diff --git a/actions.ruleset b/actions.ruleset index 43e9d4b..a794588 100644 --- a/actions.ruleset +++ b/actions.ruleset @@ -361,6 +361,12 @@ ui_name_plant = _("Transform by %sPlanting%s") ; /* TRANS: Pilla_ge (100% chance of success). */ ui_name_pillage = _("Pilla%sge%s") +; /* TRANS: _Graze the land (100% chance of success)*/ +ui_name_graze =_("%Graze%") + +; /* TRANS: _Spawn warrior (100% chance of success)*/ +ui_name_spawn = _("%Spawn%") + ; /* TRANS: Clean (100% chance of success). */ ui_name_clean = _("%sClean%s") @@ -1158,6 +1164,21 @@ actor_reqs = "UnitClassFlag", "CanPillage", "Local" } +[actionenabler_graze] +action = "Graze" +actor_reqs = + { "type", "name", "range" + "UnitClassFlag", "CanGraze", "Local" + } + +[actionenabler_spawn_warrior] +action = "Spawn warrior" +actor_reqs = + { "type", "name", "range" + "UnitClassFlag", "CanSpawnWarrior", "Local" + } + + [actionenabler_clean] action = "Clean" actor_reqs = diff --git a/terrain.ruleset b/terrain.ruleset index 5902813..e4f527b 100644 --- a/terrain.ruleset +++ b/terrain.ruleset @@ -623,15 +623,15 @@ warmer_wetter_result = "Swamp" warmer_drier_result = "Swamp" cooler_wetter_result = "Swamp" cooler_drier_result = "Tundra" -native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter" -flags = "Starter", "CanHaveRiver" +native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter", "Herd" +flags = "Starter", "CanHaveRiver", "Grazeable" property_green = 50 property_temperate = 50 color.r = 11 color.g = 138 color.b = 4 helptext = _("\ -Grasslands afford exceptional agricultural opportunities.\ +Grasslands afford exceptional agricultural opportunities and can grow herds.\ ") [terrain_hills] @@ -674,7 +674,7 @@ warmer_wetter_result = "no" warmer_drier_result = "no" cooler_wetter_result = "no" cooler_drier_result = "no" -native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter" +native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter", "Herd" flags = "Starter", "CanHaveRiver" property_green = 50 property_mountainous = 30 @@ -839,7 +839,7 @@ warmer_wetter_result = "Swamp" warmer_drier_result = "Desert" cooler_wetter_result = "Desert" cooler_drier_result = "Desert" -native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter" +native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter", "Herd" flags = "Starter", "CanHaveRiver" property_green = 50 property_temperate = 50 @@ -946,7 +946,7 @@ warmer_wetter_result = "Swamp" warmer_drier_result = "Swamp" cooler_wetter_result = "Glacier" cooler_drier_result = "Desert" -native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter" +native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter", "Herd" flags = "NoBarbs", "CanHaveRiver" property_cold = 50 color.r = 188 @@ -1247,6 +1247,7 @@ ui_name_base_airbase = _("?gui_type:Build Airstrip/Airbase") ; by the 1 + sum of bonuses from the extras on the ; "Natural" layer. ; - "NoStackDeath" = Units inside do not die all at once when attacked +; - "Grazeable" = Herd units can graze and reproduce on this tile ; helptext = optional help text string; should escape all raw ; newlines so that xgettext parsing works ; @@ -1256,7 +1257,7 @@ ui_name_base_airbase = _("?gui_type:Build Airstrip/Airbase") name = _("Irrigation") category = "Infra" causes = "Irrigation" -rmcauses = "Pillage" +rmcauses = "Pillage", "Graze" graphic = "tx.irrigation" graphic_alt = "-" activity_gfx = "unit.irrigation" @@ -1480,7 +1481,7 @@ by other aircraft will cause the villagers to take fright and disband.\ name = _("Farmland") category = "Infra" causes = "Irrigation" -rmcauses = "Pillage" +rmcauses = "Pillage", "Graze" graphic = "tx.farmland" graphic_alt = "-" activity_gfx = "unit.farmland" diff --git a/units.ruleset b/units.ruleset index 272ec33..f3047d8 100644 --- a/units.ruleset +++ b/units.ruleset @@ -59,6 +59,8 @@ class_flags = _("AttFromNonNative"), _("Can launch attack from non-native tiles.") _("Missile") _("CanPillage") + _("CanGraze"), _("Can graze the land to reproduce.") + _("CanSpawnWarrior"), _("Can spawn a warrior at the cost of some health.") _("CanFortify"), ; /* xgettext:no-c-format */ _("Gets a 50% defensive bonus while in cities.") @@ -164,6 +166,13 @@ flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere", "TerrainDefense", "Airliftable", "NonNatBombardTgt", "Barracks", "Ground" +[unitclass_herd] +; /* TRANS: Unit class: used adjectivally */ +name =_("?unitclass:Herd") +min_speed = 1 +hp_loss_pct = 0 +flags = "CanGraze", "CanSpawnWarrior", "Ground" + [unitclass_land_small] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Small Land") @@ -662,6 +671,39 @@ sufficient existing land). See the Terrain Alterations section \ for more details.\ ") +[unit_cattle_herd] +name = _("Cattle herd") +class = "Herd" +;reqs +obsolete_by = "None" +graphic = "u.cattle_herd" +graphic_alt = "-" +sound_move = "m_cattle_herd" +sound_move_alt = "m_generic" +sound_fight = "f_generic" +sound_fight_alt = "f_generic" +build_cost = 10 +pop_cost = 1 +attack = 0 +defense = 1 +hitpoints = 50 +firepower = 0 +move_rate = 1 +vision_radius_sq = 2 +transport_cap = 0 +fuel = 2 ; Fuel is actually grass +uk_happy = 1 +uk_shield = 1 +uk_food = 1 +uk_gold = 1 +tp_defense = "Blocked" +flags = "Herd" +roles = "" +helptext = _("\ +A herd of cattle, the cornerstone of nomadic empires.\ +") + + [unit_warriors] name = _("Warriors") class = "Land"