Page 7 of 15

Re: Changes in what a 2.6 rule set can do

Posted: Wed May 21, 2014 10:52 pm
by cazfi
There's now slightly more control over revolution length settings (more to come). Old system had single 'revolen' server setting telling how many turns revolution lasts, with special value 0 meaning random length of 1-5 turns.

Now there's separate 'revolentype' setting, which can currently take two different values:
FIXED means that revolution length is exactly what 'revolen' says.
RANDOM means that revolution length is random, with 'revolen' telling the maximum length.

The overall improvement at the moment is that one has control over the maximum length random length revolution can take, instead of it being hardcoded 5 turns.

patch #4700

--

First part of the road being built (i.e., building a road when no adjacent tile has road integrating to it) can have additional requirements to other road tiles patch #4688
This can be used to dictate where road building is started, though it's not necessarily end of the road if normal requirements allow building roads to all directions from there.

Culture work has continued with introduction of requirement type "MinCulture" patch #4668

Airlifting ability is no longer hardcoded for land units, but is now controlled by unit class flag patch #3871

Added requirement range "Team" patch #4388
This is similar to earlier "Alliance" range, just uses different set of players.

Re: Changes in what a rule set can do

Posted: Sat May 24, 2014 8:54 pm
by ahfretheim
sveinung wrote:Should anyone think of a good reason to make it possible let me know and I'll move the [Can Establish Embassy] restriction to the rule set.
Yes, you could have a form of government that prevents embassies from being established, or a city improvement that does this. Could closing embassies be added to the ruleset as an effect as well?

Re: Changes in what a rule set can do

Posted: Tue May 27, 2014 4:20 pm
by sveinung
ahfretheim wrote:Yes, you could have a form of government that prevents embassies from being established, or a city improvement that does this.
Already possible. The restriction I talked about was that you can't establish an embassy if you already have a (real) embassy.
ahfretheim wrote:Could closing embassies be added to the ruleset as an effect as well?
See my reply in the Wishlist forum.

Re: Changes in what a 2.6 rule set can do

Posted: Thu May 29, 2014 7:16 pm
by cazfi
AI traits can now be defined as range instead of just specific value: patch #4720.

Traits documentation in wiki.

Re: Changes in what a 2.6 rule set can do

Posted: Sun Jun 01, 2014 10:01 am
by cazfi
As disaster effect "ReducePopulation" no longer does anything for cities already at size 1 (this is true in 2.5 too), added new disaster effect "ReducePopDestroy" that acts like "ReducePopulation" used to - destroys city of size 1. patch #4719

Re: Changes in what a rule set can do

Posted: Sat Jul 05, 2014 1:25 pm
by JTN
bard wrote:Is there any ruleset option to avoid losing techs that create a hole in the tech tree?, in the same way than those options for free techs due to trading or parasite effects.
This is now possible: patch #4789.

Re: Changes in what a 2.6 rule set can do

Posted: Sun Jul 27, 2014 12:43 am
by sveinung
Changed in Freeciv 2.6/trunk: It is now possible to test if the unit in question currently is transported (by some other unit) via a requirement vector. See patch #4983

This is done via UnitState, a new requirement type, and its "Transported" test. It may be useful as an actor requirement on action enablers. (Say you wish to ban stealing a tech while the spy is transported even if its transported over territory it could move on itself)

Re: Changes in what a 2.6 rule set can do

Posted: Tue Jul 29, 2014 6:26 am
by sveinung
Changed in Freeciv 2.6/trunk: It is now possible to test via a requirement vector if the unit in question has to be in a transport to exist on its current tile. See patch #4894

This is done by adding test TransportDependent to the UnitState requirement type.

Re: Changes in what a 2.6 rule set can do

Posted: Wed Jul 30, 2014 7:03 pm
by cazfi
Specialist name can now contain whitespaces and other characters not legal in savegame entry names. This is considered an bugfix, old limitation was an oversight, but unfortunately we cannot fix it in older versions so freeciv-2.5 is stuck with the limitation. Fortunately it's rule_name that's affected, so one can define separate rule_name that is subject to these limitations, and have another user-visible name for the specialist. bug #22378.

Re: Changes in what a 2.6 rule set can do

Posted: Sun Aug 03, 2014 8:01 pm
by cazfi
Ruleset can define multipliers/policies for effects. User can adjust values of these policies (only in gtk2- and gtk3-client at the moment, with other clients one is stuck to using default values) and it multiplies value of the effects it's associated with. patch #4830

One could for example define policy "working hours" which multiplies both city production bonus effect and happiness effect that has negative value.