Changes in what a 3.0 ruleset can do

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sveinung
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Re: Changes in what a 3.0 ruleset can do

Post by sveinung »

Ruleset defined unit type class flags See patch #6957

Ruleset defined unit type class flags are like ruleset defined unit type flags. They are defined in units.ruleset's control section's class_flags.

You can now put a custom flag on all unit types belonging to certain unit type classes without having to copy and past it to every single unit type in each class.
sveinung
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Re: Changes in what a 3.0 ruleset can do

Post by sveinung »

Airlifting a unit is now controlled by the "Airlift Unit" action enabler. See patch #7008

You can now allow more unit types to be airlifted as new techs are discovered and new wonders are built. You can also create a wonder that makes it impossible for anyone but its owner to airlift.
sveinung
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Re: Changes in what a 3.0 ruleset can do

Post by sveinung »

User Extra flags See patch #7055

You can now define up to 8 custom Extra flags in the ruleset. They are defined in terrain.ruleset's control section's extra_flags.

Update (16th March): Make "Extra" and "flag" clearer. Use JTN's wikipedia flag field link. Link to the 2.6 ruleset upgrade guide.
Last edited by sveinung on Wed Mar 16, 2016 1:29 pm, edited 1 time in total.
sveinung
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Re: Changes in what a 3.0 ruleset can do

Post by sveinung »

"HasHomeCity" UnitState property See patch #7062

The requirement system can now check if a unit has a home city. Put the following in a requirement vector to check it:

Code: Select all

"UnitState", "HasHomeCity", "Local"
This allows rules like "a unit must have a home city to do Establish Embassy".
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Alien Valkyrie
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Re: Changes in what a 3.0 ruleset can do

Post by Alien Valkyrie »

sveinung wrote:Changing a unit's home city is now controlled by the "Home City" action enabler. See patch #6801
Is the rule that an unhomed unit can't set a home city still hardcoded? Using the HasHomeCity requirement, this could be moved to the ruleset.
Un-hardcoding it could be useful for certain things requiring a home city, or simply for saving starting units from killunhomed.
~ AVL
sveinung
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Re: Changes in what a 3.0 ruleset can do

Post by sveinung »

Thank you for reminding me, Caedo.
Caedo wrote:Is the rule that an unhomed unit can't set a home city still hardcoded? Using the HasHomeCity requirement, this could be moved to the ruleset.
It has moved. See patch #7061.

The rule that a unit needs movement to airlift has also been unhardcoded. See patch #7063.
sveinung
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Re: Changes in what a 3.0 ruleset can do

Post by sveinung »

Unhardcoded where "Paradrop Unit" can be done from See patch #7057

The ParadropFrom base flag and the rule that a unit must be in a city or in a base with the ParadropFrom base flag has moved to the ruleset.

You can now allow paradropping based on other things. Example: Allow units with the (custom) "Glider" unit type flag to paradrop from terrain with the (custom) "Cliff" terrain flag.
sveinung
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Re: Changes in what a 3.0 ruleset can do

Post by sveinung »

The Spy_Resistant effect now works outside cities (see patch #7081)

and the DiplomatDefense base flag has moved to the ruleset as a user extra flag.

This allows you to change the bonus for defending diplomats in bases to something else than 25%. It also allows you to give a bonus to diplomat defense based on things like terrain.
sveinung
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Re: Changes in what a 3.0 ruleset can do

Post by sveinung »

NoStackDeath is now an Extra flag (see patch #7209)

The NoStackDeath Base flag has become an Extra flag. This allows you to give it to non base extras like roads. You can now implement a border wall or sub terrain tunnels that becomes a giant bunker complex as a road.
sveinung
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Re: Changes in what a 3.0 ruleset can do

Post by sveinung »

The "Poison City" action can empty the food box (see patch #7241)

The new poison_empties_food_stock allows you to decide if the "Poison City" action should destroy the victim city's stored food.
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