Changes in what a 3.0 ruleset can do

Contribute, display and discuss rulesets and modpacks for use in Freeciv here.
cazfi
Elite
Posts: 1531
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Mon Mar 12, 2018 7:10 pm

Output_Waste_By_Distance granularity has been increased. The old unit was 1 point of waste / tile of distance. Now it's 1/100 points of waste / tile of distance. This is mainly to make less steep corruption or waste increase by distance possible (old minimum value of 1 point was still rather steep) Feature #733815

cazfi
Elite
Posts: 1531
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Tue Mar 13, 2018 10:38 pm

Specialist graphic tag is no longer derived and tied to its rule_name, but can be defined separately Feature #738265

cazfi
Elite
Posts: 1531
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Wed Mar 14, 2018 1:34 pm

cazfi wrote: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).


Effect control now in. Feature #732541

cazfi
Elite
Posts: 1531
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Wed Mar 14, 2018 9:19 pm

cazfi wrote:Specialist graphic tag is no longer derived and tied to its rule_name, but can be defined separately Feature #738265

Specialist graphic tag and alt tag behavior is now unified. Alt tag can now refer to graphics indexed by citizen number, making it much better fallback mechanism (->allowing setups that rely on it more). Also, primary tag can refer to non-indexed graphics. Feature #738278

cazfi
Elite
Posts: 1531
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Sun Apr 08, 2018 3:45 am

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


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

sveinung
Elite
Posts: 430
Joined: Wed Feb 20, 2013 4:50 pm

Re: Changes in what a 3.0 ruleset can do

Postby sveinung » Wed Apr 25, 2018 12:55 pm

GriffonSpade wrote: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.


The natural assumption is correct. Auto-attack only happens when the attack is legal. ("Provoking" was only about moving the previous hard coded behavior that transports and spies were auto attacked even if the attacker's odds were better defending against it than attacking it to the ruleset.)

sveinung
Elite
Posts: 430
Joined: Wed Feb 20, 2013 4:50 pm

Re: Changes in what a 3.0 ruleset can do

Postby sveinung » Wed Apr 25, 2018 1:34 pm

"Attack" can cause a diplomatic incident. See hrm Feature #747549

The "Attack" action can now cause a diplomatic incident via the Casus_Belli_Success effect. This is less significant than it seems: the "Attack" action can currently only be performed against enemy unit stacks. This limits the use of the Casus_Belli_Success effect with "Attack" to international outrage (give all players a Casus Belli against the attacker) and as a source for the "DiplRel" requirement type's "Has Casus Belli" and "Provided Casus Belli" properties.

Example: attacking the city with J.S. Bach's Cathedral causes international outrage.

Code: Select all

[effect_incident_bach]
type   = "Casus_Belli_Success"
value   = 10000
reqs   =
    { "type",     "name",                           "range", "present"
      "Action",   "Attack",                         "Local", TRUE
      "Building", "J.S. Bach's Cathedral", "City", TRUE
    }


Example: attacking any unit in a city while being a democracy causes international outrage.

Code: Select all

[effect_incident_democracies_should_be_like_peaceful_man]
type   = "Casus_Belli_Success"
value   = 10000
reqs   =
    { "type",     "name",      "range"
      "Action",   "Attack",    "Local"
      "Gov",      "Democracy", "Player"
      "CityTile", "Center",    "Local"
    }

cazfi
Elite
Posts: 1531
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Sun Jul 29, 2018 8:16 am

Server settings caravan_bonus_style and trade_revenue_style have been ported from warclient. Feature #765978

cazfi
Elite
Posts: 1531
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Tue Jul 31, 2018 6:12 am

Signal "building_lost" added to scripting API. Feature #695007

cazfi
Elite
Posts: 1531
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Thu Aug 02, 2018 8:54 pm

Added server setting to control tech leakage rate. Feature #764944