Yair Morgenstern
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606a375467
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World screen centers on capital instead of zero position
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2018-07-18 18:41:15 +03:00 |
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Yair Morgenstern
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e6a95452b4
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If a unit's upgrade is obsolete, then we try to upgrade to the next non-obsolete unit in line in the upgrade succession tree
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2018-07-18 17:58:38 +03:00 |
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Yair Morgenstern
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a86460b345
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Ranged units cannot indirect attack (e.g. if a hill is in the way)
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2018-07-18 17:52:13 +03:00 |
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Yair Morgenstern
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5ee0c47e22
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If a unit can be promoted twice, the promotion picker remains open after you pick the first promotion
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2018-07-18 13:26:29 +03:00 |
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Yair Morgenstern
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23a9886de7
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Expanded unit civilopedia description
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2018-07-17 23:14:58 +03:00 |
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Yair Morgenstern
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12c925f79c
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Apollo program status correctly displayed in victory screen - you can now actually win a scientific victory!
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2018-07-17 23:07:17 +03:00 |
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Yair Morgenstern
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b5d198adcd
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AI examines city construction each turn, in case there's something better to build
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2018-07-17 23:05:55 +03:00 |
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Yair Morgenstern
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9e50051c61
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When out of gold, units disband at a rate dependant on your deficit
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2018-07-17 23:05:08 +03:00 |
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Yair Morgenstern
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5fed13eb76
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Tiles with gold are now ranked higher if civ is in a bad financial situation
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2018-07-17 13:13:23 +03:00 |
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Yair Morgenstern
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a7ddc07880
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Changed city construction automation - should help the AI not constantly go broke
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2018-07-17 12:53:43 +03:00 |
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Yair Morgenstern
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7ec95fefd9
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No tile will now be in 2 cities simultaneously
Cities can't "take over" tiles neighboring to a city
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2018-07-16 23:50:35 +03:00 |
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Yair Morgenstern
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bc404d9b17
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Fixed bug that preclude building spaceship parts
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2018-07-16 19:57:27 +03:00 |
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Yair Morgenstern
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e40bc91156
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City cannot starve below 0 population
Starvation notifications when a city generates negative food, not only when population decreases
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2018-07-16 18:31:32 +03:00 |
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Yair Morgenstern
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2cd3347cec
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Barbarians will not spawn in tiles that any civilization can currently see
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2018-07-16 12:36:33 +03:00 |
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Yair Morgenstern
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ce7cb2ce17
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Tiles outside the 3rd ring of a city can no longer be "worked" in the screen (before they could be chosen but didn't provide yields)
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2018-07-16 09:43:36 +03:00 |
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Yair Morgenstern
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43ef42be5f
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When removing a terrain (e.g. Forest) whose improvement depends on it (e.g. Lumber mill), the improvement is removed
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2018-07-16 09:17:42 +03:00 |
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Yair Morgenstern
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6ca586c3b1
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Can no longer accept "empty" trades
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2018-07-16 09:16:53 +03:00 |
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Yair Morgenstern
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da3d749547
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When unable to support units, they disband one by one instead of all at the same time
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2018-07-15 19:51:27 +03:00 |
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Yair Morgenstern
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68781ed5f7
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Units can only upgrade within your borders (thanks Noam!)
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2018-07-13 17:28:08 +03:00 |
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Yair Morgenstern
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7e34d95707
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After a civ loses enough resources to go "negative", trades relating to that resource are cancelled
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2018-07-13 16:17:11 +03:00 |
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Yair Morgenstern
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d34a3cd1a2
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After accepting a trade you cannot "accept" the same trade again
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2018-07-13 16:13:36 +03:00 |
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Yair Morgenstern
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cfe231ee4e
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Barbarians no longer disband units for lack of gold
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2018-07-13 16:10:45 +03:00 |
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Yair Morgenstern
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bfb53a1940
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Updating happiness happens in a different thread so it doesn't impede the update() function
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2018-07-12 19:17:58 +03:00 |
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Yair Morgenstern
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c05503bb86
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Attacking with a unit disables its "move" command
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2018-07-11 21:31:59 +03:00 |
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Yair Morgenstern
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3215e0eea9
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Displayed happiness updated within the turn (thanks Am-Per-Sand!)
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2018-07-11 21:25:23 +03:00 |
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Yair Morgenstern
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4196f72a20
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Can no longer see enemy city construction progress, enemy city health of unviewed cities and improvement progress in unviewed tiles (thanks Am-Per-Sand!)
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2018-07-11 19:20:03 +03:00 |
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Yair Morgenstern
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a1d358e9c8
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You can now trade "gold per turn"
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2018-07-11 19:13:59 +03:00 |
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Yair Morgenstern
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d385ebd10b
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XP and promotions are retained when upgrading units (thanks Noam!)
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2018-07-11 19:10:18 +03:00 |
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Yair Morgenstern
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3425c117ff
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Automated workers will build camps on forest tiles where they can
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2018-07-10 12:29:29 +03:00 |
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Yair Morgenstern
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f9ec46a376
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Trades visually separated in overview screen
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2018-07-10 09:07:36 +03:00 |
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Yair Morgenstern
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35b66316bc
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Camps are now buildable in forests without removing the forests (Thanks Noam!)
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2018-07-10 09:04:45 +03:00 |
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Yair Morgenstern
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1b5f2a2e00
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Free policies no longer increase future policy cost
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2018-07-10 08:57:35 +03:00 |
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Yair Morgenstern
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73384ffb8c
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UI Bugfix - After conquering a city, unmoved city borders would stay the same color
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2018-07-09 23:18:27 +03:00 |
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Yair Morgenstern
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949d64c53c
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Added tutorials for strategic and luxury resources
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2018-07-09 22:51:50 +03:00 |
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Yair Morgenstern
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849129ac65
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Added trade translation texts
Added duration to trade screen buttons
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2018-07-09 22:43:32 +03:00 |
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Yair Morgenstern
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f0ac694ba1
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Bugfix - Great People can no longer construct improvements on city centers
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2018-07-09 22:21:38 +03:00 |
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Yair Morgenstern
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0c2f506412
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Fixed bug where if an enemies capital was captured and he had no cities but he had a settler, the game would still try to relocate the capital
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2018-07-09 17:30:44 +03:00 |
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Yair Morgenstern
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a511aa2927
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You can no longer open 2 Yes/No popup instances at the same time (caused a crash if you opened 2 to disband a unit and clicked "yes" on both)
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2018-07-09 17:24:44 +03:00 |
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Yair Morgenstern
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4d43b8d226
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Fixed bug where if you discovered and enemy and traded ith him and your trade finished without leaving and reentering the game, the game would crash (but would be okay on reload)
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2018-07-08 18:40:26 +03:00 |
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Yair Morgenstern
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1c304da9d1
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Fixed bug where workers would try to head towards tiles they couldn't reach to construct roads
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2018-07-06 16:47:51 +03:00 |
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Yair Morgenstern
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0c17e19ea2
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Trading gold now works as well!
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2018-07-06 16:42:32 +03:00 |
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Yair Morgenstern
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5fc20fb547
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You now recieve notifications when units disband
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2018-07-06 16:32:56 +03:00 |
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Yair Morgenstern
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74b10e8a31
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Trade works!
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2018-07-06 16:28:42 +03:00 |
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Yair Morgenstern
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895b4b55e2
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Promotions can now be picked if ANY of the prerequisites is met, rather than all (thanks am-per-sand!)
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2018-07-04 19:59:56 +03:00 |
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Yair Morgenstern
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9f81ac6676
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Defeated civs no longer have automated actions, and their remaining units are removed from the map
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2018-07-03 22:25:13 +03:00 |
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Yair Morgenstern
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220ed19e3b
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AI now upgrades upgradable units if it has the money
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2018-07-03 16:53:54 +03:00 |
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Yair Morgenstern
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de6e3f9ec8
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All AI units that don't have a speciific target to attack will head towards the closest hostile city
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2018-07-03 16:37:20 +03:00 |
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Yair Morgenstern
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9b59494a47
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When civilization is in negative gold, units will start to disband until we can support the extra units
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2018-07-03 16:36:18 +03:00 |
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Yair Morgenstern
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71f4c04948
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Automated (and UI) workers now build roads between cities if they're big enough!
This was the major cause for the AI's economic failure!
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2018-07-02 23:40:50 +03:00 |
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Yair Morgenstern
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c49a282a74
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Added Trade and Diplomacy screens
When the civilization is losing money, buiding gold buildings is prioritized
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2018-07-02 13:33:23 +03:00 |
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