Changes in what a 3.1 ruleset can do

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sveinung
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Re: Changes in what a 3.1 ruleset can do

Postby sveinung » Wed Feb 17, 2021 4:33 pm

Configurable if initial action dice roll odds comes form from diplchance See Feature #849492

Some actions have a dice roll before the action starts where it can fail. You can now decide if the initial odds - modified by the Action_Odds_Pct effect - should be 100% or if it should be taken from the diplchance server setting.

Example: Do the opposite of what used to be done.

Code: Select all

diplchance_initial_odds = "Surgical Strike Building", "Surgical Strike Production"

sveinung
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Re: Changes in what a 3.1 ruleset can do

Postby sveinung » Wed Feb 17, 2021 5:16 pm

Escape destroyed city action list now lives in the ruleset See Feature #920149

Some units can only be on a tile because it contains a city. One example is a ship inside a land city. If the city is destroyed it becomes illegal for the unit to be there. If it remains there the unit will be destroyed. Before its potential destruction it gets a Hail Mary attempt to escape to an adjacent tile. The list of actions it will attempt against each adjacent tile to escape to it and what order those actions are attempted in is now settable with the escape_city ruleset variable.

sveinung
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Re: Changes in what a 3.1 ruleset can do

Postby sveinung » Thu Feb 18, 2021 12:31 am

Enabler controlled regular moves. See Feature #919970

Regular moves are now controlled with the new action enabler "Unit Move".

You can now disable regular movement with action enabler requirements and add additional move cost with the Action_Success_Actor_Move_Cost effect.

This was supposed to be done "in the future". This is now done. That means that this is the future. Since this is the future I'll now take my flying car to the airport where I'll board a supersonic passenger jet. Wait... that was the past.

sveinung
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Re: Changes in what a 3.1 ruleset can do

Postby sveinung » Thu Feb 18, 2021 10:47 am

The "OneAttack" unit type flag name is now yours. See Feature #847256

The "OneAttack" unit type flag has moved to the ruleset. This means that you can use its name for a flag with different rules than the old hard coded flag. Say a version of OneAttack that only takes all MP post attack if the player doesn't have the small wonder "Blitzkrieg".

sveinung
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Re: Changes in what a 3.1 ruleset can do

Postby sveinung » Sat Feb 20, 2021 10:51 am

New fake generalized actions. See osdn #41602 and osdn #41605

You now have extra copies of more actions. This allows you to define different rules for the ruleset controlled parts of them, from minor non rules like the name showed in the user interface to real rules like how much movement a unit that performs them (or have them performed on it) lose. The new copies are "Heal Unit 2", "Conquer City 3", "Conquer City 4", "Conquer Extras 3", "Conquer Extras 4", "Transport Disembark 3", "Transport Disembark 4", "Transport Embark 2", "Transport Embark 3", "Enter Hut 3", "Enter Hut 4", "Frighten Hut 3", "Frighten Hut 4", "Unit Move 2" and "Unit Move 3".

You can now create a ruleset with a Medic that heals with "Heal Unit" and a Mechanic that repairs with "Heal Unit 2" and give the healing actions different names and consequences.

sveinung
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Re: Changes in what a 3.1 ruleset can do

Postby sveinung » Mon Feb 22, 2021 6:55 pm

The NoHome unit type flag now only means "built homeless". See osdn #41621

In the past units with the NoHome unit type flag couldn't do the action "Home City" (or its more hard coded predecessor). NoHome is now only about the unit being built without a home city. You can therefore create a ruleset where a unit is built homeless but can be given a home city under certain circumstances.

sveinung
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Re: Changes in what a 3.1 ruleset can do

Postby sveinung » Wed Feb 24, 2021 12:48 pm

Spy escape move cost has moved to the ruleset. See osdn #41628

It used to be hard coded that a Spy escaping to the nearest city after performing a spy action would lose all remaining move points doing so. This has now moved to the ruleset using the Action_Success_Actor_Move_Cost effect.

You can now set your own spy escape move cost.