Commit graph

2781 commits

Author SHA1 Message Date
Yair Morgenstern
64f8b3fef8 Cities beyond the 15th get "New" names properly 2018-05-17 10:44:27 +03:00
Yair Morgenstern
e267a7a6be Civs no longer spam settlers beyond what they can afford 2018-05-17 10:43:45 +03:00
Yair Morgenstern
d3799a0c64 When settlers have no viable spots within 5 tiles, they random walk to edges of walking ability 2018-05-16 23:45:25 +03:00
Yair Morgenstern
75b6a59ef4 Cities will be called "New $name" if all city names are exhausted 2018-05-16 23:37:56 +03:00
Yair Morgenstern
a1995a3e37 Fixed bugs that prevented picking Gold and Science as city constructions 2018-05-16 23:31:17 +03:00
Yair Morgenstern
9c576d6bdc Added CenterX and CenterY functions for actors 2018-05-16 21:38:09 +03:00
Yair Morgenstern
2c2a4e5da3 The tiles the unit can move to are now displayed when selecting a unit,
The hex borders have been changed to points
Thanks to Mihail Pastuhov for the ideas!
2018-05-15 23:39:04 +03:00
Yair Morgenstern
030ddafce6 Bugfixes 2018-05-14 22:45:41 +03:00
Yair Morgenstern
41f37f5ee7 Units in the middle of a preordered action (automate, move) don't do it if there's an enemy withing walking distance 2018-05-11 16:26:09 +03:00
Yair Morgenstern
18ec3eba9c Workers now don't move if there's an enemy unit in the vicinity 2018-05-11 16:22:25 +03:00
Yair Morgenstern
a3730a348e Turn start/end now work in the correct order - no longer will your units move and immediately be attacked before you can see the attacker! 2018-05-11 16:21:27 +03:00
Yair Morgenstern
a4fcc3a694 Happiness label in menu bar now displays unhappy face and red text if hapiness is negative 2018-05-11 16:19:40 +03:00
Yair Morgenstern
3cd21c4b8e Settler search optimization 2018-05-11 10:50:08 +03:00
Yair Morgenstern
a0f5e190fc Fixed a bug where if enemy civ constructed the Oracle, you would get a popup screen to choose a free policy which wouldn't go away 2018-05-11 10:41:13 +03:00
Yair Morgenstern
ec760e660f Fixed crash when settler didn't find a good city spot within 5 tiles 2018-05-11 10:39:54 +03:00
Yair Morgenstern
96a0961130 UI revamp to the top bar 2018-05-11 02:45:50 +03:00
Yair Morgenstern
4c4abb452c Fixed idiotic bug that caused the game to crash =( 2018-05-10 11:01:55 +03:00
Yair Morgenstern
d12b665e83 Added extra cities for civilizations (because I actually reached 10+ cities for an AI)
City naming is now dependant on the names of existing cities and not on the umber of cities the civ currently has
2018-05-09 22:59:32 +03:00
Yair Morgenstern
4cfbf18178 Organized unit algorithms
Combat units now head towards the closest city with no garrison if exists
2018-05-09 21:31:34 +03:00
Yair Morgenstern
afa6478745 Horsemen can now move after attacking 2018-05-09 18:57:03 +03:00
Yair Morgenstern
9625a12ba2 Damage calculations are now according to extrapolated Civ V rules 2018-05-09 18:24:30 +03:00
Yair Morgenstern
a230676325 Added Civ strategic resources to top of screen 2018-05-09 18:17:18 +03:00
Yair Morgenstern
c3a51460b7 More unit information and combat mechanics fixes 2018-05-08 11:56:51 +03:00
Yair Morgenstern
3fcc1fd042 Merge branch 'master' of https://github.com/yairm210/UnCiv 2018-05-08 10:58:45 +03:00
Yair Morgenstern
2d302ea2da Added Horseman, Catapult and Spearman, with all that entails 2018-05-08 10:58:26 +03:00
yairm210
590d66ab69
Added Spears and Catapult to Credits 2018-05-08 10:21:50 +03:00
yairm210
2f37dedb6d
Rename Credits.ms to Credits.md 2018-05-08 10:05:28 +03:00
yairm210
6d18e46081
Added credits to readme 2018-05-08 10:04:47 +03:00
yairm210
a09d686291
Create Credits.ms 2018-05-08 10:03:17 +03:00
Yair Morgenstern
16ae62a29b Can't choose to build unbuildable units =) 2018-05-07 23:56:10 +03:00
Yair Morgenstern
602532b721 Fixed bug where game would crash if you ordered a unit to go womewhere that it can't reach (now it just ignores you entirely) 2018-05-07 23:48:25 +03:00
Yair Morgenstern
8b748384af Added chariot archer - includes adding requiredTech, requiredResource, and uniques to units 2018-05-07 23:42:58 +03:00
Yair Morgenstern
8350d000b1 Added units to civilopedia
Added more info to civilopedia
2018-05-07 12:33:49 +03:00
Yair Morgenstern
3eaf1afef4 Victory screen now contains Conquest victory 2018-05-06 18:15:44 +03:00
Yair Morgenstern
be5cd0c334 Can now properly pick great person (when relevant. e.g after finishing Liberty
Victory conditions screen now includes cultural victory
2018-05-06 18:03:49 +03:00
Yair Morgenstern
4e699f917e Organized automation classes 2018-05-06 11:48:01 +03:00
Yair Morgenstern
5d4003ecbf Fixed bug where cities would not "recognize" tiles on the first turn - for realz this time 2018-05-06 11:24:39 +03:00
Yair Morgenstern
c6e344b16e Remove worked tiles when population starves (dead men work no tiles) 2018-05-06 11:20:02 +03:00
Yair Morgenstern
fd5aaaeee1 Now shows which tile the city will next expand to 2018-05-06 11:08:00 +03:00
Yair Morgenstern
75f4301004 Fixed bug where cities would not "recognize" tiles on the first turn 2018-05-06 10:52:29 +03:00
Yair Morgenstern
f0cf29e6b9 Worker findTileToWork is now more readable 2018-05-06 10:41:31 +03:00
Yair Morgenstern
c932fffc32 Enemy civs now adopt policies when they can 2018-05-06 10:38:45 +03:00
Yair Morgenstern
1a6e4d30f8 Can now see the units from within the city screen 2018-05-06 09:30:20 +03:00
Yair Morgenstern
fc7b6529f0 Added game saves - you can now save and load the game! 2018-05-06 08:55:20 +03:00
Yair Morgenstern
8450d2cf60 Tile feature imag no longer (paritially) covers population image in cities 2018-05-02 08:44:33 +03:00
Yair Morgenstern
af8b307782 When capturing a city, the expansion of that city is reset.
This leaves a situation where previously worked tiles are outside of the new borders, and so the population that was working there needs to be reassigned.
2018-05-02 08:39:27 +03:00
Yair Morgenstern
cb381ec82e Better performace by changing ExploredTiles to a hashset and ading a temporary TilesToCities hashmap 2018-05-02 08:33:54 +03:00
Yair Morgenstern
6cd78ca926 Minor performance enhancements for unit movement 2018-05-01 21:42:13 +03:00
Yair Morgenstern
fb1f381f06 Added FreeType, which lets us use whatever fonts we want 2018-05-01 21:41:02 +03:00
yairm210
eac8afef75
Sped up FindShortestPath alg
When finding shortest path, we no longer check intermediary tiles for the next step, since they will always have a longer path than the edge tiles (since from there, we need to pass through an edge tile anyway)
2018-04-29 13:31:10 +03:00