Search found 406 matches

by XYZ
Fri Apr 24, 2020 12:20 pm
Forum: Rulesets and modpacks
Topic: Civ2Civ3 Ruleset in Europe Scenario?
Replies: 7
Views: 961

Re: Civ2Civ3 Ruleset in Europe Scenario?

Btw, if you wanna play a more realistic Europe map you may wanna use the Europe 1900 scenario as template. I heavily edited the map so it's much more detail-rich. You would have to get ride of the players or the respective techs and roads/rails/farms/mine though... But I think it's worth the effort!
by XYZ
Mon Apr 13, 2020 1:30 pm
Forum: Rulesets and modpacks
Topic: [3.0] Aviation ruleset
Replies: 18
Views: 2545

Re: [2.6] Aviation ruleset

Tech tree looks nice! Looking forward to see some actual game footage!
by XYZ
Sat Apr 11, 2020 10:49 pm
Forum: Rulesets and modpacks
Topic: [3.0] Aviation ruleset
Replies: 18
Views: 2545

Re: [2.6] Aviation ruleset - WIP

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 something just so that you can tell similar-looking units ap...
by XYZ
Sat Apr 11, 2020 3:41 pm
Forum: Rulesets and modpacks
Topic: [3.0] Aviation ruleset
Replies: 18
Views: 2545

Re: [2.6] Aviation ruleset - WIP

Also, if anyone wants to contribute some art that'd be most welcome — it's not that I can't do the art, but it takes me friggin' ages :( I got some techniques to create units. Gimme a list! Btw, below are all amplio aerial units you can find from this forum. You can find all the units from the &quo...
by XYZ
Sat Apr 11, 2020 10:44 am
Forum: Rulesets and modpacks
Topic: [2.6] Augmented ruleset modpack
Replies: 154
Views: 43068

Re: [2.6] Augmented ruleset modpack

Maybe you got use for this unit. Perhaps as side quest or an extra tactic tech?
by XYZ
Tue Apr 07, 2020 8:34 am
Forum: Rulesets and modpacks
Topic: Going wild with animals
Replies: 11
Views: 1788

Re: Going wild with animals

2nd idea - make the animal nation at peace with all the AI's. 3rd idea is to use a unit_lost_callback() in script.lua (which I referred to in my previous post) to replace any lost AI units with a cloned replacement by calling edit.create_unit(). This should work, but there's a bug - the result is a...
by XYZ
Sun Apr 05, 2020 11:16 am
Forum: Rulesets and modpacks
Topic: Going wild with animals
Replies: 11
Views: 1788

Re: Going wild with animals

Cool that you give this a new spin! A long time ago I added a few new animals and completed the missing beasts. You might wanna use these sprites since I also made the animals for trident. I wouldn't bother with the "shadow" and duplicate animals. The explanation for that is here: Re: Art ...
by XYZ
Sat Dec 07, 2019 11:18 am
Forum: Rulesets and modpacks
Topic: [2.6] Augmented ruleset modpack
Replies: 154
Views: 43068

Re: [2.6] Augmented ruleset modpack

What do you think of the hussite wagenburg as a special unit for a fundamentalist government?
by XYZ
Sat Dec 07, 2019 10:51 am
Forum: Test
Topic: Augmented2 test gameplay
Replies: 9
Views: 2674

Re: Augmented2 test gameplay

Nice story! Keep it up! :D But to be frank, I prefer 2 screenshots over 1 big trident one. It's hard to spot things on trident. The blue widgets are a bit hard to get used too.
by XYZ
Sat Dec 07, 2019 10:48 am
Forum: Wishlist
Topic: Strategic bombing, tactical bomber
Replies: 12
Views: 6386

Re: Strategic bombing, tactical bomber

Would automatic attack on any enemy air unit moving to an adjacent tile fit your idea of interception? It would have to hijack the autoattack setting and enable it by default in the ruleset. This is possible in 3.0. In 3.1 doing so is less work. Definitely! It's how I imagined a modern SAM. For old...