new FreeCiv mod development - NExtended

Contribute, display and discuss rulesets and modpacks for use in Freeciv here.
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Caedo
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Re: new FreeCiv mod development - NExtended

Postby Caedo » Sat Mar 15, 2014 9:29 am

Looks nice! What's it gonna do?
~S.C. L.

ngunjaca
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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Mon Mar 17, 2014 12:45 pm

initial ideas were to improve health in larger cities (i still did not decide the parameters), it should become obsolete later. The idea came when watching Rome the TV series; in the ancient ages people had small houses, lived in slums so taking a bath was kind of a luxury, but if a city had a public bath for common people/the citizens, the "cleanness" was improved.
I also remember when living as a child in West Berlin (80s) a Public Bath was for some people the only place to get a decent bath.
i will still do some thinking, maybe have an improvement of happiness effect (this still needs to be tested with all other buildings i have in mind).

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GriffonSpade
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Re: new FreeCiv mod development - NExtended

Postby GriffonSpade » Thu Mar 20, 2014 12:40 am

It seems like it'd be a good early precursor to sanitation and sewers. Considering how much plague there was during the medieval era due to people only bathing a couple times a year(and throwing their garbage and nightsoil wherever), it certainly makes sense. Also notable that even though the most known Roman versions did, it needn't require aquaducts to function. (Wells and pumping would work just fine, though perhaps more expensive.)

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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Wed May 21, 2014 12:28 pm

Here is some Stoneworks GFX - still work in progress
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Caedo
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Re: new FreeCiv mod development - NExtended

Postby Caedo » Wed May 21, 2014 2:28 pm

Looking pretty good. A production booster I guess?
~S.C. L.

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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Tue May 27, 2014 7:58 am

yes caedo, i am thinking that it boosts only mountain tiles procudtion with built mines. I will still have to see in some testing how it affects overall balance.

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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Wed Jun 11, 2014 1:41 pm

Added textures and some lighting - looks better
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Now I am just thinking whether to include some workers or not...

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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Thu Aug 14, 2014 8:11 am

Here is one new building gfx, namely the one for Tax Office:
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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Mon Aug 18, 2014 8:11 pm

Another building gfx:
Watchtower WIP - first render output
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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Tue Aug 19, 2014 2:00 pm

Theatre building GFX WIP Render
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No texturing or postprocessing yet.