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Added a repeating baclground to the menu screen
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android/Images/OtherIcons/RepeatingBackground.png
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changelog.md
20
changelog.md
@ -1,3 +1,23 @@
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## 3.8.0
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Game starts and defaults to a new Main Menu - should help solve errors as well as allow for cleaner disambiguation of problems
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Map height normalized to feasable amounts of mountains
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Resolved #1936 - can sign Declarations of Friendship in Multiplayer
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Resolved #2360 - can now change the current user ID for multiplayer when changing devices
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Much more turn-efficient exploration!
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City tiles are always contiguous, otherwise loads of wierd bugs happen
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Fixed the auto-unassigning extra specialists
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Allow scandinavian lowercase vowels (capitalized are very rare) - By SomeTroglodyte
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Translation updates
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## 3.7.6
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## 3.7.6
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Can specify a mod as a 'base ruleset' -
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Can specify a mod as a 'base ruleset' -
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@ -1,8 +1,11 @@
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package com.unciv
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package com.unciv
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.scenes.scene2d.Touchable
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import com.badlogic.gdx.scenes.scene2d.Touchable
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import com.badlogic.gdx.scenes.scene2d.ui.Image
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import com.badlogic.gdx.scenes.scene2d.ui.ScrollPane
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import com.badlogic.gdx.scenes.scene2d.ui.ScrollPane
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import com.badlogic.gdx.scenes.scene2d.ui.Table
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import com.badlogic.gdx.scenes.scene2d.ui.Table
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import com.badlogic.gdx.scenes.scene2d.utils.TiledDrawable
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import com.badlogic.gdx.utils.Align
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import com.badlogic.gdx.utils.Align
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import com.unciv.logic.GameSaver
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import com.unciv.logic.GameSaver
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import com.unciv.logic.GameStarter
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import com.unciv.logic.GameStarter
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@ -31,6 +34,15 @@ class MenuScreen: CameraStageBaseScreen() {
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}
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}
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init {
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init {
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val backgroundWhite = ImageGetter.getWhiteDot()
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backgroundWhite.setFillParent(true)
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stage.addActor(backgroundWhite)
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val drawable = ImageGetter.getDrawable("OtherIcons/RepeatingBackground")
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val tiledDrawable = TiledDrawable(drawable)
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val backgroundImage = Image(tiledDrawable).apply { color = Color.WHITE.cpy().apply { a=0.5f } }
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backgroundImage.setFillParent(true)
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stage.addActor(backgroundImage)
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val table = Table().apply { defaults().pad(10f) }
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val table = Table().apply { defaults().pad(10f) }
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val autosaveGame = GameSaver.getSave(autosave, false)
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val autosaveGame = GameSaver.getSave(autosave, false)
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if (autosaveGame.exists()) {
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if (autosaveGame.exists()) {
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@ -684,6 +684,7 @@ class MapUnit {
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if (health <= 0) {
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if (health <= 0) {
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civInfo.addNotification("An enemy [Citadel] has destroyed our [$name]", currentTile.position, Color.RED)
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civInfo.addNotification("An enemy [Citadel] has destroyed our [$name]", currentTile.position, Color.RED)
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// todo - add notification for attacking civ
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destroy()
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destroy()
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} else {
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} else {
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civInfo.addNotification("An enemy [Citadel] has attacked our [$name]", currentTile.position, Color.RED)
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civInfo.addNotification("An enemy [Citadel] has attacked our [$name]", currentTile.position, Color.RED)
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@ -257,12 +257,10 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
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// The .toList() here is because we have a sequence that's running on the units in the tile,
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// The .toList() here is because we have a sequence that's running on the units in the tile,
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// then if we move one of the units we'll get a ConcurrentModificationException, se we save them all to a list
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// then if we move one of the units we'll get a ConcurrentModificationException, se we save them all to a list
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for (payload in origin.getUnits().filter { it.isTransported }.toList()) { // bring along the payloads
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for (payload in origin.getUnits().filter { it.isTransported && unit.canTransport(it) }.toList()) { // bring along the payloads
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if (unit.canTransport(payload)) {
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payload.removeFromTile()
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payload.removeFromTile()
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payload.putInTile(destination)
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payload.putInTile(destination)
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payload.isTransported = true // restore the flag to not leave the payload in the city
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payload.isTransported = true // restore the flag to not leave the payload in the cit
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}
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}
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}
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// Unit maintenance changed
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// Unit maintenance changed
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@ -77,7 +77,7 @@ object ImageGetter {
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return Image(getDrawable(fileName))
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return Image(getDrawable(fileName))
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}
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}
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private fun getDrawable(fileName: String): TextureRegionDrawable {
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fun getDrawable(fileName: String): TextureRegionDrawable {
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if(textureRegionDrawables.containsKey(fileName)) return textureRegionDrawables[fileName]!!
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if(textureRegionDrawables.containsKey(fileName)) return textureRegionDrawables[fileName]!!
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else return textureRegionDrawables[whiteDotLocation]!!
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else return textureRegionDrawables[whiteDotLocation]!!
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}
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}
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