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Re: Changes in what a 3.0 ruleset can do
Posted: Wed Jul 29, 2015 3:26 pm
by sveinung
The new action "Explode Nuclear" now controls regular nuclear detonation. See
patch #6139 and
patch #6141
- The Nuclear unit type flag isn't hard coded anymore.
- You can add new restrictions via action enablers.
- You can set the action's UI name using ui_name_explode_nuclear
- You control its incident causing by using the effects Casus_Belli_Success (when it blew up) and Casus_Belli_Caught (when it was stopped by a SDI).
Rule change ideas
- Make getting shut down by the SDI cause an incident. The nuke was too close to the city with the SDI.
- Make nuclear missile detonation require that it has a move fragment left.
Re: Changes in what a 3.0 ruleset can do
Posted: Wed Jul 29, 2015 3:48 pm
by sveinung
The new effect Action_Odds_Pct lets you change an action's chance of success. See
patch #5642 and
patch #6142
Some actions have a risk that the actor gets caught before he can do the action. This effect allows you to manipulate this risk.
Example: Make it harder to suitcase nuke a city.
Code: Select all
[effect_suitcase_nuke_quarter]
type = "Action_Odds_Pct"
value = -75
reqs =
{ "type", "name", "range", "present"
"Action", "Suitcase Nuke", "Local", TRUE
}
Re: Changes in what a 3.0 ruleset can do
Posted: Sat Aug 08, 2015 7:00 am
by cazfi
New building flag
DisasterProof can be used to make a building immune to destruction by any disaster:
patch #5819
Re: Changes in what a 3.0 ruleset can do
Posted: Sun Aug 09, 2015 4:24 am
by GriffonSpade
cazfi wrote:New building flag
DisasterProof can be used to make a building immune to destruction by any disaster:
patch #5819
Is this an 'all or nothing' thing, or is 'all' or 'list of disaster types' possible?
Re: Changes in what a 3.0 ruleset can do
Posted: Sun Aug 09, 2015 6:17 am
by cazfi
GriffonSpade wrote:cazfi wrote:New building flag
DisasterProof can be used to make a building immune to destruction by any disaster:
patch #5819
Is this an 'all or nothing' thing, or is 'all' or 'list of disaster types' possible?
It's simply a flag that building has or hasn't, so it's against Building Destruction properties of "all" disasters.
Re: Changes in what a 3.0 ruleset can do
Posted: Tue Aug 11, 2015 3:16 pm
by sveinung
The rule that a unit must have moves left to Bombard now lives in the ruleset. See patch #6166
Warning: the client support is horrible. I'm working on it. Want to play with it right now? I may prioritize finishing the client support higher if asked.
Idea: Giant Canon - a stationary canon unit. It has powerful bombardment but no moves. It is created by building a Disassembled Giant Canon in a city, moving it to the desired location before converting it to a Giant Canon.
Re: Changes in what a 3.0 ruleset can do
Posted: Tue Aug 11, 2015 5:03 pm
by GriffonSpade
Hmm, would this allow the unit to chain-bombard, or does it set some flag that prevents you from performing the action again?
Re: Changes in what a 3.0 ruleset can do
Posted: Tue Aug 11, 2015 7:44 pm
by sveinung
You can now give everyone a casus belli against a player that does a certain action. See patch #6213
The effects Casus_Belli_Caught and Casus_Belli_Success have been extended. A value of 1000 or above gives everyone else a casus belli against the actor. Everything else is like it used to be. A value of one or above still gives the (intended) victim a casus belli against the actor. A value below one does nothing.
This allows a ruleset to represent a setting where certain atrocities are seen as a valid casus belli even when the victim was someone else or even the actor's own population.
Example: A wonder, Pax Dei, gives everyone a casus belli against the killer of civilian citizens. No unit in the ruleset is capable of bombard or suitcase nuke.
Code: Select all
; Nuking a city will kill noncombatants
[effect_pax_dei_explode_nuclear]
type = "Casus_Belli_Success"
value = 1000
reqs =
{ "type", "name", "range"
"Building", "Pax Dei", "World"
"CityTile", "Center", "Adjacent"
"Action", "Explode Nuclear", "Local"
}
; Poisoning will kill noncombatants
[effect_pax_dei_poison]
type = "Casus_Belli_Success"
value = 1000
reqs =
{ "type", "name", "range"
"Building", "Pax Dei", "World"
"Action", "Poison City", "Local"
}
Re: Changes in what a 3.0 ruleset can do
Posted: Tue Aug 11, 2015 8:15 pm
by sveinung
GriffonSpade wrote:would this allow the unit to chain-bombard
It think that the answer is yes (unless unitwaittime stops it). Good point.
Re: Changes in what a 3.0 ruleset can do
Posted: Wed Aug 12, 2015 11:18 am
by sveinung
A unit can now join non allied cities See patch #6218
There used to be a hard coded rule that a unit had to be inside a city to join it. A unit can only be inside domestic or allied cities. This made it impossible for a ruleset to allow adding a unit to a non allied city. The hard coded rule has been relaxed to permit joining a city at the tile next to the actor unit. This makes it possible to create a ruleset where "Join City" is enabled for non allied cities.