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Re: Advanced modpack - tech, units, buildings (2.5)

Posted: Wed Nov 07, 2018 7:10 pm
by FERRVMPRINCEPS
This mudpack has a lot of promise, but I cannot seem to play it on 2.6

It brought an error that there was no readable styles.ruleset file, so I copied and pasted one over from the experimental ruleset, and now it is bringing up another error:


"Base section "base_prefortress" does not associate base with any extra
Base section "base_fortress" does not associate base with any extra
Base section "base_airbase" does not associate base with any extra
Base section "base_buoy" does not associate base with any extra
Base section "base_ruins" does not associate base with any extra"

Re: Advanced modpack - tech, units, buildings (2.5)

Posted: Thu Nov 08, 2018 10:17 am
by Wahazar
Conversion from 2.5 to 2.6 is not a trivial and easy task due to different syntax of some properties,
I will convert my modpack to 2.6 (hope, that conversion to 3.x will be easier), it would take some time, please be patient.

Re: Advanced modpack - tech, units, buildings (2.5)

Posted: Thu Nov 08, 2018 7:12 pm
by FERRVMPRINCEPS
Ok, I will play the ruleset on that version until then.

Re: Advanced modpack - tech, units, buildings (2.5)

Posted: Fri Nov 09, 2018 11:47 am
by Wahazar
I will be grateful for any advice or bug reports. If somebody is native English, please feel free to correct any mistakes in helptext.

Re: Advanced modpack - tech, units, buildings (2.5)

Posted: Tue Dec 11, 2018 10:53 am
by Wahazar
So far, so good. I converted units, buildings, techs and some others ruleset files to version 2.6.
Now I have the biggest task: effects.ruleset...

EDIT: this modpack was incorporated into larger project: augmented ruleset modpack
viewtopic.php?f=11&t=91047