Changes in what a 3.0 ruleset can do
Re: Changes in what a 3.0 ruleset can do
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
Re: Changes in what a 3.0 ruleset can do
Specialist graphic tag is no longer derived and tied to its rule_name, but can be defined separately Feature #738265
Re: Changes in what a 3.0 ruleset can do
Effect control now in. Feature #732541cazfi 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).
Re: Changes in what a 3.0 ruleset can do
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 #738278cazfi wrote:Specialist graphic tag is no longer derived and tied to its rule_name, but can be defined separately Feature #738265
Re: Changes in what a 3.0 ruleset can do
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 #73602cazfi wrote:How many techs conqueror gets when city is conquered can be controlled by Conquer_Techs_Min and Conquer_Techs_Max effects Feature #699156
Re: Changes in what a 3.0 ruleset can do
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.)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.
Re: Changes in what a 3.0 ruleset can do
"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.
Example: attacking any unit in a city while being a democracy causes international outrage.
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
}
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"
}
Re: Changes in what a 3.0 ruleset can do
Server settings caravan_bonus_style and trade_revenue_style have been ported from warclient. Feature #765978
Re: Changes in what a 3.0 ruleset can do
Signal "building_lost" added to scripting API. Feature #695007
Re: Changes in what a 3.0 ruleset can do
Added server setting to control tech leakage rate. Feature #764944