Search found 315 matches

by Wahazar
Sun Feb 23, 2020 1:36 pm
Forum: Rulesets and modpacks
Topic: [2.6] Augmented ruleset modpack
Replies: 150
Views: 23690

Re: [2.6] Augmented ruleset modpack

Augmented2 modpack project is now in stable finished phase, last released version was 2.6.lt17. Latest important changes was making Sea and Coaster class unreachable - thanks to that, not all land units can be load/unload outside city, and not all units can attack ships even if they can attack non-n...
by Wahazar
Tue Feb 18, 2020 7:54 pm
Forum: Multiplayer / Online gaming
Topic: First Augmented2 Longturn game
Replies: 0
Views: 41

First Augmented2 Longturn game

Approximately in March i will launch on my 2.6. server longturn-style game based on the Augmented2 ruleset. Player requirement is here: http://longturn.net/game/AU1/ or alternatively drop me message here with your player name and preferred nation. More details: http://forum.longturn.net/viewtopic.ph...
by Wahazar
Sun Feb 09, 2020 7:02 pm
Forum: Help wanted
Topic: How to properly code coast-like tiles
Replies: 2
Views: 88

Re: How to properly code coast-like tiles

Not in this case:

Code: Select all

  ...
  "augmented2/terrain/taiga.spec",
  "augmented2/terrain/mangrove.spec",
  "augmented2/terrain/activities.spec",
  "augmented2/misc/techs.spec"
by Wahazar
Sun Feb 09, 2020 1:43 pm
Forum: Help wanted
Topic: How to properly code coast-like tiles
Replies: 2
Views: 88

How to properly code coast-like tiles

I would like to implement Mangrove tiles in hex topology, which should work like coast ocean tiles trees standing on ocean blend, sand beach along nearby land, not around trees). I literally copied hexemplio water*.spec files and changed coast to mangrove: gfx = "hexemplio/water1" ... 2, 0...
by Wahazar
Thu Feb 06, 2020 2:29 pm
Forum: Wishlist
Topic: home city for homeless when killunhomed>0
Replies: 5
Views: 184

Re: home city for homeless when killunhomed>0

By the way, this patch (for 2.6) doesn't work - seems it is hardcoded also elsewhere - gui client?
by Wahazar
Tue Feb 04, 2020 12:16 am
Forum: Wishlist
Topic: home city for homeless when killunhomed>0
Replies: 5
Views: 184

home city for homeless when killunhomed>0

Currently you can't set home city for homeless unit - it usually make sense, to avoid accidentally making upkeep of free units, but is completely counterproductive, if killunhomed option is set. In such case units others than settlers are dying after at least 10 turns and you can't do anything (besi...
by Wahazar
Sat Feb 01, 2020 12:17 pm
Forum: Rulesets and modpacks
Topic: [2.6] Augmented ruleset modpack
Replies: 150
Views: 23690

Re: [2.6] Augmented ruleset modpack

I updated wiki up to the latest 2.6.lt15 longturn branch of this modpack. Single player version (with 1x movement) is deprecated.
by Wahazar
Mon Jan 27, 2020 3:02 pm
Forum: Help wanted
Topic: freeciv-score.log
Replies: 3
Views: 914

Re: freeciv-score.log

Works, thanks a lot!
Image
by Wahazar
Fri Jan 24, 2020 2:16 pm
Forum: Rulesets and modpacks
Topic: "Simulation" ruleset, v2.x - WORK IN PROGRESS
Replies: 18
Views: 4289

Re: "Simulation" ruleset, v2.x - WORK IN PROGRESS

How about this: Supermarket is NOT NEEDED to use farmland, they can be created as soon as the appropriate tech is available.Instead, Supermarket serves as an additional granary, saving additional, I don't know, 20% of food when the city grows? Such thing is already implemented in augmented2 ruleset...
by Wahazar
Fri Jan 24, 2020 10:46 am
Forum: Rulesets and modpacks
Topic: "Simulation" ruleset, v2.x - WORK IN PROGRESS
Replies: 18
Views: 4289

Re: "Simulation" ruleset, v2.x - WORK IN PROGRESS

However, even with unique migrants, if you want to disband a city in a hurry, you can always use Settlers. 2 pop cost would be welcome here (while Tribe only 1). Another problem (with disbanding cities) is a large automatic granary. What do you mean? 50% defense bonus isn't hardcoded. The only thin...