new FreeCiv mod development - NExtended
Posted: Wed Sep 04, 2013 9:15 am
This is a blog of mine where i will be posting my mod creation progress:
http://freeciv-mod.blogspot.com/
There are links to some files I worked on like the overview of new Tech Tree (separate new Tech Tree for Tribal Age) and new units.
Feel free to browse and comment.
So far I am developing only the Tribal Age part of the mod which I would like to finish this month.
EDIT:
I will be posting last versions of the mod on this first post from now on.
Changes in 0.95 version:
Fixed shadows for units
Replaced Writing for Paper (paper was earliest invented 2nd century B.C.)
Added tech requirement for Workers
Added one more worker from game start
Reduced sciencebox to 80 (you can always change that before starting a game)
Changes in 0.97 version:
Added transparency to water in Dugout Canoes unit
Replaced Bronze Working tech for Polytheism
Renamed Trade tech to Barter
Fixed a "bug" in unit classes (thnx to Caedo) for Small Sea class
Tweaked the gov.tribal gfx to have the hut top centered
Tribal has no martial law enforcement (I cannot imagine warriors going aroaund the tribe enforcing peace and order)
Stonehenge and Venus Stautette have Continent effect range instead of Player
Polytheism doubles Temple effect (from 1 content citizen to 2)
Changes in 1.5 version:
Ancient units are added to the mod - in total there are 14 units for this era
Buildings GFX for stables, public bath, watchtower, stoneworks and tax office are added
Tech Tree for the ancient era is entered into the mod but the effects are still not finished (only buildings.spec file is edited)
Version 2.0 should be playable throughout tribal and ancient era.
http://freeciv-mod.blogspot.com/
There are links to some files I worked on like the overview of new Tech Tree (separate new Tech Tree for Tribal Age) and new units.
Feel free to browse and comment.
So far I am developing only the Tribal Age part of the mod which I would like to finish this month.
EDIT:
I will be posting last versions of the mod on this first post from now on.
Changes in 0.95 version:
Fixed shadows for units
Replaced Writing for Paper (paper was earliest invented 2nd century B.C.)
Added tech requirement for Workers
Added one more worker from game start
Reduced sciencebox to 80 (you can always change that before starting a game)
Changes in 0.97 version:
Added transparency to water in Dugout Canoes unit
Replaced Bronze Working tech for Polytheism
Renamed Trade tech to Barter
Fixed a "bug" in unit classes (thnx to Caedo) for Small Sea class
Tweaked the gov.tribal gfx to have the hut top centered
Tribal has no martial law enforcement (I cannot imagine warriors going aroaund the tribe enforcing peace and order)
Stonehenge and Venus Stautette have Continent effect range instead of Player
Polytheism doubles Temple effect (from 1 content citizen to 2)
Changes in 1.5 version:
Ancient units are added to the mod - in total there are 14 units for this era
Buildings GFX for stables, public bath, watchtower, stoneworks and tax office are added
Tech Tree for the ancient era is entered into the mod but the effects are still not finished (only buildings.spec file is edited)
Version 2.0 should be playable throughout tribal and ancient era.