Changes in what a 3.0 ruleset can do
Re: Changes in what a 3.0 ruleset can do
Added effect type "Building_Buy_Cost_Pct" that can be used to adjust buy cost of buildings. Doubling of Great Wonder buy costs is unhardcoded with this. Feature #756718
Re: Changes in what a 3.0 ruleset can do
Added effect type "Unit_Buy_Cost_Pct" that can be used to adjust buy cost of units. Feature #767932
Re: Changes in what a 3.0 ruleset can do
Ruleset adjustable tech theft odds. See hrm Feature #764943
The effect Action_Odds_Pct adjusts the odds of getting caught (outside of a diplomatic battle) while performing certain spy actions. It now works with the tech theft actions "Steal Tech", "Steal Tech Escape Expected", "Targeted Steal Tech" and "Targeted Steal Tech Escape Expected" too.
Example: Reduce the odds of the "Steal Tech" action to 50% of diplchance.
The effect Action_Odds_Pct adjusts the odds of getting caught (outside of a diplomatic battle) while performing certain spy actions. It now works with the tech theft actions "Steal Tech", "Steal Tech Escape Expected", "Targeted Steal Tech" and "Targeted Steal Tech Escape Expected" too.
Example: Reduce the odds of the "Steal Tech" action to 50% of diplchance.
Code: Select all
[effect_steal_tech_half_chance]
type = "Action_Odds_Pct"
value = -50
reqs =
{ "type", "name", "range", "present"
"Action", "Steal Tech", "Local", TRUE
}
Re: Changes in what a 3.0 ruleset can do
Conquest_Tech_Pct it's name. I put it on Wikia ruleset updating article.cazfi wrote: These Conquer_Techs_Min and Conquer_Techs_Max effects got removed. Instead there's now Conquer_Tech_Pct effect that gives percentage chance that a single tech gets gained when conquering a city. Feature #73602
Re: Changes in what a 3.0 ruleset can do
Added server setting to control climate change rate (global warming and nuclear winter): Feature #770804
Re: Changes in what a 3.0 ruleset can do
Added 'generated' property for extras. Bug #775424
This is a workaround to the problem that extra causes like Hut and Resource affect more than just what causes extra to appear, and ruleset author may want to have those other effects without having map generator to place extras as per their cause. If 'generated' is FALSE, map generator won't place those extras. This affects Hut, Resource, and River extras.
This is a workaround to the problem that extra causes like Hut and Resource affect more than just what causes extra to appear, and ruleset author may want to have those other effects without having map generator to place extras as per their cause. If 'generated' is FALSE, map generator won't place those extras. This affects Hut, Resource, and River extras.
Re: Changes in what a 3.0 ruleset can do
Signal 'hut_frighten' added to lua scripting interface Bug #780730