Changes in what a 3.0 ruleset can do

Contribute, display and discuss rulesets and modpacks for use in Freeciv here.
sveinung
Elite
Posts: 429
Joined: Wed Feb 20, 2013 4:50 pm

Re: Changes in what a 3.0 ruleset can do

Postby sveinung » Wed Jul 19, 2017 2:56 pm

"Steal Gold", "Sabotage City" and "Targeted Sabotage City" split in escape and non escape versions.

The actions "Steal Gold", "Sabotage City" and "Targeted Sabotage City" now has an escape version. It works like the previous actions split in escape and non escape versions. They rely on the action version enabled, rather than the presence of the Spy flag, to determine if the actor has a chance to escape after performing the action.

sveinung
Elite
Posts: 429
Joined: Wed Feb 20, 2013 4:50 pm

Re: Changes in what a 3.0 ruleset can do

Postby sveinung » Sun Aug 20, 2017 11:24 pm

"Steal Tech", "Targeted Steal Tech", "Sabotage Unit" and "Poison City" split in escape and non escape versions.

The actions "Steal Tech", "Targeted Steal Tech", "Sabotage Unit" and "Poison City" now has an escape version. It works like the previous actions split in escape and non escape versions. They rely on the action version enabled, rather than the presence of the Spy flag, to determine if the actor has a chance to escape after performing the action.

This was the last uses of the "Spy" unit type flag to determine if a unit has a chance of escaping after performing an action. The Spy flag is still used to give stronger diplomat combat and to not automatically get caught when trying to steal tech from a city where the limit is passed.

sveinung
Elite
Posts: 429
Joined: Wed Feb 20, 2013 4:50 pm

Re: Changes in what a 3.0 ruleset can do

Postby sveinung » Fri Sep 08, 2017 10:34 am

Always caught during expected expected tech theft now depends on the action. See hrm Feature #694097

Doing "Steal Tech" and "Targeted Steal Tech" when a tech theft is expected will always get the thief caught. Doing "Steal Tech Escape Expected" and "Targeted Steal Tech Escape Expected" when a tech theft is expected has a (reduced) chance to still steal a tech. Tech theft is expected when the number of previous tech thefts from the target city is above the limit set by the "Stealings_Ignore" effect.

There still are 4 tech theft actions. "Steal Tech Escape" and "Targeted Steal Tech Escape" was renamed by adding "Expected" to their rule name. 4 combinations of targeted/escape/expected are therefore, as you probably can tell, not covered by any action. Now would be a good time to file a feature request if you need an action covering a combination currently missing from 3.0. (If you do: Please explain why a ruleset would be better with the tech theft action that has the exact combination you request. Be aware that the "Stealings_Ignore" effect can make all tech thefts by a certain unit type unexpected.)

User avatar
GriffonSpade
Elite
Posts: 578
Joined: Mon Apr 29, 2013 4:41 pm

Re: Changes in what a 3.0 ruleset can do

Postby GriffonSpade » Fri Dec 15, 2017 10:35 pm

sveinung wrote:Auto attack "Provoking" unit type flag. See patch #7943

The new unit type flag "Provoking" now controls what unit types should be auto attacked even if the attacker has better odds defending against it than attacking it. The old hard coded rule was to autoattack diplomats and transporters even if the defense odds were better.

You can now make new unit types like GamleLoss units provoke auto attacks, make units only capable of transporting innocent units non provoking or make all units non provoking.


Corner case question. What happens if a unit has "Provoking" but is also "Unreachable" but the provoked unit does not have them in their target list? Has relevance for anti-air interception and anti-submarine interception.

Natural assumption is that the auto-attack fails to trigger if attacking is illegal.

cazfi
Elite
Posts: 1510
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Tue Feb 06, 2018 6:32 pm

How many techs conqueror gets when city is conquered can be controlled by Conquer_Techs_Min and Conquer_Techs_Max effects Feature #699156

README.effects:
Conquer_Techs_Min
Conquer_Techs_Max
When a city is conquered, conqueror gets Conquer_Techs_Min value
tech from the player losing the city.
If value of Conquer_Techs_Max is higher than that of Conquer_Techs_Min,
random number of techs is given from the range between the values.

User avatar
Caedo
Elite
Posts: 457
Joined: Sun Feb 10, 2013 10:21 pm
Location: Stuttgart, Germany

Re: Changes in what a 3.0 ruleset can do

Postby Caedo » Tue Feb 06, 2018 7:06 pm

cazfi wrote:How many techs conqueror gets when city is conquered can be controlled by Conquer_Techs_Min and Conquer_Techs_Max effects Feature #699156

README.effects:
Conquer_Techs_Min
Conquer_Techs_Max
When a city is conquered, conqueror gets Conquer_Techs_Min value
tech from the player losing the city.
If value of Conquer_Techs_Max is higher than that of Conquer_Techs_Min,
random number of techs is given from the range between the values.


So by default, unless an effect increases one of these, gaining technology from conquering is disabled? Or is there a special case where a value of 0 defaults to previous behavior?
~S.C. L.

cazfi
Elite
Posts: 1510
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Tue Feb 06, 2018 7:26 pm

Caedo wrote:
cazfi wrote:How many techs conqueror gets when city is conquered can be controlled by Conquer_Techs_Min and Conquer_Techs_Max effects Feature #699156

README.effects:
Conquer_Techs_Min
Conquer_Techs_Max
When a city is conquered, conqueror gets Conquer_Techs_Min value
tech from the player losing the city.
If value of Conquer_Techs_Max is higher than that of Conquer_Techs_Min,
random number of techs is given from the range between the values.


So by default, unless an effect increases one of these, gaining technology from conquering is disabled? Or is there a special case where a value of 0 defaults to previous behavior?

Value 0 (as well as any negative value) means that no technologies are stolen. When updating rulesets and wanting to keep old behavior, new effect needs to be added. When updating ruleset with freeciv-ruleup or freeciv-ruledit, effect is added automatically.

cazfi
Elite
Posts: 1510
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Sun Feb 11, 2018 8:31 pm

Added support for a new tech_cost_style "Linear" Feature #695972.

This is the same formula that has earlier been used for calculating explicitly set tech cost values for civ2civ3 ruleset.

cazfi
Elite
Posts: 1510
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Wed Feb 28, 2018 2:01 pm

Ruleset can define that a percentage of citizens immediately convert to nationality of the conqueror when a city is conquered. Feature #657145

cazfi
Elite
Posts: 1510
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Thu Mar 08, 2018 5:23 pm

Maximum length of a combat in rounds can be controlled by a server setting Feature #729194

There's likely to be continuation to this that replaces server setting with an effect (patch for that is already in review).