Changes in what a 3.2 ruleset can do
Re: Changes in what a 3.2 ruleset can do
Type / module of the AI's to be created can now be controlled by a new aitype server setting. hrm #858206
Re: Changes in what a 3.2 ruleset can do
Default AI level is now settable also as a server setting. osdn #44105
This allows things like having the level defined in settings section of game.ruleset, and also, when some players have already been created, without changing levels of those existing players like the dedicated level setting commands do. Separate commands still remain, to be used in cases where their semantics is more correct.
This allows things like having the level defined in settings section of game.ruleset, and also, when some players have already been created, without changing levels of those existing players like the dedicated level setting commands do. Separate commands still remain, to be used in cases where their semantics is more correct.
Re: Changes in what a 3.2 ruleset can do
Lua: Player:lose() method added osdn #44273
Re: Changes in what a 3.2 ruleset can do
Ruleset author now has some control over how AI evaluates how valuable user defined effects are. Previously AI has given no value at all to them. osdn #44771
Re: Changes in what a 3.2 ruleset can do
Hut type extras can now appear (generated by the map genarator) also to frozen terrains. hrm #660056
Re: Changes in what a 3.2 ruleset can do
Trade partner revealed only if ruleset requests so osdn #42970
There's no longer need to reveal ends of the trade route to each other in case of international trade route, so we don't by default. Ruleset can still enable the old behavior of revealing the trade partner.
There's no longer need to reveal ends of the trade route to each other in case of international trade route, so we don't by default. Ruleset can still enable the old behavior of revealing the trade partner.