Search found 80 matches

by vodot
Fri Jun 08, 2018 8:34 pm
Forum: Rulesets and modpacks
Topic: Civ Traits for every 'Core' Nation
Replies: 24
Views: 7168

Re: Civ traits and trait-specific units

19 --> 42/78 complete.
by vodot
Thu Jun 07, 2018 10:48 pm
Forum: Rulesets and modpacks
Topic: Civ Traits for every 'Core' Nation
Replies: 24
Views: 7168

Re: Civ traits and trait-specific units

I tweaked the civ trait distributions to get rid of civs that aren't already present in freeciv (harappan, bushmen, etc.). However, I really want the akkadian empire as a playable civ (Imperial; Agricultural), so I'm also creating a ruleset for them that is virtually identical to sumerian. ...I'm ju...
by vodot
Wed Jun 06, 2018 11:33 pm
Forum: Rulesets and modpacks
Topic: Civ Traits for every 'Core' Nation
Replies: 24
Views: 7168

Re: Civ traits and trait-specific units

updates to first post and todo progress. moving on to completing the individual nation.rulesets... all 78 of them...
by vodot
Thu May 31, 2018 2:11 pm
Forum: Rulesets and modpacks
Topic: Civ Traits for every 'Core' Nation
Replies: 24
Views: 7168

Re: Civ traits and trait-specific units

It would be great fun to unify these ideas in the future (e.g. allow civ traits to narrow the range of randomly generated AI traits, or let RNG pick two traits and then drive hidden AI traits accordingly, or have RNG pick values for 12 traits and then set the trait combination to whatever the two h...
by vodot
Wed May 30, 2018 11:37 pm
Forum: Rulesets and modpacks
Topic: Civ Traits for every 'Core' Nation
Replies: 24
Views: 7168

Re: Civ traits and trait-specific units

In 2.6, there are three hard-coded traits, Expanionist, Trader and Aggressive, though these aren't just present or absent, but have a numeric value that represents how strong they are in an AI. They can be tied to a specific nation (though they aren't, currently), but they're usually randomly selec...
by vodot
Wed May 30, 2018 5:09 pm
Forum: Rulesets and modpacks
Topic: Civ Traits for every 'Core' Nation
Replies: 24
Views: 7168

Re: Civ traits and trait-specific units

Updated civ-trait list, only 6 missing nation/trait combinations remaining: ⋅ Diplomatic + Naturalistic ⋅ Industialistic + Philosophical ⋅ Maritime + Scientific ⋅ Mercantile + Protective ⋅ Mercantile + Scientific ⋅ Naturalistic + Philosophi...
by vodot
Tue May 29, 2018 11:21 pm
Forum: Rulesets and modpacks
Topic: Civ Traits for every 'Core' Nation
Replies: 24
Views: 7168

Re: Civ traits and trait-specific units

Root reqs can still be researched. Things that can Never be researched. The only useful purpose of which would have been to use as 'fake' advances, to give nations distinct units, buildings, and effects. Though, my memories of planning to use like that are rather fuzzy and indistinct. IIRC, there w...
by vodot
Fri May 25, 2018 7:21 pm
Forum: Rulesets and modpacks
Topic: Civ Traits for every 'Core' Nation
Replies: 24
Views: 7168

Re: Civ traits and trait-specific units

The flavor text never quite lined up 100% with the actual machinery in effects/units/buildings.ruleset(s), as there were some things I wanted to do but couldn't figure out, and others I was just testing or was tweaking on the fly without doubling back to update the flavor text. from techs.ruleset: [...
by vodot
Fri May 25, 2018 7:21 pm
Forum: Rulesets and modpacks
Topic: Civ Traits for every 'Core' Nation
Replies: 24
Views: 7168

Civ Traits for every 'Core' Nation

Starting this topic for discussion on a mod that would add Civ Traits with bonuses to the entire 'Core' set of nations. See redmine issue# 765533 for what is almost a prerequisite feature request prior to wider implementation. I've done this in 2.6 already by manually cloning the nation files and tw...
by vodot
Thu May 24, 2018 2:36 pm
Forum: Contribution
Topic: The Americas
Replies: 2
Views: 2246

Re: The Americas

Wow, beautiful! I'll try to get a game going on this thing today or tomorrow.