Changes in what a 3.0 ruleset can do

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cazfi
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Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Thu Aug 04, 2016 10:03 am

Added effect type Stealings_Ignore: patch #4787

That effect can be used to change number of techs diplomats are allowed to steal from the same city and to make stealing multiple techs easier for spies.

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Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Wed Aug 10, 2016 8:31 pm

Waste/Corruption effect that is relative to world size patch #7566

New effect type has been added that differs from old effect telling how much distance to Government Center affects waste/corruption in that the distance is considered relative to the size of the whole world. That way the distance effect adjusts to the world, and it's easier to construct rulesets that work both on small and big maps.

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dunnoob
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Re: Changes in what a 3.0 ruleset can do

Postby dunnoob » Sun Aug 14, 2016 7:59 am

cazfi wrote: it's easier to construct rulesets that work both on small and big maps.
BTW, I'd prefer a "huts per player" instead of a "total number of huts", but maybe it's only me.

cazfi
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Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Sun Aug 14, 2016 8:46 am

dunnoob wrote:total number of huts"
That one is "huts per thousand tiles" in freeciv-2.6 and above.

sveinung
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Re: Changes in what a 3.0 ruleset can do

Postby sveinung » Wed Aug 17, 2016 1:00 am

Separate spy battle defense bonus from anti sabotage building. See bug #24956

You can now make it more difficult to sabotage a building without giving a spy battle defense bonus or vice versa.

Making buildings difficult to sabotage has moved from the Spy_Resistant effect to the new Building_Saboteur_Resistant effect. The Spy_Resistant effect is now about Spy battle defense bonus alone.

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Re: Changes in what a 3.0 ruleset can do

Postby sveinung » Wed Aug 17, 2016 2:07 am

Long range bombardment. See patch #7604

You can now set the maximum distance the "Bombard" action can be performed from. It is set in actions.bombard_max_range. No per unit type granularity is supported.

Simple Example: allow bombarding adjacent tiles and tiles adjacent to adjacent tiles.

Code: Select all

bombard_max_range = 2


Complex Example: webperimental uses long range bombardment. View it. Play it.

cazfi
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Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Wed Aug 17, 2016 8:41 am

Server setting controlling how much distance based trade route bonuses are affected by the world size (maximum distance route can have) patch #6884

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JTN
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Re: Changes in what a 3.0 ruleset can do

Postby JTN » Tue Oct 04, 2016 9:07 am

Patch #7751: new requirement "MinCalFrag" in 3.0. This filters on the "calendar fragments" (sub-year divisions) added in 2.6, and allows e.g. seasonal effects such as more food in summer.

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Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Tue Oct 04, 2016 6:30 pm

Support for unit slots for cities added: patch #1936.

Number of unit slots (limiting how many units city can support, not how many units can be present) for a city is controlled by an effect. Unit type definitions tell how many slots unit takes up. Default is 0, so infinite number of units can be supported.

Example of the things this makes possible is the original more limited feature request that inspired this patch; limiting how many gold upkeep units city can support - make only gold upkeep units to take up slots and set city slot count to suitable value with the effect.

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Re: Changes in what a 3.0 ruleset can do

Postby sveinung » Wed Oct 05, 2016 12:25 am

The "Conquer City" action is now enabler controlled. See patch #7261

You can now add new restrictions to the rules governing when a unit can conquer a foreign city. Rule ideas:
  • A Wonder prevents city conquest for (certain) players.
  • A government forbids its nation from conquering cities.
  • A unit type is forbidden from conquering cities until a tech is discovered.

Note that "Paradrop Unit" can result in city conquest if you enable it against city tiles. The same is true when Lua's unit_teleport() and unit_move() moves a unit to a city.