Changes in what a 3.0 ruleset can do

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sveinung
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Re: Changes in what a 3.0 ruleset can do

Postby sveinung » Wed Jul 29, 2015 3:26 pm

The new action "Explode Nuclear" now controls regular nuclear detonation. See patch #6139 and patch #6141
  • The Nuclear unit type flag isn't hard coded anymore.
  • You can add new restrictions via action enablers.
  • You can set the action's UI name using ui_name_explode_nuclear
  • You control its incident causing by using the effects Casus_Belli_Success (when it blew up) and Casus_Belli_Caught (when it was stopped by a SDI).

Rule change ideas
  • Make getting shut down by the SDI cause an incident. The nuke was too close to the city with the SDI.
  • Make nuclear missile detonation require that it has a move fragment left.

sveinung
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Re: Changes in what a 3.0 ruleset can do

Postby sveinung » Wed Jul 29, 2015 3:48 pm

The new effect Action_Odds_Pct lets you change an action's chance of success. See patch #5642 and patch #6142

Some actions have a risk that the actor gets caught before he can do the action. This effect allows you to manipulate this risk.

Example: Make it harder to suitcase nuke a city.

Code: Select all

[effect_suitcase_nuke_quarter]
type   = "Action_Odds_Pct"
value   = -75
reqs   =
    { "type", "name", "range", "present"
      "Action", "Suitcase Nuke", "Local", TRUE
    }

cazfi
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Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Sat Aug 08, 2015 7:00 am

New building flag DisasterProof can be used to make a building immune to destruction by any disaster: patch #5819

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GriffonSpade
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Re: Changes in what a 3.0 ruleset can do

Postby GriffonSpade » Sun Aug 09, 2015 4:24 am

cazfi wrote:New building flag DisasterProof can be used to make a building immune to destruction by any disaster: patch #5819

Is this an 'all or nothing' thing, or is 'all' or 'list of disaster types' possible?

cazfi
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Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Sun Aug 09, 2015 6:17 am

GriffonSpade wrote:
cazfi wrote:New building flag DisasterProof can be used to make a building immune to destruction by any disaster: patch #5819

Is this an 'all or nothing' thing, or is 'all' or 'list of disaster types' possible?

It's simply a flag that building has or hasn't, so it's against Building Destruction properties of "all" disasters.

sveinung
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Re: Changes in what a 3.0 ruleset can do

Postby sveinung » Tue Aug 11, 2015 3:16 pm

The rule that a unit must have moves left to Bombard now lives in the ruleset. See patch #6166

Warning: the client support is horrible. I'm working on it. Want to play with it right now? I may prioritize finishing the client support higher if asked.

Idea: Giant Canon - a stationary canon unit. It has powerful bombardment but no moves. It is created by building a Disassembled Giant Canon in a city, moving it to the desired location before converting it to a Giant Canon.

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GriffonSpade
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Re: Changes in what a 3.0 ruleset can do

Postby GriffonSpade » Tue Aug 11, 2015 5:03 pm

Hmm, would this allow the unit to chain-bombard, or does it set some flag that prevents you from performing the action again?

sveinung
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Re: Changes in what a 3.0 ruleset can do

Postby sveinung » Tue Aug 11, 2015 7:44 pm

You can now give everyone a casus belli against a player that does a certain action. See patch #6213

The effects Casus_Belli_Caught and Casus_Belli_Success have been extended. A value of 1000 or above gives everyone else a casus belli against the actor. Everything else is like it used to be. A value of one or above still gives the (intended) victim a casus belli against the actor. A value below one does nothing.

This allows a ruleset to represent a setting where certain atrocities are seen as a valid casus belli even when the victim was someone else or even the actor's own population.

Example: A wonder, Pax Dei, gives everyone a casus belli against the killer of civilian citizens. No unit in the ruleset is capable of bombard or suitcase nuke.

Code: Select all

; Nuking a city will kill noncombatants
[effect_pax_dei_explode_nuclear]
type    = "Casus_Belli_Success"
value   = 1000
reqs   =
    { "type", "name", "range"
      "Building", "Pax Dei", "World"
      "CityTile", "Center", "Adjacent"
      "Action", "Explode Nuclear", "Local"
    }

; Poisoning will kill noncombatants
[effect_pax_dei_poison]
type    = "Casus_Belli_Success"
value   = 1000
reqs   =
    { "type", "name", "range"
      "Building", "Pax Dei", "World"
      "Action", "Poison City", "Local"
    }

sveinung
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Re: Changes in what a 3.0 ruleset can do

Postby sveinung » Tue Aug 11, 2015 8:15 pm

GriffonSpade wrote:would this allow the unit to chain-bombard

It think that the answer is yes (unless unitwaittime stops it). Good point.

sveinung
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Re: Changes in what a 3.0 ruleset can do

Postby sveinung » Wed Aug 12, 2015 11:18 am

A unit can now join non allied cities See patch #6218

There used to be a hard coded rule that a unit had to be inside a city to join it. A unit can only be inside domestic or allied cities. This made it impossible for a ruleset to allow adding a unit to a non allied city. The hard coded rule has been relaxed to permit joining a city at the tile next to the actor unit. This makes it possible to create a ruleset where "Join City" is enabled for non allied cities.