Search found 28 matches

by soundnfury
Fri Apr 17, 2020 4:21 pm
Forum: Rulesets and modpacks
Topic: [3.0] Aviation ruleset
Replies: 19
Views: 16705

Re: [2.6] Aviation ruleset

So let me share my first impressions on the strategy: Thank you for these, they're very useful. And thank you for the test game :) Settlers costing 1 and creating cities at size 2 means that early growth is very exponential. You get 3 worked tiles by spending just one. The best early game strategy ...
by soundnfury
Mon Apr 13, 2020 8:59 pm
Forum: Rulesets and modpacks
Topic: [3.0] Aviation ruleset
Replies: 19
Views: 16705

Re: [2.6] Aviation ruleset

I've finished my first balancing pass (I've been calculating lots of combat odds tables) and released version 2.6-0.3. Besides lots of unit strength changes, the biggest change in this version is that most bomber-ish units now use Bombarder attacks. The ones that don't are either Attackers (which do...
by soundnfury
Mon Apr 13, 2020 8:29 am
Forum: Rulesets and modpacks
Topic: [3.0] Aviation ruleset
Replies: 19
Views: 16705

Re: [2.6] Aviation ruleset

Fairline said yes, so I've spent a happy night alpha-channeling images (and kitbashing a few) and now Aviation Ruleset 2.6-0.2 is tagged and bagged, with only 26 placeholder unit images remaining! Install it from http://jttlov.no-ip.org/fc-aviation/aviation.modpack . Sadly the buildings are still al...
by soundnfury
Sun Apr 12, 2020 1:27 am
Forum: Rulesets and modpacks
Topic: [3.0] Aviation ruleset
Replies: 19
Views: 16705

Re: [2.6] Aviation ruleset - WIP

There's one annoying problem I haven't been able to figure out how to fix: when a Glider carrying (say) Assault Troops is being towed by another aircraft, it can unload its troops without casting off, which allows the player to tow the Glider back to a city and re-use it. This isn't meant to be pos...
by soundnfury
Sat Apr 11, 2020 11:11 pm
Forum: Rulesets and modpacks
Topic: [3.0] Aviation ruleset
Replies: 19
Views: 16705

Re: [2.6] Aviation ruleset - WIP

I will be honest with you, those are too many for me I think they're too many for any one person to do them all. But a few from here, a few from there... soon it starts to add up ;) I've already gone through the little set you posted and used 13 of them, so that's an eighth of the way there! For WW...
by soundnfury
Sat Apr 11, 2020 9:28 pm
Forum: Rulesets and modpacks
Topic: [3.0] Aviation ruleset
Replies: 19
Views: 16705

Re: [2.6] Aviation ruleset - WIP

In current master (developmental) versions, units leaving a transport ("Transport Alight") and a transport unloading units ("Transport Unload") are controlled by action enablers, so it is possible to say "a unit can only leave a glider when the glider itself is not being tr...
by soundnfury
Sat Apr 11, 2020 9:19 pm
Forum: Rulesets and modpacks
Topic: [3.0] Aviation ruleset
Replies: 19
Views: 16705

Re: [2.6] Aviation ruleset - WIP

I got some techniques to create units. Gimme a list! The current placeholder images are all defined in units-ph.spec , with names corresponding to what I think would be the best real-world aircraft to use as a model (though in many cases it'll probably be necessary to add coloured stripes or someth...
by soundnfury
Sat Apr 11, 2020 12:39 pm
Forum: Rulesets and modpacks
Topic: [3.0] Aviation ruleset
Replies: 19
Views: 16705

[3.0] Aviation ruleset

I've started making a ruleset focused on Aviation, with lots of different categories of aircraft and a tech tree that runs from 1900 to (currently) the 1950s. There are very few land and sea unit types, but over 100 distinct air units. https://github.com/ec429/fc-aviation — see the README for more d...