new FreeCiv mod development - NExtended

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ngunjaca
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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Wed Aug 20, 2014 10:39 am

Here is the final theatre gfx
Image

ngunjaca
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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Thu Aug 21, 2014 2:47 pm

Did not like the Tax Office gfx so i made a new one today. Here is what i got:
Image
This looks better to me, but still some elements are simple too undefined. Some tweaking of pixels is needed...

ngunjaca
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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Fri Aug 22, 2014 11:02 am

Here is a better render for the Tax Office
Image

TheLegendaryKhan
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Re: new FreeCiv mod development - NExtended

Postby TheLegendaryKhan » Wed Oct 22, 2014 8:49 am

ngunjaca wrote:Here is a better render for the Tax Office
Image


Nice work man. Just hoping if you can add muslim buildings like Masjids for muslim civilizations in your next update .. :)

thank you

cazfi
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Re: new FreeCiv mod development - NExtended

Postby cazfi » Sun Nov 09, 2014 1:21 am

Loading 1.5 version gives:
1: "/work/freeciv/modpacks/3rd/S2_4/data/nextended/buildings.ruleset" Capital City obsolete_by: couldn't match "Palace".

obsolete_by needs to be tech (in freeciv-2.4). But I don't think you want to make Capital City obsolete, and automatically sold, as it seems to be needed as prereq for Palace. You will want to adjust some effects to work correctly when both Capital City and Palace are present, either so that Palace gives only additions to Capital City effects or Capital City effects are not active in presence of Palace.

cazfi
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Re: new FreeCiv mod development - NExtended

Postby cazfi » Sun Nov 09, 2014 1:45 am

nextended/buildings-large.spec lacks "nextended/" part of the path of several building gfx files where it would be needed. Everything beginning from the "stables" is affected.

I've fixed these couple problems I found in a version available for now in http://www.cazfi.net/freeciv/nextended-1.5-cazfi-1.7z , named so to make sure I'm not messing with any version number scheme you have (not stealing version number 1.5a from you). Changes relative to your 1.5
  • Capital City is made obsolete by nothing (that's not really a change), and does not give error about it (this is the change)
  • Palace has no "Capital_City" effect, but it relies on Capital City building to give it. If city ends up with Palace but no Capital City, it's not the capital
  • Building gfx files are searched from the correct directory

ngunjaca
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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Fri Nov 14, 2014 7:31 pm

cazfi thank you making those fixes. when i have time i am only focused on creating new gfx for the buildings and almost totally forgot to check for other errors.

The Square Cow
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Re: new FreeCiv mod development - NExtended

Postby The Square Cow » Wed Nov 19, 2014 10:51 pm

This looks really neat. Is this going focus on just the ancient period or will it stretch into the modern period as well?

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Re: new FreeCiv mod development - NExtended

Postby cazfi » Sun Nov 23, 2014 3:45 am

What are your plans about porting this to 2.5? It would be useful for me for testing purposes - to make sure that freeciv-2.5 has no problems with a modpack like this. I can port it myself if needed, but I want to avoid duplicate work if you are already doing that, or have a newer version that should be ported instead of working on the old one.

ngunjaca
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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Mon Nov 24, 2014 1:35 pm

The Square Cow wrote:This looks really neat. Is this going focus on just the ancient period or will it stretch into the modern period as well?


well the big plan is to make it to the end (to space/future age). but considering how the mod slowly develops (primarily due lack of free time) the mod development is split into periods (tribal/ancient/medieval...) so at least we have something to play with while other stuff is being done.