Changes in what a 2.6 rule set can do

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cazfi
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Re: Changes in what a 2.6 rule set can do

Postby cazfi » Sun Sep 20, 2015 7:11 am

Tileset descriptions support: patch #6350

Earlier discussion about the feature: viewtopic.php?f=12&t=532&start=6

sveinung
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Re: Changes in what a 2.6 rule set can do

Postby sveinung » Sun Sep 20, 2015 3:35 pm

The local range of building requirements are now local. patch #6356

A building requirement with the local range used to be unfulfilled unless the city range of the same requirement was fulfilled. This has changed. The local range of a building requirement no longer cares about the city range. This change allows requiring (or forbidding) a certain building independently.

Did you mean "this building and the city has it" when you wrote a local building requirement? Add the corresponding city ranged requirement to each requirement vector with a local building requirement.

cazfi
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Re: Changes in what a 2.6 rule set can do

Postby cazfi » Sat Oct 31, 2015 6:38 pm

cazfi wrote:AI traits can now be defined as range instead of just specific value: patch #4720.

Traits documentation in wiki.

Server setting can now be used to select if random value from a range is used or fixed value: patch #5028.

By default the fixed value is the midpoint of the range specified in the ruleset, but ruleset can optionally specify it.

sveinung
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Re: Changes in what a 2.6 rule set can do

Postby sveinung » Sun Nov 01, 2015 1:17 am

Auto generated help text for a unit type's combat bonuses bug #23962

To disable it set the new quiet property to true. This is useful if you already have documented it in the unit type's help text. It is also useful if the generated help text is ugly or inaccurate.

cazfi
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Re: Changes in what a 2.6 rule set can do

Postby cazfi » Sun Dec 13, 2015 11:32 pm

This is about tileset.

Tileset can now define y-offset for the upkeep sprites within constructed "unit icon": patch #6511
Tileset can define also alternative offset for cases where icon needs to fit in small space (sdl-clients use this value, if present, to avoid scaling unit sprites too small): patch #6564

The defaults mimic old hardcoded placement (dynamically calculated for the tileset)

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JTN
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Re: Changes in what a 2.6 rule set can do

Postby JTN » Sat Dec 19, 2015 10:49 am

Nuke_Proof effect (for SDI Defense) changes

The Nuke_Proof effect is no longer hardcoded to be suppressed for explosions triggered by the city owner, their teammates, or their allies; this is now under the control of the ruleset.
It can also now depend on properties of the specific tile being targeted (which may not be the city tile). patch #6693

T1000
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Re: Changes in what a 2.6 rule set can do

Postby T1000 » Thu Dec 24, 2015 1:10 pm

Is it possible to add requirement for small wonders like: <some building> in all cities ?
eg. library in all cities, to build small wonder - great library

Lachu
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Re: Changes in what a 2.6 rule set can do

Postby Lachu » Thu Dec 24, 2015 4:19 pm

I guess you was looking forward Freeciv beign compatible with Civilization V. I wonder that's necessary. Of course - Freeciv should allow to define ruleset based on any kind of civilization game, but Freeciv is great.

cazfi
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Re: Changes in what a 2.6 rule set can do

Postby cazfi » Fri Dec 25, 2015 5:27 pm

Added support for road type flags "JumpFrom" and "JumpTo". These can be used to make movement possible between the road types even when they are not integrated, and nothing else provides nativity to the unit on those tiles. bug #24012

In supplied rulesets this is likely to get used in civ2civ3 ruleset to allow Caravans and other Merchant units to move from a road tile to adjacent river tile and vice versa.

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JTN
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Re: Changes in what a 2.6 rule set can do

Postby JTN » Sun Feb 28, 2016 1:08 am

Not new, but an example of what you can do with 2.6's generalised extras.
oilslick.png

This is a water-specific Pollution-type nuisance extra, which will be generated instead of regular Pollution on water, but rendered with the "Cardinals" extra style that previously was only available for irrigation/farmland.
This is a quick local proof-of-concept hack; the graphics would need a lot more work to be usable. There's no current plans to include this in the game.