Fri May 29, 2020 9:45 am
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 143
Views: 233892

Re: Changes in what a 3.1 ruleset can do

Ruleset defined max "Help Wonder" and "Recycle Unit" range See Feature #875249 Max range for the actions"Help Wonder" and "Recycle Unit" can now be set by going to game.ruleset's actions section and help_wonder_max_range or recycle_unit_max_range Doing "...
by sveinung
Wed May 27, 2020 5:15 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 143
Views: 233892

Re: Changes in what a 3.1 ruleset can do

Configurable unit shield worth See Feature #874806 The new effect Unit_Shield_Value_Pct allows you to change how many shields the unit is valued when performing the actions "Recycle Unit", "Help Wonder" and "Upgrade Unit". The unit's shield value determines the amount ...
by sveinung
Wed May 27, 2020 4:04 pm
Forum: Wishlist
Topic: Miscellaneous wishlist...
Replies: 6
Views: 5410

Re: Miscellaneous wishlist...

I don't think I have filed an issue for this yet but an effect to adjust shield return for "Help Wonder" and "Recycle Unit" has been on my TODO list since I made them action enabler controlled. Now that someone else has requested it I'll increase its priority. I have now introdu...
by sveinung
Fri May 22, 2020 10:21 pm
Forum: Wishlist
Topic: Miscellaneous wishlist...
Replies: 6
Views: 5410

Re: Miscellaneous wishlist...

0 8. Additional variable getter and/or setter lua functions ..... e.g. player's government, each trade allocation rate, number of tech known, current science point, science point needed to acquire researching technology, unit's hp, mp, fuel, veteran level, moved flag (related to natural healing), a...