Changes in what a 2.6 rule set can do

Contribute, display and discuss rulesets and modpacks for use in Freeciv here.
Post Reply
cazfi
Elite
Posts: 3095
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a rule set can do

Post by cazfi »

Old (2.5) traderoute types IN(IC) (International & International Intercontinental) have been split to multiple traderoute types depending on diplomatic relations of the trade partners patch #4499. This allows for example giving increased trade between allied players, or canceling or inactivating routes when war begins.
cazfi
Elite
Posts: 3095
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a rule set can do

Post by cazfi »

While it has been possible to define which unit classes and unit types are subject to Zones of Control rules, terrains where Zoc rules are used have been hardcoded so that Zoc is active between Land tile only. Now "NoZoc" terrain flag has been added to control that instead: patch #4597.
cazfi
Elite
Posts: 3095
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a rule set can do

Post by cazfi »

Added Traderoute_Pct -effect patch #3249
sveinung
Elite
Posts: 548
Joined: Wed Feb 20, 2013 4:50 pm

Re: Changes in what a rule set can do

Post by sveinung »

Changed in Freeciv 2.6/trunk: The No_Incite effect has been removed.

Use present = FALSE target requirements on the Incite City action enabler to keep the rules you expressed using the No_incite effect. How the bundled rulesets were ported can be seen in the commit that removed it. For more details on how you can port a rule from an action blocking effect to an action enabler read the message posted in this thread when the Unbribable_Units effect was removed.

Example: In the civ2civ3 ruleset a city is protected against the Incite City spy action it is owned by a Democracy or a Federation, its owner has the Mausoleum of Mausolos in one its cities or if the city it self has the Palace.

Code: Select all

[actionenabler_incite_city]
action = "Incite City"
actor_reqs    =
    { "type",   "name", "range", "present"
      "DiplRel", "Alliance", "Local", FALSE
      "DiplRel", "Team", "Local", FALSE
    }
target_reqs  =
    { "type",   "name", "range", "present"
      "Gov", "Federation", "Player", FALSE
      "Gov", "Democracy", "Player", FALSE
      "Building", "Palace", "City", FALSE
      "Building", "Mausoleum of Mausolos", "Player", FALSE
    }
cazfi
Elite
Posts: 3095
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a rule set can do

Post by cazfi »

City styles are now more flexible.

1) There's no longer strict path from one city style to the next. "replaced_by" field is removed. Instead last city style, for which requirements are active, in the ruleset gets used.
2) There's now concept of "national style" and that's given instead of city style in nation rulesets. City style can have national style as requirement, so that active city style depends on national style.
3) City style is determined separately for each city - even cities of the same player can have different appearance depending on terrain etc. Special handling of Oceanic cities will be removed soon as this makes it obsolete (one can define separate oceanic city style for oceanic cities)
cazfi
Elite
Posts: 3095
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a rule set can do

Post by cazfi »

Road types can integrate to each other patch #3829. It's not necessary for two tiles to have exactly same road type for getting the movement bonus, it's enough that they have road types that integrate to each other. This allows for example defining different looking road types for different terrains, and to have them still act as a road from tile with one terrain to the tile with another terrain. Another use would be setup where earlier roads are not required for later roads (like road is required for railroad in classic ruleset) but still allowing road movement between tile with earlier road and tile with newer road.
cazfi
Elite
Posts: 3095
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a rule set can do

Post by cazfi »

This thread is getting quite long for a single version (freeciv-2.6) only, and having multiple versions mixed here would make it very hard to decipher correctly. I propose having one of these threads for each version, and naming like "Changes in what 2.6 ruleset can do"
Dox4242
Posts: 20
Joined: Mon Sep 23, 2013 6:28 am

Re: Changes in what a rule set can do

Post by Dox4242 »

I'd recommend closing this thread to new posts, unless renaming it is possible. I think the title is too general. New ideas go in new threads. Let the board flourish! ;)
sveinung
Elite
Posts: 548
Joined: Wed Feb 20, 2013 4:50 pm

Re: Changes in what a rule set can do

Post by sveinung »

cazfi wrote:I propose having one of these threads for each version, and naming like "Changes in what 2.6 ruleset can do"
Renamed
cazfi
Elite
Posts: 3095
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 2.6 rule set can do

Post by cazfi »

So far "Visible_Walls" effect has been boolean, supporting only two kind of city gfx - cities without walls and those with walls.

It's now changed to be integer value with maximum of 7 different walled gfx (in addition to completely unwalled one): patch #4393
This can be used to have multiple "levels" of wall shown, or to have completely unrelated buildings to be shown in gfx.
Post Reply