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Typo fix: dicipline -> discipline
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@ -217,7 +217,7 @@ All the following are from [the Noun Project](https://thenounproject.com) licenc
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* [Sword](https://thenounproject.com/term/sword/5111/) By dsathiyaraj for Military Tradition
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* [Sword](https://thenounproject.com/term/sword/5111/) By dsathiyaraj for Military Tradition
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* [Castle](https://thenounproject.com/term/castle/55045/) By Gabriele Malaspina for Military Caste
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* [Castle](https://thenounproject.com/term/castle/55045/) By Gabriele Malaspina for Military Caste
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* [Roman Armor](https://thenounproject.com/term/roman-armor/440138/) By Parkjisun for Professional Army
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* [Roman Armor](https://thenounproject.com/term/roman-armor/440138/) By Parkjisun for Professional Army
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* [Shield](https://thenounproject.com/term/shield/874633/) By Kimmi Studio for Dicipline
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* [Shield](https://thenounproject.com/term/shield/874633/) By Kimmi Studio for Discipline
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* [Spartan Helmet](https://thenounproject.com/term/spartan-helmet/1732615/) By Joni Ramadhan for Warrior Code
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* [Spartan Helmet](https://thenounproject.com/term/spartan-helmet/1732615/) By Joni Ramadhan for Warrior Code
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### Piety
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### Piety
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Before Width: | Height: | Size: 825 B After Width: | Height: | Size: 825 B |
@ -98,14 +98,14 @@
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column:2
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column:2
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},
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},
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{
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{
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name:"Dicipline",
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name:"Discipline",
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description:"+15% combat strength for melee units which have another military unit in an adjacent tile",
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description:"+15% combat strength for melee units which have another military unit in an adjacent tile",
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row:1,
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row:1,
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column:4
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column:4
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},
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},
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{
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{
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name:"Military Tradition",
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name:"Military Tradition",
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description:"Military units gain 50% more Experience from combat", // todo from here
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description:"Military units gain 50% more Experience from combat",
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requires:["Warrior Code"],
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requires:["Warrior Code"],
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row:2,
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row:2,
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column:2
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column:2
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@ -113,7 +113,7 @@
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{
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{
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name:"Military Caste",
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name:"Military Caste",
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description:"Each city with a garrison increases happiness by 1 and culture by 2",
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description:"Each city with a garrison increases happiness by 1 and culture by 2",
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requires:["Dicipline"],
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requires:["Discipline"],
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row:2,
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row:2,
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column:4
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column:4
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},
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},
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@ -307,7 +307,7 @@
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{
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{
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name:"Autocracy",
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name:"Autocracy",
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era:"Industrial",
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era:"Industrial",
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description:"-33% unit upkeep costs", // todo!
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description:"-33% unit upkeep costs",
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policies:[
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policies:[
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{
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{
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name:"Populism",
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name:"Populism",
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@ -3231,7 +3231,7 @@
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Spanish:"Chichén Itzá"
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Spanish:"Chichén Itzá"
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}
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}
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"Lighthouse":{}
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"Lighthouse":{}
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"The Great Lighthouse"{}
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"The Great Lighthouse":{}
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"Stable":{
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"Stable":{
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Italian:"Scuderia"
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Italian:"Scuderia"
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Russian:"Конюшня"
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Russian:"Конюшня"
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@ -41,10 +41,10 @@ class BattleDamage{
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if(combatant.getCivilization().policies.isAdopted("Populism"))
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if(combatant.getCivilization().policies.isAdopted("Populism"))
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modifiers["Populism"] = 0.25f
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modifiers["Populism"] = 0.25f
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if(combatant.getCivilization().policies.isAdopted("Dicipline") && combatant.isMelee()
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if(combatant.getCivilization().policies.isAdopted("Discipline") && combatant.isMelee()
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&& combatant.getTile().neighbors.flatMap { it.getUnits() }
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&& combatant.getTile().neighbors.flatMap { it.getUnits() }
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.any { it.civInfo==combatant.getCivilization() && !it.baseUnit.unitType.isCivilian()})
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.any { it.civInfo==combatant.getCivilization() && !it.baseUnit.unitType.isCivilian()})
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modifiers["Dicipline"] = 0.15f
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modifiers["Discipline"] = 0.15f
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}
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}
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if (combatant.getCivilization().policies.isAdopted("Honor") && enemy.getCivilization().isBarbarianCivilization())
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if (combatant.getCivilization().policies.isAdopted("Honor") && enemy.getCivilization().isBarbarianCivilization())
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@ -12,7 +12,6 @@ import com.unciv.models.gamebasics.GameBasics
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import com.unciv.models.gamebasics.tech.TechEra
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import com.unciv.models.gamebasics.tech.TechEra
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import com.unciv.models.gamebasics.tile.ResourceType
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import com.unciv.models.gamebasics.tile.ResourceType
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import com.unciv.models.gamebasics.tile.TileResource
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import com.unciv.models.gamebasics.tile.TileResource
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import com.unciv.models.gamebasics.unit.UnitType
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import com.unciv.models.stats.Stats
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import com.unciv.models.stats.Stats
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import com.unciv.ui.utils.getRandom
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import com.unciv.ui.utils.getRandom
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import com.unciv.ui.utils.tr
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import com.unciv.ui.utils.tr
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@ -131,6 +130,7 @@ class CivilizationInfo {
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cost = cost.pow(1+gameProgress/3) // Why 3? To spread 1 to 1.33
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cost = cost.pow(1+gameProgress/3) // Why 3? To spread 1 to 1.33
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if(!isPlayerCivilization())
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if(!isPlayerCivilization())
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cost *= gameInfo.getPlayerCivilization().getDifficulty().aiUnitMaintainanceModifier
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cost *= gameInfo.getPlayerCivilization().getDifficulty().aiUnitMaintainanceModifier
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if(policies.isAdopted("Autocracy")) cost = cost*0.66f
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return cost.toInt()
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return cost.toInt()
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}
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}
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