Search found 432 matches

by XYZ
Sun Aug 28, 2022 2:13 pm
Forum: Art and tilesets
Topic: Cimpletoon graphics
Replies: 57
Views: 194615

Re: Cimpletoon graphics

Here are a few graphics and a couple of different ways to render cimpletoon graphics. I hope these files are of some use. Where were you 4 years ago? It took a few very intensive days to learn blender and many more weeks to make all those models but nobody could help me here making the different re...
by XYZ
Fri Jan 07, 2022 9:48 pm
Forum: Wishlist
Topic: Specials frequency and location
Replies: 7
Views: 3123

Re: Specials frequency and location

Yes, improving support for that is something to look at. I don't know if anyone has actually tested it, but there's been talk about a trick you might be able to do with current version: list same resource multiple times for the same terrain. That doesn't affect the overall amount of the resources, ...
by XYZ
Thu Jan 06, 2022 11:28 am
Forum: Wishlist
Topic: Specials frequency and location
Replies: 7
Views: 3123

Specials frequency and location

It would be nice to be able to modify how often and where a special appears. As of now, as far as I'm concerned, every special just spawns randomly anywhere on the defined terrain in more or less equal numbers. My intention is to introduce certain specials that are rarer like uranium or that only ap...
by XYZ
Fri Dec 03, 2021 9:41 am
Forum: Gameplay
Topic: build settlers only if city size is big enough?
Replies: 9
Views: 9268

Re: build settlers only if city size is big enough?

Check out https://longturn.net/ there we play turns of 23h with other online players and settlers cost you 2 population so you need to grow your city to at least 3 in order to build a settler (unless you want to move the city, then city size 2 is enough).
by XYZ
Sun Nov 28, 2021 3:12 pm
Forum: Wishlist
Topic: Invisible unit
Replies: 5
Views: 2849

Re: Invisible unit

Basically, I would summarize it as follow:

-partly invisible: discovered when stepping next to it
-proximity invisible: discovered when wanting to step on it
-full invisible: not discoverable but leads to imminent fight (sea mine for example)
by XYZ
Sun Nov 21, 2021 11:51 am
Forum: Wishlist
Topic: Invisible unit
Replies: 5
Views: 2849

Invisible unit

So far there is only the "Partial_Invis" flag which means you are invisible until someone comes one tile close to you (e.g. partisans or submarines). However, I would really like to see complete invisibility so that those units can work as sea mines or hidden antiaircraft units that will d...
by XYZ
Sat Nov 20, 2021 8:36 pm
Forum: Gameplay
Topic: maps with different projection ?
Replies: 122
Views: 69007

Re: maps with different projection ?

Amazing! Keep up the good work!

We are playing after 4 years our second scenario at https://longturn.net/game/SG3/. An Americas map someone made a while ago and that I completely changed manually. Hopefully, we will use one day one of your maps!
by XYZ
Thu Nov 18, 2021 2:20 pm
Forum: Longturn
Topic: SG3 - A voyage to America...
Replies: 3
Views: 2596

Re: SG3 - A voyage to America...

Last call! Tomorrow is the last day you can sign up (and confirm) to play the game. Below is an artistic rendering I made to show you what WWI units will be added in the game plus some "old" units to make it look better.
by XYZ
Sat Nov 13, 2021 4:08 pm
Forum: Longturn
Topic: SG3 - A voyage to America...
Replies: 3
Views: 2596

SG3 - A voyage to America...

LTX based ruleset game with much more units than in other games. The scenario will be an Americas map handcrafted by Sketlux (XYZ). Each player starts with special tribal ships called knarrs to transport settlers, workers, and warriors to the New World. The starting point will be for all players in ...
by XYZ
Fri Nov 12, 2021 12:29 pm
Forum: Gameplay
Topic: maps with different projection ?
Replies: 122
Views: 69007

Re: maps with different projection ?

Wow, what a long but super interesting discussion! Have you thought about just using a different ruleset that supports forest-hills, tundra etc? Walhazar Augmented ruleset modpack supports those tiles. You can download via the modpack installer.