Default3+ Ruleset

Contribute, display and discuss rulesets and modpacks for use in Freeciv here.
cazfi
Elite
Posts: 1805
Joined: Tue Jan 29, 2013 6:54 pm

Re: Default3+ Ruleset

Postby cazfi » Tue Jul 29, 2014 9:33 pm

NotAnyoneSpecial wrote:I have heard good things about 2.5beta, namely the implementation of 'special resource' requirements for buildings and units. Will be long overdue and immensely useful, to finally have legions need iron, musketeers need saltpeter and power plants need coal.

Not exactly. There's "resource" requirement type in 2.5, but as units do not have generic requirements vectors (just one "tech_req", one "impr_req", and one "gov_req"), this does not affect them.

User avatar
Arbogast
Elite
Posts: 412
Joined: Tue Jul 16, 2013 9:09 am
Location: France

Re: Default3+ Ruleset

Postby Arbogast » Fri Apr 03, 2015 9:42 pm

Hey! Default3 should be ported to 2.5.0!
We -who cannot do those those kinds of tricks- could really appreciate having Default3 on 2.5.0!!!
After all, 2.5.0 is really a step forward, but Civ2Civ3 sucks. So let us have an another option, for the name of ...(your God)...

Lachu
Elite
Posts: 422
Joined: Sat May 04, 2013 2:19 pm

Re: Default3+ Ruleset

Postby Lachu » Wed Apr 08, 2015 8:00 am

In my opinion, artirery should take the same damage for all kind of walking units, but more damage for big and armored units. Humans are humans - there's not difference in era.

User avatar
Arbogast
Elite
Posts: 412
Joined: Tue Jul 16, 2013 9:09 am
Location: France

Re: Default3+ Ruleset

Postby Arbogast » Wed Apr 08, 2015 2:19 pm

This is the nth instance that this happens:
It's mostly under Fundamentalist gov, but in this game it's happening under the Republic. And it's only Turn 178!!!
83496 Gold???
Attachments
t178.jpg
t178.jpg (25.28 KiB) Viewed 3342 times