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Changes in what a 3.1 ruleset can do

Posted: Sun Jan 01, 2017 8:40 pm
by cazfi
Freeciv-3.0 gets branched to a stable branch S3_0 in a couple of hours. Development of freeciv-3.1 begins in TRUNK.

This thread is about changes that has been made to the development version of Freeciv that changes what a ruleset can do.

Please keep wishlist items and such away from this thread. This is about listing things that have been implemented already.

Include only changes relative to 3.0 - if feature gets implemented also to stable branch, it does not belong here.

Re: Changes in what a 3.1 ruleset can do

Posted: Sat May 20, 2017 11:46 am
by cazfi
There's support for including a datafile in section file format, but with freely selectable content, to a ruleset, for ruleset lua scripts to use. The idea is that the lua script can implement any kind of parser for the datafile.
At this time scripting API has single function, luadata.get_str(key), for reading from the datafile.

Feature #661635

Re: Changes in what a 3.1 ruleset can do

Posted: Tue Jul 18, 2017 1:43 pm
by cazfi
The "invisible" vision layer has been split to two separate vision layers "Stealth" and "Subsurface". Units on both of them are usually hidden. The old base property "vision_invis_sq" applies to Stealth layer only, it doesn't reveal Subsurface units. Likewise, new base property "vision_subs_sq" applies to Subsurface units only, it doesn't reveal Stealth units.

Re: Changes in what a 3.1 ruleset can do

Posted: Tue Oct 24, 2017 4:45 pm
by cazfi
The old "RequiresBridge" and "PreventsOtherRoads" Road flags are replaced by extra-specific list of other extras the prevent it if no bridge technology is known. This means that the feature that has been for roads only in S3_0 and earlier, is now available for all extras. Also, not all extras are necessarily prevented by same other extras as used to be the case with "PreventsOtherRoads" approach.

Feature #704288

Re: Changes in what a 3.1 ruleset can do

Posted: Mon Mar 12, 2018 2:55 am
by cazfi
Multipliers can have requirements for changing the value Feature #732522

Typically this would be used to allowing adjustments to a given policy only once certain tech is known.

Current implementation is that when the value can't be changed, it keeps current value. It does NOT switch to default value, if requirements were earlier met and value was changed away from the default.

Re: Changes in what a 3.1 ruleset can do

Posted: Tue Mar 13, 2018 4:40 pm
by cazfi
As a first of such effects controlling settler activities, Transform_Possible effect has been replaced by Terrain_Transform action enabler. Feature #732503.

Goal is to convert all _Possible effects to a proper action enablers.

Re: Changes in what a 3.1 ruleset can do

Posted: Sun Apr 15, 2018 6:34 am
by cazfi
Transformative irrigating and mining, fortifying, pillaging, and road building all are now action enablers controlled.

Re: Changes in what a 3.1 ruleset can do

Posted: Sat Apr 28, 2018 11:00 pm
by sveinung
Action enabler controlled unit type conversion. See hrm Feature #747765

You can now add additional requirements on unit conversion via the new "Convert Unit" action enabler.

Example: Make the "Leader" unit able to convert to an oceanic form but only after "Map Making" is discovered.
See git commit f3d4c12bbb in Freeciv.

Re: Changes in what a 3.1 ruleset can do

Posted: Sun Aug 05, 2018 6:18 am
by cazfi
Added "Building_Build_Cost_Pct" effect. Feature #767451.

As noted in the ticket, ruleset authors should be careful that no rule exploits are introduced to their ruleset when using this effect type.

Re: Changes in what a 3.1 ruleset can do

Posted: Tue Aug 07, 2018 10:56 am
by cazfi
Rule that all clause types (for diplomatic treaties) that freeciv has, are available in all games has been unhardcoded. Now ruleset can list which clause types are available. Feature #765945