Changes in what a 3.1 ruleset can do

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cazfi
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Re: Changes in what a 3.1 ruleset can do

Post by cazfi »

New combat bonus type "CityDefensePct" to give unit a bonus against another one precisely when defending a city Feature #865084

This is used instead of "Defend_Bonus" effect if it gives better defense value. It's not cumulative with the effect.
Ignatus
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Re: Changes in what a 3.1 ruleset can do

Post by Ignatus »

cazfi wrote:This is used instead of "Defend_Bonus" effect if it gives better defense value. It's not cumulative with the effect.
Actually, this nonzero bonus suppresses the effect in a city disregarding of is its value better or worse (except in an exotic case when either this bonus or defense percentage multiplier against the attacker's type equals -100). Explaining on the example it was done for: civ2 fighters defending cities are equally strong against attacking bombers of the same era (while on airbases they have 4 times less defense then the bombers have attack), but building air defense (that makes other units stronger 2 times) in the city won't make them any bit stronger.
This bonus does not help BadWallAttackers to attack better.
cazfi
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Re: Changes in what a 3.1 ruleset can do

Post by cazfi »

New ruleset setting to control if other players get knowledge of Small Wonders or not Feature #924859

Servers of older versions always send the information, but the standard clients have no means to show the information to the user (there's a patch under development to fix that). In 3.1 this is just on/off ("Always" / "Never") setting, with more options planned for 3.2.
cazfi
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Re: Changes in what a 3.1 ruleset can do

Post by cazfi »

Scripting API now has Tile:show(player) and Tile:hide(player) methods for making tiles visible or hiding them from a player. osdn #42973
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Re: Changes in what a 3.1 ruleset can do

Post by cazfi »

There's a new 'only_real_fight_makes_veteran' ruleset setting osdn #43009.

Killing units that have zero defense is not considered a real fight, and in case this new setting is set, doesn't make the killer veteran.
cazfi
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Re: Changes in what a 3.1 ruleset can do

Post by cazfi »

New ruleset option 'damage_reduces_bombard_rate' to make bombard rate proportional to the health of the bombing unit. hrm #821129.

This new behavior is enabled by default, i.e., ruleset has to specifically request the old (hardcoded) behavior of constant bombard rate if it wants it. Old rulesets updated from 3.0 have their behavior unchanged - updating them sets them to request the old behavior.
cazfi
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Re: Changes in what a 3.1 ruleset can do

Post by cazfi »

Scripting API new has City:create_building() and City:remove_building() methods. hrm #695117
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Re: Changes in what a 3.1 ruleset can do

Post by cazfi »

Veterancy gaining chance from a combat can be made to depend on how challenging the combat was hrm #804347

Based on discussion started here: http://forum.freeciv.org/f/viewtopic.ph ... 9&start=22
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Re: Changes in what a 3.1 ruleset can do

Post by cazfi »

Scripting API now has Player:give_bulbs() method. osdn #42502
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Re: Changes in what a 3.1 ruleset can do

Post by cazfi »

New "NonNatBombardTgt" unit class flag can be used to tell which units are considered targets of "land bombardment" type attacks. (attacks where the defender is on a tile that is not native for attacker, e.g. ship attacking unit on coastal land tile) osdn #43255
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