Changes in what a 3.1 ruleset can do

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cazfi
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Changes in what a 3.1 ruleset can do

Postby cazfi » Sun Jan 01, 2017 8:40 pm

Freeciv-3.0 gets branched to a stable branch S3_0 in a couple of hours. Development of freeciv-3.1 begins in TRUNK.

This thread is about changes that has been made to the development version of Freeciv that changes what a ruleset can do.

Please keep wishlist items and such away from this thread. This is about listing things that have been implemented already.

Include only changes relative to 3.0 - if feature gets implemented also to stable branch, it does not belong here.

cazfi
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Re: Changes in what a 3.1 ruleset can do

Postby cazfi » Sat May 20, 2017 11:46 am

There's support for including a datafile in section file format, but with freely selectable content, to a ruleset, for ruleset lua scripts to use. The idea is that the lua script can implement any kind of parser for the datafile.
At this time scripting API has single function, luadata.get_str(key), for reading from the datafile.

Feature #661635

cazfi
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Re: Changes in what a 3.1 ruleset can do

Postby cazfi » Tue Jul 18, 2017 1:43 pm

The "invisible" vision layer has been split to two separate vision layers "Stealth" and "Subsurface". Units on both of them are usually hidden. The old base property "vision_invis_sq" applies to Stealth layer only, it doesn't reveal Subsurface units. Likewise, new base property "vision_subs_sq" applies to Subsurface units only, it doesn't reveal Stealth units.

cazfi
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Re: Changes in what a 3.1 ruleset can do

Postby cazfi » Tue Oct 24, 2017 4:45 pm

The old "RequiresBridge" and "PreventsOtherRoads" Road flags are replaced by extra-specific list of other extras the prevent it if no bridge technology is known. This means that the feature that has been for roads only in S3_0 and earlier, is now available for all extras. Also, not all extras are necessarily prevented by same other extras as used to be the case with "PreventsOtherRoads" approach.

Feature #704288

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Re: Changes in what a 3.1 ruleset can do

Postby cazfi » Mon Mar 12, 2018 2:55 am

Multipliers can have requirements for changing the value Feature #732522

Typically this would be used to allowing adjustments to a given policy only once certain tech is known.

Current implementation is that when the value can't be changed, it keeps current value. It does NOT switch to default value, if requirements were earlier met and value was changed away from the default.

cazfi
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Re: Changes in what a 3.1 ruleset can do

Postby cazfi » Tue Mar 13, 2018 4:40 pm

As a first of such effects controlling settler activities, Transform_Possible effect has been replaced by Terrain_Transform action enabler. Feature #732503.

Goal is to convert all _Possible effects to a proper action enablers.

cazfi
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Re: Changes in what a 3.1 ruleset can do

Postby cazfi » Sun Apr 15, 2018 6:34 am

Transformative irrigating and mining, fortifying, pillaging, and road building all are now action enablers controlled.

sveinung
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Re: Changes in what a 3.1 ruleset can do

Postby sveinung » Sat Apr 28, 2018 11:00 pm

Action enabler controlled unit type conversion. See hrm Feature #747765

You can now add additional requirements on unit conversion via the new "Convert Unit" action enabler.

Example: Make the "Leader" unit able to convert to an oceanic form but only after "Map Making" is discovered.
See git commit f3d4c12bbb in Freeciv.

cazfi
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Re: Changes in what a 3.1 ruleset can do

Postby cazfi » Sun Aug 05, 2018 6:18 am

Added "Building_Build_Cost_Pct" effect. Feature #767451.

As noted in the ticket, ruleset authors should be careful that no rule exploits are introduced to their ruleset when using this effect type.

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Re: Changes in what a 3.1 ruleset can do

Postby cazfi » Tue Aug 07, 2018 10:56 am

Rule that all clause types (for diplomatic treaties) that freeciv has, are available in all games has been unhardcoded. Now ruleset can list which clause types are available. Feature #765945