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==Possibly needed updates==
 
==Possibly needed updates==
   
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The following describes things you might need to consider, depending on your ruleset.
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You should consider whether each of the following apply to your ruleset; without attention, these changes could break the behaviour of some (in some cases, most) existing rulesets.
 
   
 
* The setting min_dist_bw_cities has been removed in favour of the server option citymindist. If your game.ruleset set this, you need to add or edit your [settings] section. For example, remove:
 
* The setting min_dist_bw_cities has been removed in favour of the server option citymindist. If your game.ruleset set this, you need to add or edit your [settings] section. For example, remove:
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* If you used per-unit veteran levels, you can now fill in all the properties (including raise_chance and work_raise_chance), and indeed will need to in order to stop the server complaining, even if you want the same values as the game-wide veteran system.
 
* If you used per-unit veteran levels, you can now fill in all the properties (including raise_chance and work_raise_chance), and indeed will need to in order to stop the server complaining, even if you want the same values as the game-wide veteran system.
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* A new effect "Irrig_Possible" determines where irrigation can happen, so that it's no longer hardcoded to being near oceans/rivers/other irrigation. So if you want the old behaviour you must add this effect (of course you can take the opportunity to be more flexible).
 
   
 
* ''(late change)'' Veteran levels' effect on diplomat/spy combat, and on spies' chance of escape, now comes directly from power_fact in the veteran system, rather than being a fixed calculation based on veteran level -- see {{gna|19850}} and {{gna|20022}}. You may want to add custom veteran levels for your diplomatic units, as your normal power_fact is likely to be too powerful for diplomatic combat (usually a bonus of no more than 20% is advisable for diplomatic effects).
 
* ''(late change)'' Veteran levels' effect on diplomat/spy combat, and on spies' chance of escape, now comes directly from power_fact in the veteran system, rather than being a fixed calculation based on veteran level -- see {{gna|19850}} and {{gna|20022}}. You may want to add custom veteran levels for your diplomatic units, as your normal power_fact is likely to be too powerful for diplomatic combat (usually a bonus of no more than 20% is advisable for diplomatic effects).
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* New requirement range "CAdjacent", like Adjacent but only for cardinally-adjacent tiles.
 
* New requirement range "CAdjacent", like Adjacent but only for cardinally-adjacent tiles.
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* New effect "Irrig_Possible" determining where irrigation can happen, so that it's no longer hardcoded to being near oceans/rivers/other irrigation.
   
 
* "CityTile" now supports Adjacent and CAdjacent ranges.
 
* "CityTile" now supports Adjacent and CAdjacent ranges.

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