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https://github.com/yairm210/Unciv.git
synced 2025-09-28 22:37:02 -04:00
AI can no longer raze capital cities
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parent
77af9ba80c
commit
87b0af6c1c
@ -122,9 +122,7 @@ object Battle {
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}
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}
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for (unique in bonusUniques) {
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for (unique in bonusUniques) {
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if (!defeatedUnit.matchesCategory(unique.params[1])) {
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if (!defeatedUnit.matchesCategory(unique.params[1])) continue
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continue
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}
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val yieldPercent = unique.params[0].toFloat() / 100
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val yieldPercent = unique.params[0].toFloat() / 100
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val defeatedUnitYieldSourceType = unique.params[2]
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val defeatedUnitYieldSourceType = unique.params[2]
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@ -317,10 +315,9 @@ object Battle {
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if (attackerCiv.isPlayerCivilization()) {
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if (attackerCiv.isPlayerCivilization()) {
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attackerCiv.popupAlerts.add(PopupAlert(AlertType.CityConquered, city.id))
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attackerCiv.popupAlerts.add(PopupAlert(AlertType.CityConquered, city.id))
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UncivGame.Current.settings.addCompletedTutorialTask("Conquer a city")
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UncivGame.Current.settings.addCompletedTutorialTask("Conquer a city")
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}
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} else {
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else {
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city.puppetCity(attackerCiv)
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city.puppetCity(attackerCiv)
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if (city.population.population < 4) {
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if (city.population.population < 4 && !city.isOriginalCapital) {
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city.annexCity()
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city.annexCity()
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city.isBeingRazed = true
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city.isBeingRazed = true
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}
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}
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@ -125,8 +125,10 @@ internal object DesktopLauncher {
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* this causes a delay, leading to horrible lag if there are enough switches.
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* this causes a delay, leading to horrible lag if there are enough switches.
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* The cost of this specific solution is that the entire game.png needs be be kept in-memory constantly.
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* The cost of this specific solution is that the entire game.png needs be be kept in-memory constantly.
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* It's currently only 1.5MB so it should be okay, but it' an important point to remember for the future.
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* It's currently only 1.5MB so it should be okay, but it' an important point to remember for the future.
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* Sidenode: Modded tilesets don't have this problem, since all the images are included in the mod's single PNG.
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* Sidenote: Modded tilesets don't have this problem, since all the images are included in the mod's single PNG.
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* Probably. Unless they have some truly huge images.
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* Probably. Unless they have some truly huge images.
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* Sidenote 2: Okay entire so custom tilesets do have this problem because they can get so big that what accommodates
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* the regular tileset (4096) doesn't suit them. Looking at you 5hex.
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*/
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*/
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settings.maxWidth = 4096
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settings.maxWidth = 4096
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settings.maxHeight = 4096
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settings.maxHeight = 4096
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