From 4c0776911c800792cc4259ca6dafbda4a9d7657b Mon Sep 17 00:00:00 2001 From: Marko Lindqvist Date: Thu, 8 Jun 2023 00:16:00 +0300 Subject: [PATCH 31/31] civ/2: Add unit type flags documentation Update formatting in all rulesets See osdn #48027 Signed-off-by: Marko Lindqvist --- data/alien/units.ruleset | 46 +++++++++--------- data/civ1/units.ruleset | 81 ++++++++++++++++++++++++++++++-- data/civ2/units.ruleset | 78 ++++++++++++++++++++++++++++-- data/civ2civ3/units.ruleset | 50 ++++++++++---------- data/classic/units.ruleset | 54 ++++++++++----------- data/experimental/units.ruleset | 50 ++++++++++---------- data/granularity/units.ruleset | 40 ++++++++-------- data/multiplayer/units.ruleset | 50 ++++++++++---------- data/sandbox/units.ruleset | 48 +++++++++---------- data/stub/units.ruleset | 40 ++++++++-------- data/webperimental/units.ruleset | 52 ++++++++++---------- 11 files changed, 366 insertions(+), 223 deletions(-) diff --git a/data/alien/units.ruleset b/data/alien/units.ruleset index 8e1a7f528e..fdc6d0d491 100644 --- a/data/alien/units.ruleset +++ b/data/alien/units.ruleset @@ -213,7 +213,7 @@ flags = "Missile", "DoesntOccupyTile" ; for no alternate graphic. ; tech_req = required advance, names from techs.ruleset, or special: ; "None" => available from start -; impr_req = required city improvement, names from buildings.ruleset +; impr_req = required city improvement, names from buildings.ruleset ; gov_req = required government, names from governments.ruleset ; obsolete_by = can be upgraded to and made obsolete by another unit by name ; build_cost = production shields required to build @@ -318,17 +318,17 @@ flags = "Missile", "DoesntOccupyTile" ; ; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has ; "ZOC" flag -; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move -; around it freely +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely ; "NonMil" = a non-military unit: no attacks; no martial law; can enter ; peaceful borders; DoesntOccupyTile ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less -; "FieldUnit" = cause unhappiness even when not being aggressive +; "FieldUnit" = cause unhappiness even when not being aggressive ; "AttackAny" = can attack unreachable units -; "Settlers" = can irrigate and build roads -; "Diplomat" = can defend against diplomat actions (see diplchance +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance ; server option) ; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast @@ -336,34 +336,34 @@ flags = "Missile", "DoesntOccupyTile" ; to regularly end turn on coast ; "Only_Native_Attack" = cannot attack targets on non-native tiles even if ; unit class can -; "Fanatic" = can only be built by governments that allow them -; (see civ2/governments.ruleset, Fundamentalism government) -; "Unique" = a player can only have one of these units in the game at -; the same time; barbarians cannot use this at present -; "GameLoss" = losing one of these units means you lose the game, but it -; is produced without homecity and upkeep +; "Fanatic" = can only be built by governments that allow them +; (see civ2/governments.ruleset, Fundamentalism government) +; "Unique" = a player can only have one of these units in the game at +; the same time; barbarians cannot use this at present +; "GameLoss" = losing one of these units means you lose the game, but it +; is produced without homecity and upkeep ; "EvacuateFirst" = the game will try to rescue units with this flag before ; it tries to rescue units without it when their transport ; is destroyed. Think of the Birkenhead drill ("women and ; children first"). Replace "women and children" with ; "units with the EvacuateFirst unit type flag". -; "SuperSpy" = this unit always wins diplomatic contests, that is, unless -; it encounters another SuperSpy, in which case defender wins; -; can also be used on non-diplomat units, in which case it can -; protect cities from diplomats; also 100% spy survival chance -; "NoHome" = this unit is built with no homecity, free of all upkeep, and -; therefore will not revolt along with its city of origin should -; it be incited +; "SuperSpy" = this unit always wins diplomatic contests, that is, unless +; it encounters another SuperSpy, in which case defender wins; +; can also be used on non-diplomat units, in which case it can +; protect cities from diplomats; also 100% spy survival chance +; "NoHome" = this unit is built with no homecity, free of all upkeep, and +; therefore will not revolt along with its city of origin should +; it be incited ; "NoVeteran" = this unit cannot gain veteran levels through experience ; (as if both base_raise_chance and work_raise_chance were zero); ; it can still gain veterancy through Veteran_Build, etc ; "CityBuster" = this unit has double firepower against cities ; "NoBuild" = this unit cannot be built -; "BadWallAttacker" = the firepower of this unit is set to 1 if +; "BadWallAttacker" = the firepower of this unit is set to 1 if ; attacking a city -; defended by a city wall (or other city building defense) -; "BadCityDefender" = if attacked while in a city, firepower is set to 1 -; and firepower of attacker is doubled (the Pearl Harbour +; defended by a city wall (or other city building defense) +; "BadCityDefender" = if attacked while in a city, firepower is set to 1 +; and firepower of attacker is doubled (the Pearl Harbour ; rule) ; "BarbarianOnly" = only barbarians can build this unit ; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible diff --git a/data/civ1/units.ruleset b/data/civ1/units.ruleset index 98c3116685..77a5315709 100644 --- a/data/civ1/units.ruleset +++ b/data/civ1/units.ruleset @@ -237,8 +237,8 @@ flags = "Missile", "Unreachable", "HutNothing" ; This is useful when the combination of a unit's bonuses ; becomes complex enough to make the auto generated help ; ugly or inaccurate. -; flags = special flag strings; list of built-in flags (see -; classic/units.ruleset) and/or user flags defined above +; flags = special flag strings; list of built-in flags described below +; and/or user flags defined above ; ; veteran_names = Special veteran level for this unit. See the definitions in ; game.ruleset. All of the veteran_* entries have to have the @@ -287,15 +287,87 @@ flags = "Missile", "Unreachable", "HutNothing" ; Bonus is defined in defenders entry. ; ; +; ** Flags ** +; +; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has +; "ZOC" flag +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely +; "NonMil" = a non-military unit: no attacks; no martial law; can enter +; peaceful borders; DoesntOccupyTile +; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) +; rather than terrain/road etc cost, unless terrain cost is +; less +; "FieldUnit" = cause unhappiness even when not being aggressive +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance +; server option) +; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also +; "CoastStrict" = (sea only) cannot leave coast +; "Coast" = (sea only) can refuel on coast. Set fuel to force unit +; to regularly end turn on coast +; "Only_Native_Attack" = cannot attack targets on non-native tiles even if +; unit class can +; "Fanatic" = can only be built by governments that allow them +; (see civ2/governments.ruleset, Fundamentalism government) +; "Unique" = a player can only have one of these units in the game at +; the same time; barbarians cannot use this at present +; "GameLoss" = losing one of these units means you lose the game, but it +; is produced without homecity and upkeep +; "EvacuateFirst" = the game will try to rescue units with this flag before +; it tries to rescue units without it when their transport +; is destroyed. Think of the Birkenhead drill ("women and +; children first"). Replace "women and children" with +; "units with the EvacuateFirst unit type flag". +; "SuperSpy" = this unit always wins diplomatic contests, that is, unless +; it encounters another SuperSpy, in which case defender wins; +; can also be used on non-diplomat units, in which case it can +; protect cities from diplomats; also 100% spy survival chance +; "NoHome" = this unit is built with no homecity, free of all upkeep, and +; therefore will not revolt along with its city of origin should +; it be incited +; "NoVeteran" = this unit cannot gain veteran levels through experience +; (as if both base_raise_chance and work_raise_chance were zero); +; it can still gain veterancy through Veteran_Build, etc +; "CityBuster" = this unit has double firepower against cities +; "NoBuild" = this unit cannot be built +; "BadWallAttacker" = the firepower of this unit is set to 1 if +; attacking a city +; defended by a city wall (or other city building defense) +; "BadCityDefender" = if attacked while in a city, firepower is set to 1 +; and firepower of attacker is doubled (the Pearl Harbour +; rule) +; "BarbarianOnly" = only barbarians can build this unit +; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible +; "NewCityGamesOnly" = unit can't be built on scenarios where founding new cities +; is not allowed. Give this flag to units that would make no sense +; to have in a game with such a scenario +; "CanEscape" = this unit has, given that certain conditions are +; fulfilled, a 50% chance to escape rather than being +; killed when killstack is enabled and the defender of its +; tile is defeated. The conditions are that it has more move +; points than required to move to an adjacent tile plus the +; attackers move points and that the attacker doesn't have +; the "CanKillEscaping" unit type flag. +; "CanKillEscaping" = an attack from this unit ignores the "CanEscape" unit +; type flag. +; "Provoking" = a unit considering to auto attack this unit will choose to +; do so even if has better odds when defending against it +; then when attacking it. Applies when the autoattack server +; setting is enabled. +; "NeverProtects" = doesn't protect reachable units on its tile from enemy +; attackers, even if the unreachableprotects server setting +; is enabled and the unit class is unreachable +; ; Following actions require extra fields: ; "Attack" and "Suicide Attack" ; attack = base attack strength -; "Bombard" (do not appear in Civ1) +; "Bombard" ; attack = base attack strength ; bombard_rate = the number of shots fired at enemy units when attacking ; "Join City" ; pop_cost = the number of population added to the target city -; "Paradrop Unit" (does not appear in Civ1) +; "Paradrop Unit" ; paratroopers_range = the maximal range the unit can be paradropped to. ; Max range is 65534. ; "Upgrade Unit" @@ -338,7 +410,6 @@ flags = "Missile", "Unreachable", "HutNothing" ; "AttackFastStartUnit" = Gets granted as 'a' startunit ; "AttackStrongStartUnit" = Gets granted as 'A' startunit ; - ; Civ1 does not have initial explorers, but we want to do something ; sensible if the explorer server option is set non-zero. ; Likely options: diff --git a/data/civ2/units.ruleset b/data/civ2/units.ruleset index 714cfde939..7be90ad84d 100644 --- a/data/civ2/units.ruleset +++ b/data/civ2/units.ruleset @@ -255,8 +255,8 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; This is useful when the combination of a unit's bonuses ; becomes complex enough to make the auto generated help ; ugly or inaccurate. -; flags = special flag strings; list of built-in flags (see -; classic/units.ruleset) and/or user flags defined above +; flags = special flag strings; list of built-in flags described below +; and/or user flags defined above ; ; veteran_names = Special veteran level for this unit. See the definitions in ; game.ruleset. All of the veteran_* entries have to have the @@ -305,6 +305,78 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; Bonus is defined in defenders entry. ; ; +; ** Flags ** +; +; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has +; "ZOC" flag +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely +; "NonMil" = a non-military unit: no attacks; no martial law; can enter +; peaceful borders; DoesntOccupyTile +; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) +; rather than terrain/road etc cost, unless terrain cost is +; less +; "FieldUnit" = cause unhappiness even when not being aggressive +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance +; server option) +; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also +; "CoastStrict" = (sea only) cannot leave coast +; "Coast" = (sea only) can refuel on coast. Set fuel to force unit +; to regularly end turn on coast +; "Only_Native_Attack" = cannot attack targets on non-native tiles even if +; unit class can +; "Fanatic" = can only be built by governments that allow them +; (see civ2/governments.ruleset, Fundamentalism government) +; "Unique" = a player can only have one of these units in the game at +; the same time; barbarians cannot use this at present +; "GameLoss" = losing one of these units means you lose the game, but it +; is produced without homecity and upkeep +; "EvacuateFirst" = the game will try to rescue units with this flag before +; it tries to rescue units without it when their transport +; is destroyed. Think of the Birkenhead drill ("women and +; children first"). Replace "women and children" with +; "units with the EvacuateFirst unit type flag". +; "SuperSpy" = this unit always wins diplomatic contests, that is, unless +; it encounters another SuperSpy, in which case defender wins; +; can also be used on non-diplomat units, in which case it can +; protect cities from diplomats; also 100% spy survival chance +; "NoHome" = this unit is built with no homecity, free of all upkeep, and +; therefore will not revolt along with its city of origin should +; it be incited +; "NoVeteran" = this unit cannot gain veteran levels through experience +; (as if both base_raise_chance and work_raise_chance were zero); +; it can still gain veterancy through Veteran_Build, etc +; "CityBuster" = this unit has double firepower against cities +; "NoBuild" = this unit cannot be built +; "BadWallAttacker" = the firepower of this unit is set to 1 if +; attacking a city +; defended by a city wall (or other city building defense) +; "BadCityDefender" = if attacked while in a city, firepower is set to 1 +; and firepower of attacker is doubled (the Pearl Harbour +; rule) +; "BarbarianOnly" = only barbarians can build this unit +; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible +; "NewCityGamesOnly" = unit can't be built on scenarios where founding new cities +; is not allowed. Give this flag to units that would make no sense +; to have in a game with such a scenario +; "CanEscape" = this unit has, given that certain conditions are +; fulfilled, a 50% chance to escape rather than being +; killed when killstack is enabled and the defender of its +; tile is defeated. The conditions are that it has more move +; points than required to move to an adjacent tile plus the +; attackers move points and that the attacker doesn't have +; the "CanKillEscaping" unit type flag. +; "CanKillEscaping" = an attack from this unit ignores the "CanEscape" unit +; type flag. +; "Provoking" = a unit considering to auto attack this unit will choose to +; do so even if has better odds when defending against it +; then when attacking it. Applies when the autoattack server +; setting is enabled. +; "NeverProtects" = doesn't protect reachable units on its tile from enemy +; attackers, even if the unreachableprotects server setting +; is enabled and the unit class is unreachable +; ; Following actions require extra fields: ; "Attack" and "Suicide Attack" ; attack = base attack strength @@ -1820,7 +1892,7 @@ tp_defense = "Alight" cargo = "Missile" vision_layer = "Subsurface" flags = "BadCityDefender", - "Only_Native_Attack", "Provoking" + "Only_Native_Attack", "Provoking" roles = "Hunter" helptext = _("\ Traveling under the surface of the ocean, Submarines have\ diff --git a/data/civ2civ3/units.ruleset b/data/civ2civ3/units.ruleset index f388d74414..b39db70cf3 100644 --- a/data/civ2civ3/units.ruleset +++ b/data/civ2civ3/units.ruleset @@ -113,7 +113,7 @@ veteran_move_bonus = 0, 0, 0, 0 ; flags = List of unit class flags (from the following list; you ; cannot add custom unit class flags) ; helptext = optional help text string; should escape all raw newlines -; so that xgettext parsing works +; so that xgettext parsing works ; ; ** Unit class Flags ** ; @@ -247,7 +247,7 @@ flags = "Unreachable", "DoesntOccupyTile", "CanPillage", ; for no alternate graphic. ; tech_req = required advance, names from techs.ruleset, or special: ; "None" => available from start -; impr_req = required city improvement, names from buildings.ruleset +; impr_req = required city improvement, names from buildings.ruleset ; gov_req = required government, names from governments.ruleset ; obsolete_by = can be upgraded to and made obsolete by another unit by name ; build_cost = production shields required to build @@ -352,16 +352,16 @@ flags = "Unreachable", "DoesntOccupyTile", "CanPillage", ; ; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has ; "ZOC" flag -; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move -; around it freely -; "NonMil" = a non-military unit: no attacks; no martial law; can enter +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely +; "NonMil" = a non-military unit: no attacks; no martial law; can enter ; peaceful borders; DoesntOccupyTile ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less -; "FieldUnit" = cause unhappiness even when not being aggressive -; "Settlers" = can irrigate and build roads -; "Diplomat" = can defend against diplomat actions (see diplchance +; "FieldUnit" = cause unhappiness even when not being aggressive +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance ; server option) ; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast @@ -369,34 +369,34 @@ flags = "Unreachable", "DoesntOccupyTile", "CanPillage", ; to regularly end turn on coast ; "Only_Native_Attack" = cannot attack targets on non-native tiles even if ; unit class can -; "Fanatic" = can only be built by governments that allow them -; (see civ2/governments.ruleset, Fundamentalism government) -; "Unique" = a player can only have one of these units in the game at -; the same time; barbarians cannot use this at present -; "GameLoss" = losing one of these units means you lose the game, but it -; is produced without homecity and upkeep +; "Fanatic" = can only be built by governments that allow them +; (see civ2/governments.ruleset, Fundamentalism government) +; "Unique" = a player can only have one of these units in the game at +; the same time; barbarians cannot use this at present +; "GameLoss" = losing one of these units means you lose the game, but it +; is produced without homecity and upkeep ; "EvacuateFirst" = the game will try to rescue units with this flag before ; it tries to rescue units without it when their transport ; is destroyed. Think of the Birkenhead drill ("women and ; children first"). Replace "women and children" with ; "units with the EvacuateFirst unit type flag". -; "SuperSpy" = this unit always wins diplomatic contests, that is, unless -; it encounters another SuperSpy, in which case defender wins; -; can also be used on non-diplomat units, in which case it can -; protect cities from diplomats; also 100% spy survival chance -; "NoHome" = this unit is built with no homecity, free of all upkeep, and -; therefore will not revolt along with its city of origin should -; it be incited +; "SuperSpy" = this unit always wins diplomatic contests, that is, unless +; it encounters another SuperSpy, in which case defender wins; +; can also be used on non-diplomat units, in which case it can +; protect cities from diplomats; also 100% spy survival chance +; "NoHome" = this unit is built with no homecity, free of all upkeep, and +; therefore will not revolt along with its city of origin should +; it be incited ; "NoVeteran" = this unit cannot gain veteran levels through experience ; (as if both base_raise_chance and work_raise_chance were zero); ; it can still gain veterancy through Veteran_Build, etc ; "CityBuster" = this unit has double firepower against cities ; "NoBuild" = this unit cannot be built -; "BadWallAttacker" = the firepower of this unit is set to 1 if +; "BadWallAttacker" = the firepower of this unit is set to 1 if ; attacking a city -; defended by a city wall (or other city building defense) -; "BadCityDefender" = if attacked while in a city, firepower is set to 1 -; and firepower of attacker is doubled (the Pearl Harbour +; defended by a city wall (or other city building defense) +; "BadCityDefender" = if attacked while in a city, firepower is set to 1 +; and firepower of attacker is doubled (the Pearl Harbour ; rule) ; "BarbarianOnly" = only barbarians can build this unit ; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible diff --git a/data/classic/units.ruleset b/data/classic/units.ruleset index d39af705f5..215fbee005 100644 --- a/data/classic/units.ruleset +++ b/data/classic/units.ruleset @@ -217,7 +217,7 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; for no alternate graphic. ; tech_req = required advance, names from techs.ruleset, or special: ; "None" => available from start -; impr_req = required city improvement, names from buildings.ruleset +; impr_req = required city improvement, names from buildings.ruleset ; gov_req = required government, names from governments.ruleset ; obsolete_by = can be upgraded to and made obsolete by another unit by name ; build_cost = production shields required to build @@ -285,7 +285,7 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; supported in client ; sound_fight = optional sound effect when the unit fights ; sound_fight_alt = optional alternative sound effect if above not -; supported in client +; supported in client ; helptext = optional help text string; should escape all raw newlines ; so that xgettext parsing works ; @@ -322,16 +322,16 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; ; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has ; "ZOC" flag -; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move -; around it freely -; "NonMil" = a non-military unit: no attacks; no martial law; can enter +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely +; "NonMil" = a non-military unit: no attacks; no martial law; can enter ; peaceful borders; DoesntOccupyTile ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less -; "FieldUnit" = cause unhappiness even when not being aggressive -; "Settlers" = can irrigate and build roads -; "Diplomat" = can defend against diplomat actions (see diplchance +; "FieldUnit" = cause unhappiness even when not being aggressive +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance ; server option) ; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast @@ -339,34 +339,34 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; to regularly end turn on coast ; "Only_Native_Attack" = cannot attack targets on non-native tiles even if ; unit class can -; "Fanatic" = can only be built by governments that allow them -; (see civ2/governments.ruleset, Fundamentalism government) -; "Unique" = a player can only have one of these units in the game at -; the same time; barbarians cannot use this at present -; "GameLoss" = losing one of these units means you lose the game, but it -; is produced without homecity and upkeep +; "Fanatic" = can only be built by governments that allow them +; (see civ2/governments.ruleset, Fundamentalism government) +; "Unique" = a player can only have one of these units in the game at +; the same time; barbarians cannot use this at present +; "GameLoss" = losing one of these units means you lose the game, but it +; is produced without homecity and upkeep ; "EvacuateFirst" = the game will try to rescue units with this flag before ; it tries to rescue units without it when their transport ; is destroyed. Think of the Birkenhead drill ("women and ; children first"). Replace "women and children" with ; "units with the EvacuateFirst unit type flag". -; "SuperSpy" = this unit always wins diplomatic contests, that is, unless -; it encounters another SuperSpy, in which case defender wins; -; can also be used on non-diplomat units, in which case it can -; protect cities from diplomats; also 100% spy survival chance -; "NoHome" = this unit is built with no homecity, free of all upkeep, and -; therefore will not revolt along with its city of origin should -; it be incited +; "SuperSpy" = this unit always wins diplomatic contests, that is, unless +; it encounters another SuperSpy, in which case defender wins; +; can also be used on non-diplomat units, in which case it can +; protect cities from diplomats; also 100% spy survival chance +; "NoHome" = this unit is built with no homecity, free of all upkeep, and +; therefore will not revolt along with its city of origin should +; it be incited ; "NoVeteran" = this unit cannot gain veteran levels through experience ; (as if both base_raise_chance and work_raise_chance were zero); ; it can still gain veterancy through Veteran_Build, etc ; "CityBuster" = this unit has double firepower against cities ; "NoBuild" = this unit cannot be built -; "BadWallAttacker" = the firepower of this unit is set to 1 if +; "BadWallAttacker" = the firepower of this unit is set to 1 if ; attacking a city -; defended by a city wall (or other city building defense) -; "BadCityDefender" = if attacked while in a city, firepower is set to 1 -; and firepower of attacker is doubled (the Pearl Harbour +; defended by a city wall (or other city building defense) +; "BadCityDefender" = if attacked while in a city, firepower is set to 1 +; and firepower of attacker is doubled (the Pearl Harbour ; rule) ; "BarbarianOnly" = only barbarians can build this unit ; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible @@ -423,7 +423,7 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; "BarbarianBoat" = can be created as boat for sea barbarian ; "BarbarianBuild" = can be built by barbarians ; "BarbarianBuildTech" = can be built by barbarians if someone has -; researched its tech requirements +; researched its tech requirements ; "BarbarianLeader" = this unit is the barbarian leader (only one) ; "BarbarianSea" = can be created as a barbarian that disembarks from a barbarian boat ; "BarbarianSeaTech" = can be created as a barbarian that disembarks from a barbarian boat @@ -1859,7 +1859,7 @@ tp_defense = "Alight" cargo = "Missile" vision_layer = "Subsurface" flags = "BadCityDefender", "Provoking", - "Only_Native_Attack" + "Only_Native_Attack" roles = "Hunter" helptext = _("\ Traveling under the surface of the ocean, Submarines have\ diff --git a/data/experimental/units.ruleset b/data/experimental/units.ruleset index 719f64db5d..c41c0bcb81 100644 --- a/data/experimental/units.ruleset +++ b/data/experimental/units.ruleset @@ -229,7 +229,7 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; for no alternate graphic. ; tech_req = required advance, names from techs.ruleset, or special: ; "None" => available from start -; impr_req = required city improvement, names from buildings.ruleset +; impr_req = required city improvement, names from buildings.ruleset ; gov_req = required government, names from governments.ruleset ; obsolete_by = can be upgraded to and made obsolete by another unit by name ; build_cost = production shields required to build @@ -334,16 +334,16 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; ; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has ; "ZOC" flag -; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move -; around it freely -; "NonMil" = a non-military unit: no attacks; no martial law; can enter +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely +; "NonMil" = a non-military unit: no attacks; no martial law; can enter ; peaceful borders; DoesntOccupyTile ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less -; "FieldUnit" = cause unhappiness even when not being aggressive -; "Settlers" = can irrigate and build roads -; "Diplomat" = can defend against diplomat actions (see diplchance +; "FieldUnit" = cause unhappiness even when not being aggressive +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance ; server option) ; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast @@ -351,34 +351,34 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; to regularly end turn on coast ; "Only_Native_Attack" = cannot attack targets on non-native tiles even if ; unit class can -; "Fanatic" = can only be built by governments that allow them -; (see civ2/governments.ruleset, Fundamentalism government) -; "Unique" = a player can only have one of these units in the game at -; the same time; barbarians cannot use this at present -; "GameLoss" = losing one of these units means you lose the game, but it -; is produced without homecity and upkeep +; "Fanatic" = can only be built by governments that allow them +; (see civ2/governments.ruleset, Fundamentalism government) +; "Unique" = a player can only have one of these units in the game at +; the same time; barbarians cannot use this at present +; "GameLoss" = losing one of these units means you lose the game, but it +; is produced without homecity and upkeep ; "EvacuateFirst" = the game will try to rescue units with this flag before ; it tries to rescue units without it when their transport ; is destroyed. Think of the Birkenhead drill ("women and ; children first"). Replace "women and children" with ; "units with the EvacuateFirst unit type flag". -; "SuperSpy" = this unit always wins diplomatic contests, that is, unless -; it encounters another SuperSpy, in which case defender wins; -; can also be used on non-diplomat units, in which case it can -; protect cities from diplomats; also 100% spy survival chance -; "NoHome" = this unit is built with no homecity, free of all upkeep, and -; therefore will not revolt along with its city of origin should -; it be incited +; "SuperSpy" = this unit always wins diplomatic contests, that is, unless +; it encounters another SuperSpy, in which case defender wins; +; can also be used on non-diplomat units, in which case it can +; protect cities from diplomats; also 100% spy survival chance +; "NoHome" = this unit is built with no homecity, free of all upkeep, and +; therefore will not revolt along with its city of origin should +; it be incited ; "NoVeteran" = this unit cannot gain veteran levels through experience ; (as if both base_raise_chance and work_raise_chance were zero); ; it can still gain veterancy through Veteran_Build, etc ; "CityBuster" = this unit has double firepower against cities ; "NoBuild" = this unit cannot be built -; "BadWallAttacker" = the firepower of this unit is set to 1 if +; "BadWallAttacker" = the firepower of this unit is set to 1 if ; attacking a city -; defended by a city wall (or other city building defense) -; "BadCityDefender" = if attacked while in a city, firepower is set to 1 -; and firepower of attacker is doubled (the Pearl Harbour +; defended by a city wall (or other city building defense) +; "BadCityDefender" = if attacked while in a city, firepower is set to 1 +; and firepower of attacker is doubled (the Pearl Harbour ; rule) ; "BarbarianOnly" = only barbarians can build this unit ; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible @@ -1884,7 +1884,7 @@ tp_defense = "Alight" cargo = "Missile" vision_layer = "Subsurface" flags = "BadCityDefender", "Provoking", - "Only_Native_Attack", "Shield2Gold" + "Only_Native_Attack", "Shield2Gold" roles = "Hunter" helptext = _("\ Traveling under the surface of the ocean, Submarines have\ diff --git a/data/granularity/units.ruleset b/data/granularity/units.ruleset index 93b22db3ff..968fc87a7f 100644 --- a/data/granularity/units.ruleset +++ b/data/granularity/units.ruleset @@ -164,7 +164,7 @@ flags = "TerrainSpeed" ; for no alternate graphic. ; tech_req = required advance, names from techs.ruleset, or special: ; "None" => available from start -; impr_req = required city improvement, names from buildings.ruleset +; impr_req = required city improvement, names from buildings.ruleset ; gov_req = required government, names from governments.ruleset ; obsolete_by = can be upgraded to and made obsolete by another unit by name ; build_cost = production shields required to build @@ -267,34 +267,34 @@ flags = "TerrainSpeed" ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less -; "FieldUnit" = cause unhappiness even when not being aggressive +; "FieldUnit" = cause unhappiness even when not being aggressive ; "AttackAny" = can attack unreachable units -; "Settlers" = can irrigate and build roads -; "Diplomat" = can do diplomat actions (see diplchance server option) +; "Settlers" = can irrigate and build roads +; "Diplomat" = can do diplomat actions (see diplchance server option) ; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast ; "Coast" = (sea only) can refuel on coast. Set fuel to force unit ; to regularly end turn on coast ; "Only_Native_Attack" = cannot attack targets on non-native tiles even if ; unit class can -; "Fanatic" = can only be built by governments that allow them -; (see civ2/governments.ruleset, Fundamentalism government) -; "Unique" = a player can only have one of these units in the game at -; the same time; barbarians cannot use this at present -; "GameLoss" = losing one of these units means you lose the game, but it -; is produced without homecity and upkeep +; "Fanatic" = can only be built by governments that allow them +; (see civ2/governments.ruleset, Fundamentalism government) +; "Unique" = a player can only have one of these units in the game at +; the same time; barbarians cannot use this at present +; "GameLoss" = losing one of these units means you lose the game, but it +; is produced without homecity and upkeep ; "EvacuateFirst" = the game will try to rescue units with this flag before ; it tries to rescue units without it when their transport ; is destroyed. Think of the Birkenhead drill ("women and ; children first"). Replace "women and children" with ; "units with the EvacuateFirst unit type flag". -; "SuperSpy" = this unit always wins diplomatic contests, that is, unless -; it encounters another SuperSpy, in which case defender wins; -; can also be used on non-diplomat units, in which case it can -; protect cities from diplomats; also 100% spy survival chance -; "NoHome" = this unit is built with no homecity, free of all upkeep, and -; therefore will not revolt along with its city of origin should -; it be incited +; "SuperSpy" = this unit always wins diplomatic contests, that is, unless +; it encounters another SuperSpy, in which case defender wins; +; can also be used on non-diplomat units, in which case it can +; protect cities from diplomats; also 100% spy survival chance +; "NoHome" = this unit is built with no homecity, free of all upkeep, and +; therefore will not revolt along with its city of origin should +; it be incited ; "NoVeteran" = this unit cannot gain veteran levels through experience ; (as if both base_raise_chance and work_raise_chance were zero); ; it can still gain veterancy through Veteran_Build, etc @@ -304,7 +304,7 @@ flags = "TerrainSpeed" ; attacking a city ; defended by a city wall (or other city building defense) ; "BadCityDefender" = if attacked while in a city, firepower is set to 1 -; and firepower of attacker is doubled (the Pearl Harbour +; and firepower of attacker is doubled (the Pearl Harbour ; rule) ; "BarbarianOnly" = only barbarians can build this unit ; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible @@ -357,11 +357,11 @@ flags = "TerrainSpeed" ; "Ferryboat" = AI hint: useful for ferrying ; "Barbarian" = can be created as land barbarian ; "BarbarianTech" = can be created as land barbarian, if someone has -; researched its tech requirements +; researched its tech requirements ; "BarbarianBoat" = can be created as boat for sea barbarian ; "BarbarianBuild" = can be built by barbarians ; "BarbarianBuildTech" = can be built by barbarians if someone has -; researched its tech requirements +; researched its tech requirements ; "BarbarianLeader" = this unit is the barbarian leader (only one) ; "BarbarianSea" = can be created as a barbarian that disembarks from a barbarian boat ; "BarbarianSeaTech" = can be created as a barbarian that disembarks from a barbarian boat diff --git a/data/multiplayer/units.ruleset b/data/multiplayer/units.ruleset index f1fa1e6adf..58d32ac938 100644 --- a/data/multiplayer/units.ruleset +++ b/data/multiplayer/units.ruleset @@ -217,7 +217,7 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; for no alternate graphic. ; tech_req = required advance, names from techs.ruleset, or special: ; "None" => available from start -; impr_req = required city improvement, names from buildings.ruleset +; impr_req = required city improvement, names from buildings.ruleset ; gov_req = required government, names from governments.ruleset ; obsolete_by = can be upgraded to and made obsolete by another unit by name ; build_cost = production shields required to build @@ -322,16 +322,16 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; ; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has ; "ZOC" flag -; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move -; around it freely -; "NonMil" = a non-military unit: no attacks; no martial law; can enter +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely +; "NonMil" = a non-military unit: no attacks; no martial law; can enter ; peaceful borders; DoesntOccupyTile ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less -; "FieldUnit" = cause unhappiness even when not being aggressive -; "Settlers" = can irrigate and build roads -; "Diplomat" = can defend against diplomat actions (see diplchance +; "FieldUnit" = cause unhappiness even when not being aggressive +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance ; server option) ; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast @@ -339,34 +339,34 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; to regularly end turn on coast ; "Only_Native_Attack" = cannot attack targets on non-native tiles even if ; unit class can -; "Fanatic" = can only be built by governments that allow them -; (see civ2/governments.ruleset, Fundamentalism government) -; "Unique" = a player can only have one of these units in the game at -; the same time; barbarians cannot use this at present -; "GameLoss" = losing one of these units means you lose the game, but it -; is produced without homecity and upkeep +; "Fanatic" = can only be built by governments that allow them +; (see civ2/governments.ruleset, Fundamentalism government) +; "Unique" = a player can only have one of these units in the game at +; the same time; barbarians cannot use this at present +; "GameLoss" = losing one of these units means you lose the game, but it +; is produced without homecity and upkeep ; "EvacuateFirst" = the game will try to rescue units with this flag before ; it tries to rescue units without it when their transport ; is destroyed. Think of the Birkenhead drill ("women and ; children first"). Replace "women and children" with ; "units with the EvacuateFirst unit type flag". -; "SuperSpy" = this unit always wins diplomatic contests, that is, unless -; it encounters another SuperSpy, in which case defender wins; -; can also be used on non-diplomat units, in which case it can -; protect cities from diplomats; also 100% spy survival chance -; "NoHome" = this unit is built with no homecity, free of all upkeep, and -; therefore will not revolt along with its city of origin should -; it be incited +; "SuperSpy" = this unit always wins diplomatic contests, that is, unless +; it encounters another SuperSpy, in which case defender wins; +; can also be used on non-diplomat units, in which case it can +; protect cities from diplomats; also 100% spy survival chance +; "NoHome" = this unit is built with no homecity, free of all upkeep, and +; therefore will not revolt along with its city of origin should +; it be incited ; "NoVeteran" = this unit cannot gain veteran levels through experience ; (as if both base_raise_chance and work_raise_chance were zero); ; it can still gain veterancy through Veteran_Build, etc ; "CityBuster" = this unit has double firepower against cities ; "NoBuild" = this unit cannot be built -; "BadWallAttacker" = the firepower of this unit is set to 1 if +; "BadWallAttacker" = the firepower of this unit is set to 1 if ; attacking a city -; defended by a city wall (or other city building defense) -; "BadCityDefender" = if attacked while in a city, firepower is set to 1 -; and firepower of attacker is doubled (the Pearl Harbour +; defended by a city wall (or other city building defense) +; "BadCityDefender" = if attacked while in a city, firepower is set to 1 +; and firepower of attacker is doubled (the Pearl Harbour ; rule) ; "BarbarianOnly" = only barbarians can build this unit ; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible @@ -1961,7 +1961,7 @@ tp_defense = "Alight" cargo = "Missile" vision_layer = "Subsurface" flags = "BadCityDefender", "Provoking", - "Only_Native_Attack" + "Only_Native_Attack" roles = "Hunter" helptext = _("\ Traveling under the surface of the ocean, Submarines have\ diff --git a/data/sandbox/units.ruleset b/data/sandbox/units.ruleset index c8cfd84063..2ec89f6d84 100644 --- a/data/sandbox/units.ruleset +++ b/data/sandbox/units.ruleset @@ -260,7 +260,7 @@ flags = "Unreachable", "DoesntOccupyTile", "CanPillage", ; for no alternate graphic. ; tech_req = required advance, names from techs.ruleset, or special: ; "None" => available from start -; impr_req = required city improvement, names from buildings.ruleset +; impr_req = required city improvement, names from buildings.ruleset ; gov_req = required government, names from governments.ruleset ; obsolete_by = can be upgraded to and made obsolete by another unit by name ; build_cost = production shields required to build @@ -365,16 +365,16 @@ flags = "Unreachable", "DoesntOccupyTile", "CanPillage", ; ; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has ; "ZOC" flag -; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move -; around it freely -; "NonMil" = a non-military unit: no attacks; no martial law; can enter +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely +; "NonMil" = a non-military unit: no attacks; no martial law; can enter ; peaceful borders; DoesntOccupyTile ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less -; "FieldUnit" = cause unhappiness even when not being aggressive -; "Settlers" = can irrigate and build roads -; "Diplomat" = can defend against diplomat actions (see diplchance +; "FieldUnit" = cause unhappiness even when not being aggressive +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance ; server option) ; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast @@ -382,34 +382,34 @@ flags = "Unreachable", "DoesntOccupyTile", "CanPillage", ; to regularly end turn on coast ; "Only_Native_Attack" = cannot attack targets on non-native tiles even if ; unit class can -; "Fanatic" = can only be built by governments that allow them -; (see civ2/governments.ruleset, Fundamentalism government) -; "Unique" = a player can only have one of these units in the game at -; the same time; barbarians cannot use this at present -; "GameLoss" = losing one of these units means you lose the game, but it -; is produced without homecity and upkeep +; "Fanatic" = can only be built by governments that allow them +; (see civ2/governments.ruleset, Fundamentalism government) +; "Unique" = a player can only have one of these units in the game at +; the same time; barbarians cannot use this at present +; "GameLoss" = losing one of these units means you lose the game, but it +; is produced without homecity and upkeep ; "EvacuateFirst" = the game will try to rescue units with this flag before ; it tries to rescue units without it when their transport ; is destroyed. Think of the Birkenhead drill ("women and ; children first"). Replace "women and children" with ; "units with the EvacuateFirst unit type flag". -; "SuperSpy" = this unit always wins diplomatic contests, that is, unless -; it encounters another SuperSpy, in which case defender wins; -; can also be used on non-diplomat units, in which case it can -; protect cities from diplomats; also 100% spy survival chance -; "NoHome" = this unit is built with no homecity, free of all upkeep, and -; therefore will not revolt along with its city of origin should -; it be incited +; "SuperSpy" = this unit always wins diplomatic contests, that is, unless +; it encounters another SuperSpy, in which case defender wins; +; can also be used on non-diplomat units, in which case it can +; protect cities from diplomats; also 100% spy survival chance +; "NoHome" = this unit is built with no homecity, free of all upkeep, and +; therefore will not revolt along with its city of origin should +; it be incited ; "NoVeteran" = this unit cannot gain veteran levels through experience ; (as if both base_raise_chance and work_raise_chance were zero); ; it can still gain veterancy through Veteran_Build, etc ; "CityBuster" = this unit has double firepower against cities ; "NoBuild" = this unit cannot be built -; "BadWallAttacker" = the firepower of this unit is set to 1 if +; "BadWallAttacker" = the firepower of this unit is set to 1 if ; attacking a city -; defended by a city wall (or other city building defense) -; "BadCityDefender" = if attacked while in a city, firepower is set to 1 -; and firepower of attacker is doubled (the Pearl Harbour +; defended by a city wall (or other city building defense) +; "BadCityDefender" = if attacked while in a city, firepower is set to 1 +; and firepower of attacker is doubled (the Pearl Harbour ; rule) ; "BarbarianOnly" = only barbarians can build this unit ; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible diff --git a/data/stub/units.ruleset b/data/stub/units.ruleset index 6ca4fee7a4..7dbfd3d9cd 100644 --- a/data/stub/units.ruleset +++ b/data/stub/units.ruleset @@ -146,7 +146,7 @@ flags = "" ; for no alternate graphic. ; tech_req = required advance, names from techs.ruleset, or special: ; "None" => available from start -; impr_req = required city improvement, names from buildings.ruleset +; impr_req = required city improvement, names from buildings.ruleset ; gov_req = required government, names from governments.ruleset ; obsolete_by = can be upgraded to and made obsolete by another unit by name ; build_cost = production shields required to build @@ -249,34 +249,34 @@ flags = "" ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less -; "FieldUnit" = cause unhappiness even when not being aggressive +; "FieldUnit" = cause unhappiness even when not being aggressive ; "AttackAny" = can attack unreachable units -; "Settlers" = can irrigate and build roads -; "Diplomat" = can do diplomat actions (see diplchance server option) +; "Settlers" = can irrigate and build roads +; "Diplomat" = can do diplomat actions (see diplchance server option) ; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast ; "Coast" = (sea only) can refuel on coast. Set fuel to force unit ; to regularly end turn on coast ; "Only_Native_Attack" = cannot attack targets on non-native tiles even if ; unit class can -; "Fanatic" = can only be built by governments that allow them -; (see civ2/governments.ruleset, Fundamentalism government) -; "Unique" = a player can only have one of these units in the game at -; the same time; barbarians cannot use this at present -; "GameLoss" = losing one of these units means you lose the game, but it -; is produced without homecity and upkeep +; "Fanatic" = can only be built by governments that allow them +; (see civ2/governments.ruleset, Fundamentalism government) +; "Unique" = a player can only have one of these units in the game at +; the same time; barbarians cannot use this at present +; "GameLoss" = losing one of these units means you lose the game, but it +; is produced without homecity and upkeep ; "EvacuateFirst" = the game will try to rescue units with this flag before ; it tries to rescue units without it when their transport ; is destroyed. Think of the Birkenhead drill ("women and ; children first"). Replace "women and children" with ; "units with the EvacuateFirst unit type flag". -; "SuperSpy" = this unit always wins diplomatic contests, that is, unless -; it encounters another SuperSpy, in which case defender wins; -; can also be used on non-diplomat units, in which case it can -; protect cities from diplomats; also 100% spy survival chance -; "NoHome" = this unit is built with no homecity, free of all upkeep, and -; therefore will not revolt along with its city of origin should -; it be incited +; "SuperSpy" = this unit always wins diplomatic contests, that is, unless +; it encounters another SuperSpy, in which case defender wins; +; can also be used on non-diplomat units, in which case it can +; protect cities from diplomats; also 100% spy survival chance +; "NoHome" = this unit is built with no homecity, free of all upkeep, and +; therefore will not revolt along with its city of origin should +; it be incited ; "NoVeteran" = this unit cannot gain veteran levels through experience ; (as if both base_raise_chance and work_raise_chance were zero); ; it can still gain veterancy through Veteran_Build, etc @@ -286,7 +286,7 @@ flags = "" ; attacking a city ; defended by a city wall (or other city building defense) ; "BadCityDefender" = if attacked while in a city, firepower is set to 1 -; and firepower of attacker is doubled (the Pearl Harbour +; and firepower of attacker is doubled (the Pearl Harbour ; rule) ; "BarbarianOnly" = only barbarians can build this unit ; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible @@ -339,11 +339,11 @@ flags = "" ; "Ferryboat" = AI hint: useful for ferrying ; "Barbarian" = can be created as land barbarian ; "BarbarianTech" = can be created as land barbarian, if someone has -; researched its tech requirements +; researched its tech requirements ; "BarbarianBoat" = can be created as boat for sea barbarian ; "BarbarianBuild" = can be built by barbarians ; "BarbarianBuildTech" = can be built by barbarians if someone has -; researched its tech requirements +; researched its tech requirements ; "BarbarianLeader" = this unit is the barbarian leader (only one) ; "BarbarianSea" = can be created as a barbarian that disembarks from a barbarian boat ; "BarbarianSeaTech" = can be created as a barbarian that disembarks from a barbarian boat diff --git a/data/webperimental/units.ruleset b/data/webperimental/units.ruleset index 7df2a0f0c3..dffaf0c84f 100644 --- a/data/webperimental/units.ruleset +++ b/data/webperimental/units.ruleset @@ -221,7 +221,7 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; for no alternate graphic. ; tech_req = required advance, names from techs.ruleset, or special: ; "None" => available from start -; impr_req = required city improvement, names from buildings.ruleset +; impr_req = required city improvement, names from buildings.ruleset ; gov_req = required government, names from governments.ruleset ; obsolete_by = can be upgraded to and made obsolete by another unit by name ; build_cost = production shields required to build @@ -289,7 +289,7 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; supported in client ; sound_fight = optional sound effect when the unit fights ; sound_fight_alt = optional alternative sound effect if above not -; supported in client +; supported in client ; helptext = optional help text string; should escape all raw newlines ; so that xgettext parsing works ; @@ -326,16 +326,16 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; ; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has ; "ZOC" flag -; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move -; around it freely -; "NonMil" = a non-military unit: no attacks; no martial law; can enter +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely +; "NonMil" = a non-military unit: no attacks; no martial law; can enter ; peaceful borders; DoesntOccupyTile ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less -; "FieldUnit" = cause unhappiness even when not being aggressive -; "Settlers" = can irrigate and build roads -; "Diplomat" = can defend against diplomat actions (see diplchance +; "FieldUnit" = cause unhappiness even when not being aggressive +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance ; server option) ; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast @@ -343,34 +343,34 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; to regularly end turn on coast ; "Only_Native_Attack" = cannot attack targets on non-native tiles even if ; unit class can -; "Fanatic" = can only be built by governments that allow them -; (see civ2/governments.ruleset, Fundamentalism government) -; "Unique" = a player can only have one of these units in the game at -; the same time; barbarians cannot use this at present -; "GameLoss" = losing one of these units means you lose the game, but it -; is produced without homecity and upkeep +; "Fanatic" = can only be built by governments that allow them +; (see civ2/governments.ruleset, Fundamentalism government) +; "Unique" = a player can only have one of these units in the game at +; the same time; barbarians cannot use this at present +; "GameLoss" = losing one of these units means you lose the game, but it +; is produced without homecity and upkeep ; "EvacuateFirst" = the game will try to rescue units with this flag before ; it tries to rescue units without it when their transport ; is destroyed. Think of the Birkenhead drill ("women and ; children first"). Replace "women and children" with ; "units with the EvacuateFirst unit type flag". -; "SuperSpy" = this unit always wins diplomatic contests, that is, unless -; it encounters another SuperSpy, in which case defender wins; -; can also be used on non-diplomat units, in which case it can -; protect cities from diplomats; also 100% spy survival chance -; "NoHome" = this unit is built with no homecity, free of all upkeep, and -; therefore will not revolt along with its city of origin should -; it be incited +; "SuperSpy" = this unit always wins diplomatic contests, that is, unless +; it encounters another SuperSpy, in which case defender wins; +; can also be used on non-diplomat units, in which case it can +; protect cities from diplomats; also 100% spy survival chance +; "NoHome" = this unit is built with no homecity, free of all upkeep, and +; therefore will not revolt along with its city of origin should +; it be incited ; "NoVeteran" = this unit cannot gain veteran levels through experience ; (as if both base_raise_chance and work_raise_chance were zero); ; it can still gain veterancy through Veteran_Build, etc ; "CityBuster" = this unit has double firepower against cities ; "NoBuild" = this unit cannot be built -; "BadWallAttacker" = the firepower of this unit is set to 1 if +; "BadWallAttacker" = the firepower of this unit is set to 1 if ; attacking a city -; defended by a city wall (or other city building defense) -; "BadCityDefender" = if attacked while in a city, firepower is set to 1 -; and firepower of attacker is doubled (the Pearl Harbour +; defended by a city wall (or other city building defense) +; "BadCityDefender" = if attacked while in a city, firepower is set to 1 +; and firepower of attacker is doubled (the Pearl Harbour ; rule) ; "BarbarianOnly" = only barbarians can build this unit ; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible @@ -1876,7 +1876,7 @@ tp_defense = "Alight" cargo = "Missile" vision_layer = "Subsurface" flags = "BadCityDefender", "Provoking", - "Only_Native_Attack", "HeavyWeight" + "Only_Native_Attack", "HeavyWeight" roles = "Hunter" helptext = _("\ Traveling under the surface of the ocean, Submarines have\ -- 2.39.2