Changes in what a 3.3 ruleset can do

Contribute, display and discuss rulesets and modpacks for use in Freeciv here.
cazfi
Elite
Posts: 3152
Joined: Tue Jan 29, 2013 6:54 pm

Changes in what a 3.3 ruleset can do

Post by cazfi »

This thread is about changes that has been made to the development version of Freeciv that changes what a ruleset can do.

Please keep wishlist items and such away from this thread. This is about listing things that have been implemented already.

Include only changes relative to 3.2 - if feature gets implemented also to stable branch, it does not belong here, but maybe to similar thread about the oldest branch where the feature gets implemented.
cazfi
Elite
Posts: 3152
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.3 ruleset can do

Post by cazfi »

Gain Veterancy is our first internal action. As an action, whether the action actually takes place is controlled by (ruleset defined) action enablers. Internal action is an event that happens automatically, and is not explicitly initiated by the player.

Gain Veterancy internal action unhardcodes "NoVeteran" unit type flag. osdn #48000
cazfi
Elite
Posts: 3152
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.3 ruleset can do

Post by cazfi »

Unit type flag Flagless added. osdn #48592

At the moment this is just a hint for the client not to draw flag graphics (i.e., player still can get the information about unit's owner), but the functionality is to be expanded.
cazfi
Elite
Posts: 3152
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.3 ruleset can do

Post by cazfi »

Fake Generalised Teleport action. osdn #48657

Four separate action types allow e.g. defining four different ranges for Teleporting.
cazfi
Elite
Posts: 3152
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.3 ruleset can do

Post by cazfi »

Goods now have a priority property. osdn #48253

When city already has max number of trade routes, ones carrying higher priority goods get selected over those with lower priority goods.
cazfi
Elite
Posts: 3152
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.3 ruleset can do

Post by cazfi »

Split ProvidesRansom unit type flag from BarbarianLeader role, so non-barbarians too can provide ransom. osdn #48934
cazfi
Elite
Posts: 3152
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.3 ruleset can do

Post by cazfi »

Action requirements can now be made against the action that originally triggered unit's activity in progress. RM #95

Next step: Fake generalize those actions that trigger activities. With this change requirement system can distinguish between those trigger actions.
cazfi
Elite
Posts: 3152
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.3 ruleset can do

Post by cazfi »

Fake Generalized Build Road/Base/Irrigation/Mine. RM #107
cazfi
Elite
Posts: 3152
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.3 ruleset can do

Post by cazfi »

New disaster effect type Robbery RM #98
cazfi
Elite
Posts: 3152
Joined: Tue Jan 29, 2013 6:54 pm

Re: Changes in what a 3.3 ruleset can do

Post by cazfi »

Fake Generalized terrain transformative actions Cultivate/Plant/Transform Terrain. RM #134
Post Reply