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 Oct 05, 2016 2:06 pm

"Marines" and "AttFromNonNative" is gone. See patch #4683

The "Marines" unit type flag and the "AttFromNonNative" unit class flag has moved to the ruleset. They get meaning from action enablers. You can now control if/when "Attack" and "Conquer Unit" can be done with respect to tile nativity/livability. You also control their help text.

Ideas:
  • Have your "act from non native" flags control all attacks, caravan actions and spy actions. (Change the help text from "Attack" to "act" or something like that)
  • You can give a unit the ability to attack and conquer cities from a non native tile when its owner researches a special tech.
  • You can give special act from non native tile ability to certain nations (think Vikings).

sveinung
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Re: Changes in what a 3.0 ruleset can do

Postby sveinung » Thu Oct 06, 2016 12:48 pm

New action "Heal Unit". See patch #7774

"Heal Unit" heals 25% of the target unit's hit points. It spends all the actor's remaining movement points.

You can now create medic units etc.

(edit: spends all the actor's remaining movement points, not hit points. Thanks, GriffonSpade!)
Last edited by sveinung on Sun Oct 16, 2016 6:36 pm, edited 1 time in total.

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GriffonSpade
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Re: Changes in what a 3.0 ruleset can do

Postby GriffonSpade » Sun Oct 16, 2016 8:12 am

sveinung wrote:It spends all the actor's remaining hit points.

For those who didn't check the patch, he means movement points. No medics dying to heal.

sveinung
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Re: Changes in what a 3.0 ruleset can do

Postby sveinung » Mon Oct 31, 2016 12:32 pm

Auto attack blocking unit type flags. See bug #25233

Enabling the autoattack server setting makes a unit attack other units that moves to an adjacent tile if certain conditions are met. In Freeciv 2.6 a hard coded rule prevented units with the "Nuclear" unit type flag from auto attacking. You can now decide what utype flag(s) will block a unit from auto attacking via game.ruleset's new auto_attack.will_never setting. An autoattack still won't result in a nuclear detonation.

Example: forbid both "Nuclear" and "GameLoss" units from autoattacking.

Code: Select all

[auto_attack]
will_never = "Nuclear", "GameLoss"

cazfi
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Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Tue Nov 01, 2016 9:32 am

Attack_Bonus effect type: patch #7894

This effect type can be used to give attack bonus when specific player attacks. That was not possible with negative Defend_Bonus as its player requirements are about defending player.

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JTN
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Re: Changes in what a 3.0 ruleset can do

Postby JTN » Tue Nov 01, 2016 9:56 am

Requirement to test calendar fragments: patch #7751

The new MinCalFrag requirement allows testing the "calendar fragment" (sub-year divisions) feature added in 2.6.

For instance, a ruleset with seasons could have less food in winter.

uncivilizedplayer
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Re: Changes in what a 3.0 ruleset can do

Postby uncivilizedplayer » Sun Nov 06, 2016 1:20 pm

can 3.0 games be played yet? How? is there a compatible AI? which ruleset should I use? thanks

cazfi
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Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Sun Nov 06, 2016 2:20 pm

uncivilizedplayer wrote:can 3.0 games be played yet?
If you are Windows user, your options for development snapshot builds are in viewtopic.php?f=14&t=5292 and viewtopic.php?f=9&t=1837
Otherwise you need to build it yourself.

uncivilizedplayer
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Re: Changes in what a 3.0 ruleset can do

Postby uncivilizedplayer » Sun Nov 06, 2016 8:17 pm

what ai and ruleset should one pick to play a 3.0 game?

cazfi
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Re: Changes in what a 3.0 ruleset can do

Postby cazfi » Sun Nov 06, 2016 9:11 pm

Rulesets that are part of freeciv distribution are kept in sync with the development. Rulesets available as modpacks are only occasionally compatible with current development.