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Missing features from Civ V - G&K #4697
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this is an absolutely great thread! by any chance you can also link my implementation of diplomacy todo issue? also please add mountains being able to be seen from away due to height of it ffffffffffffffff |
Rather: They are visible to units next to them and can be attacked when visible |
Regarding Celts: #4658 only lacked an acceptable implementation of combining positive and negative subfilters into a tileFilter for "unimproved Forest" - I'd like a vision on how to elegantly do that |
My first idea would be allowing combined filters for tiles as was already done for baseUnits, and then add 'unimproved' as a filter in Alternatively, you can do something like "[+1 Faith] from every [City center] adjacent to at least [1] [Forest] tiles without [improvements] [in all cities]", which would require adding "improvement" and "improvements" in |
You got "and" logic through for unitFilters? My input for logic in tileFilters was summarily rejected back then when I wanted that alien mod improvement to be allowed on any tundra including hill or forest but not other hills or forest - in one unique. And - oops - that kind of discussion does not belong here. Even the closed 4658 would be the better place. I just wanted that line marked as half-done or something. |
Changed the feature reflect issue template to reflect the fact that development is currently targeting G&K and to refer to yairm210#4697 in favor of the deprecated yairm210#663.
Changed the feature request issue template to reflect the fact that development is currently targeting G&K and to refer to yairm210#4697 in favor of the deprecated yairm210#663.
Gold treasure: You receive 50-100 Gold. Cultural artifacts: You receive 20 Culture. Religious artifacts: You receive 30-40 Faith. An ancient prophecy: You receive 80 Faith. Note that the civilization must have founded a Pantheon before this reward becomes possible and that it stops occurring after you've founded a religion. you should be able to get a random ancient era tech from ruins, you only get ones that you can currently research ( u cnat get calendar without pottery) barbarian activity spoiled from ancient ruins all of the bonuses should be adjusted for game speed except for gold add these too please |
Some of these things may be easily crossed out of the list:
Barbs not healing is already implemented i think (unless they pillage). Do they gain promotions?
I found info on that in civilopedia, it appears that all culture buildings are destroyed, all military buildings are destroyed (barracks etc), all national wonders are destroyed and any other building has 34% chance of being destroyed. Things to include on the list:
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You've circled 6 tiles - 4x yes, 2x no |
i dont mean the ones that are directly water tiles, i mean the one with worker and one with hill forest |
@xlenstra one thing i wanna add, the happiness from wonders sometimes needs to be worked, it is different per wonder and sometimes it being in your Territory is enough |
Already on the list |
can you please add the table at the bottom of this link https://civilization.fandom.com/wiki/Map_(Civ5) to the list? especially the natural wonder one is not implemented |
can you add production food science culture output aimed city population assignation to the list? also the cities dont update their assigned population when tile yields change or territory changes (u can improve a farm on a grassland but the game wont move the populstion assigned to s plain grassland to that farm) |
* Renamed and added doc comments for some some can-pass-through functions * Moved a city-state pass-through exception to a lower-level function Moved the exception that players (but not AI) can always pass through city-states from TileInfo.canCivPassThrough to CivilizationInfo.canPassThroughTiles (which is called by the former). This makes the behavior of the latter function accurate to its name, and makes the code more understandable overall. A side-effect of this change is that functions that used the lower-level CivilizationInfo.canPassThroughTiles function directly now consider the aforementioned exception. For example, if a city-state expands its border, it should now no longer push out units of a player civilization. It may make even more sense to move the exception to the "canMoveTo" logic, since AI should probably be able to pass through city-state tiles even when they don't want to end on them. That might however affect the AI more significantly. * Fixed bug where units would not enter a city upon capture As listed in #4697. * Fixed a bug where captured units were pushed out of captured cities Before, capturing a city with a civilian unit in it would cause the capturing military unit to enter the city but also cause the civilian unit to leave the city. Now, the civilian unit stays in the city as well.
According to the wiki, anti-air units and fighters should deal increased damage against Helicopter Gunships. Anti-air units in particular currently don't do this in Unciv because Helicopter Gunships are implemented as land units and do therefore not match the "air units" unitFilter used in the "+[amount]% Strength vs [air units]" unique. The original game uses the "Bonus vs Aircraft/Helicopters (150)" and "Bonus vs Bomber Units/Helicopters (150)" formulations, but singling out Helicopters is not very modular. Anti-air units and bombers should probably deal increased damage against all free-moving air units, in case mods add more of them. Perhaps we could add a new "hovering" movement type for such units. |
Helicopter is already a unit type, so I don't feel a specific need for a 'hovering' movement type, especially as it is basically the same as land units in all circumstances (except when you want to make it enter coast tiles without embarking, which was kind of in civ V, but that seems more trouble than its worth). I was already planning on at some point adding Strength bonus vs that unit type to those anti-air units anyway, and I feel like that ought to be fine modularity-wise. |
These comments seem to be misplaced, as this thread is meant to track which features from G&K have not yet been implemented - not which aspects could stand to be improved upon. (All of what you've described matches the behavior from Civ 5.) |
This issue is meant as a collection of all G&K features that have not yet been implemented, but we are planning to implement. If you know such a feature that is not listed below, please comment on this thread, and we'll add it to the list.
The old version of this issue can be found as #663, but it contains lots of discussion on issues that have long been solved, cluttering up the issue. Furthermore, multiple new issues have been posted there, but have not been added to the original post. This new issue is meant as a clean slate, including all the open issues from the old version, but leaving all finished baggage behind.
Major things:
Units:
Combat:
fortify orheal (see Couple of "Issues" #3506)Diplomacy:
Civs:
Cities:
Border expansion should avoid going into rougher terrain when more open terrain is available- won't add.Other:
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