Yair Morgenstern
e3b9e73c50
Merge branch 'master' of https://github.com/yairm210/Unciv
2020-04-19 22:57:04 +03:00
Yair Morgenstern
122b815fc0
small minimap fix
2020-04-19 22:55:48 +03:00
SomeTroglodyte
f99b3f574a
Minimap size may be a matter of taste (or screen size) ( #2468 )
2020-04-19 22:52:55 +03:00
Jack Rainy
c449e68ba7
Highlight unique offer suggestions ( #2469 )
2020-04-19 20:52:51 +03:00
Yair Morgenstern
e06c0f47a7
We can now support mods with no techs whatsoever!
2020-04-19 20:26:55 +03:00
Jack Rainy
c5abfc5066
Minor UI fix: city-state dropdown list has sufficient width ( #2467 )
2020-04-19 19:18:10 +03:00
Yair Morgenstern
5d95356e0f
Can build mods without workers
2020-04-19 18:11:19 +03:00
Yair Morgenstern
95fd51acc5
Removed city center icon from Civ VI - it's not legally ours!
2020-04-19 17:17:57 +03:00
SomeTroglodyte
e599a2007e
Fix minimap mouse dragging behaviour ( #2466 )
...
Sorry *that* ScrollPane was never meant to go *there*
2020-04-19 16:58:13 +03:00
Jack Rainy
cd9737df9f
Display trades sorted by expiration ( #2465 )
2020-04-19 16:36:13 +03:00
Yair Morgenstern
14d526605f
Minimap reverted to previous "see constant size" - "see everything" is of no use at al on large maps
...
Feature graphic updated
2020-04-19 14:11:09 +03:00
Yair Morgenstern
77b72cccf7
Civ picker adjusts to Scenarios with few civs
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Map generator can handle maps with no water tiles
2020-04-19 10:10:55 +03:00
Yair Morgenstern
9b1ca770cb
We don't need a special parameter for 'no barbarians'... since we can jut not include barbarians in the Nations to begin with...
...
Obviously
2020-04-19 09:16:19 +03:00
Yair Morgenstern
004bede4bb
modOptions propogation now works - mods can get by without having a Barbarians civilization!
2020-04-19 00:24:50 +03:00
Yair Morgenstern
745d48c2ae
Can now permanently disable barbarians in mods
2020-04-18 23:59:26 +03:00
Yair Morgenstern
4fd869dbee
Tile variants!
2020-04-18 22:46:25 +03:00
Yair Morgenstern
cb2e3a1bce
More .toTextButton() changes
2020-04-18 22:35:25 +03:00
Jack Rainy
77a63ce365
Citadel improvements + improved AI for the forts ( #2453 )
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* Allow building the citadels either next to or within friendly tiles only
* Citadel acquire the tiles around it
* AI uses the citadels to get the tiles back + improved AI for the forts
2020-04-18 21:25:48 +03:00
Jack Rainy
d4ef5cb637
Map Editor UI improvements ( #2462 )
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* Better icons for "clear" tools
* Map editor layout is reworked
2020-04-18 21:20:50 +03:00
SomeTroglodyte
4f00639969
Fix: Modded strategic resource without tech prerequisite crashes game ( #2460 )
2020-04-18 21:19:52 +03:00
Yair Morgenstern
885f280747
Merge tag '3.7.5-patch1'
2020-04-18 21:15:51 +03:00
Yair Morgenstern
1b4cd9c3b3
Fixed replacing obsolete units for new queue
2020-04-18 21:10:39 +03:00
Jack Rainy
6635ed5be9
Hotfix: city-state must get at least 1 starting technology ( #2450 )
2020-04-18 21:04:18 +03:00
SomeTroglodyte
0397cd7126
Fix city construction side effects ( #2448 )
2020-04-18 21:01:26 +03:00
Jack Rainy
0de947d1b9
Hotfix: city-state must get at least 1 starting technology ( #2450 )
2020-04-18 20:59:29 +03:00
Yair Morgenstern
75b11a0a9a
Civs never start out on snow (might as well start over...)
2020-04-17 18:03:50 +03:00
Yair Morgenstern
a3843450bf
Starting techs no longer hardcoded - this means that mods can have their own tech trees starting wherever
2020-04-17 17:52:45 +03:00
Yair Morgenstern
c764324e81
Unique units do not need to replace existing units
2020-04-17 17:15:21 +03:00
Yair Morgenstern
30fc110d67
More era-related fixes
2020-04-17 15:26:24 +03:00
Yair Morgenstern
eba7dc8c8c
All era names changed to "... era" to fit in with what is actually translated and displayed
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Removed Era enum - too restrictive to tech tree variations (atomic era, anyone?)
As a side bonus, mods can now add their own eras, that'll be interesting?
2020-04-17 15:11:45 +03:00
Yair Morgenstern
4c48cfe4f3
Can now specify a mod as a 'base ruleset', and the regular base ruleset will not be added
...
This means that you can 'start from scratch' and build whatever you want - example "Scenario" in unciv-mod-example repo
Obviously we'll have to change around a lot of things or this to work well, but it's a start
2020-04-17 14:42:15 +03:00
Yair Morgenstern
ffe8691df9
Disabled city-state notifications when the city state is defeated
2020-04-17 14:13:18 +03:00
Yair Morgenstern
f9e7411569
3.7.5
2020-04-17 11:58:42 +03:00
Yair Morgenstern
de1c6872fe
Resolved #2444 - buying buildings no longer crashes
2020-04-17 11:33:57 +03:00
SomeTroglodyte
cb87ae94a8
Effect of rationalism was not visible in city UI: Translations patch ( #2442 )
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* Effect of rationalism was not visible in city UI
* Effect of rationalism was not visible in city UI - translations patch
2020-04-17 10:21:11 +03:00
SomeTroglodyte
14991c3261
Keyboard-operated unit actions didn't play their sounds ( #2438 )
2020-04-17 10:18:35 +03:00
SomeTroglodyte
64ec6bd26e
Bring Legion Unit closer to wiki? ( #2439 )
2020-04-17 10:15:41 +03:00
SomeTroglodyte
fce4b41aaa
Keyboard: Left/Right arrows work in city screen ( #2445 )
2020-04-17 10:14:13 +03:00
SomeTroglodyte
bc6e2c97ef
Clarify/optimize the role of the inProgressConstructions validator ( #2433 )
2020-04-16 20:41:05 +03:00
SomeTroglodyte
3f7d5a5cb4
Perpetual constructions display "0 turn" in the queue ( #2435 )
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This gag or omitting the line entirely both look better
2020-04-16 20:40:27 +03:00
SomeTroglodyte
ac8648216e
Tiny optimization for isCoastalTile ( #2434 )
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Yes benefit may be low as neighbors are already cached, but cost is negligible
2020-04-16 20:39:45 +03:00
Jack Rainy
31134d0fe5
Disable auto building of forts while a human can do that ( #2436 )
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* Automate building forts for AI players only
* Using constants
2020-04-16 20:39:05 +03:00
Yair Morgenstern
248d7b5aa6
More policy names to effects
2020-04-16 17:06:47 +03:00
Jack Rainy
038e1cadbf
Application crash after the defeat ( #2427 )
2020-04-16 16:15:47 +03:00
Yair Morgenstern
25b1259ab6
Resolved #2348 - construction queue is 'cleaned' after every construction
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It's much easier to validate the construction queue now as well
2020-04-16 16:12:17 +03:00
Yair Morgenstern
1d2ec21210
There is only one true source of removing constructions from the queue, to which all other functions lead
2020-04-16 15:58:46 +03:00
GGGuenni
4fc5c5de64
New screen for "Add Game" [MultiplayerScreen] ( #2431 )
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* Adding AddGame Screen
Old button was confusing for new players
* Adding translation file entry
2020-04-16 14:44:52 +03:00
Yair Morgenstern
7d3a10b6ab
All constructions are now in the queue - no more separate "current construction" and "construction queue" - #2428
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That went pretty simply, compared to the magnitude of the change
2020-04-16 13:01:45 +03:00
Yair Morgenstern
3ba20dca52
Resolved #2413 - Yes, having the hotkey always be on display does look much nicer, and I think it's more user-firendly too (no more 'wait let me hover over it to see what the hotkey is')
2020-04-16 11:59:11 +03:00
Yair Morgenstern
381f61a441
More isAdopted to hasEffect conversions
2020-04-16 11:30:22 +03:00