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

Postby cazfi » Sat Jun 29, 2019 3:30 am

cazfi wrote: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

Now the datafile can be provided by the scenarios too. Feature #822120.

So the ruleset might provide parser.lua, and individual scenarios using the ruleset can provide their own data.

cazfi
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Re: Changes in what a 3.1 ruleset can do

Postby cazfi » Wed Jul 03, 2019 2:11 am

Support for better granularity or output values has been started by adding ruleset setting output_granularity. Feature #822932.

At the moment it affects only how client shows tile outputs (if output_granularity is 10, the digit shown is tens etc)

cazfi
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Re: Changes in what a 3.1 ruleset can do

Postby cazfi » Wed Jul 03, 2019 7:13 pm

Added unit type flag "NeverProtects" that ruleset can use to override unreachableprotects server setting for specific units. (Feature #809471)

cazfi
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Re: Changes in what a 3.1 ruleset can do

Postby cazfi » Mon Jul 08, 2019 9:24 pm

New extra remove cause "Enter". It's for the hut entering behavior; so that behavior is now defined separately from the "Hut" extra appearance cause. This makes it easier, and sometimes more correct, to have huts that are not placed by the map generator in the beginning of the game. Feature #802768.

cazfi
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Re: Changes in what a 3.1 ruleset can do

Postby cazfi » Sat Jul 13, 2019 3:40 am

Added history_interest_pml ruleset setting. Feature #823245

Wit this setting, history values grows interest each turn. The idea is that older history of the equal original value is more important than recent history. By the interest mechanism older history has grown more interest than recent.

cazfi
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Re: Changes in what a 3.1 ruleset can do

Postby cazfi » Fri Aug 02, 2019 6:16 am

Added AI trait "Builder" that controls how much AI wants to build buildings (instead of units) Feature #825086

sveinung
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Re: Changes in what a 3.1 ruleset can do

Postby sveinung » Tue Nov 12, 2019 12:56 pm

"Suicide Attack" split from "Attack". See hrm Feature #783336 and hrm Feature #787111

The "Attack" action has been split in "Suicide Attack" ("Missile") and "Attack". The "Missile" unit class flag has moved to the ruleset. This allows you to create suicide unit types without having to give them their own unit class.

The split was done a year ago but not announced here.

sveinung
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Re: Changes in what a 3.1 ruleset can do

Postby sveinung » Tue Nov 12, 2019 1:07 pm

4 more user unit class flags. See hrm Feature #846122

Two of them have already been used to move "Missile" (hrm Feature #787111) and "CanPillage" (hrm Feature #846557) to the ruleset.

sveinung
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Re: Changes in what a 3.1 ruleset can do

Postby sveinung » Fri Nov 15, 2019 3:28 pm

Successful action movement cost control See hrm Feature #846773

The new effect Action_Success_Actor_Move_Cost allows you to subtract a certain amount of move fragments from a unit after it successfully performs an action. This comes on top of the movement point penalty the action itself. The movement cost of successfully performing "Establish Embassy", "Investigate City", "Bombard", "Capture Units", "Expel Unit" and "Heal Unit" has been fully moved to the ruleset.

You can now have "Bombard" and "Heal Unit" that doesn't take away all the movement of the actor unit. You can also adjust up the price of "Investigate City" from one move fragment to a full move.

Wahazar
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Re: Changes in what a 3.1 ruleset can do

Postby Wahazar » Fri Nov 15, 2019 7:08 pm

Is it possible to use such effect for load/unload actions?
Augmented2 ruleset/modpack for freeciv2.6: viewtopic.php?f=11&t=91047