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Re: [2.6] Augmented ruleset modpack

Posted: Sat Oct 26, 2019 3:20 pm
by XYZ
Also, how more or less should the aak look like?

Re: [2.6] Augmented ruleset modpack

Posted: Sat Oct 26, 2019 4:24 pm
by Wahazar
XYZ wrote:Also, how more or less should the aak look like?
Like barge with sail and large paddle:
http://www.bartscheepsmodellen.nl/en/hasselter-aak.html
https://www.platbodemverhuurfriesland.n ... oning.html

Re: [2.6] Augmented ruleset modpack

Posted: Sat Oct 26, 2019 5:09 pm
by XYZ
Like barge with sail and large paddle:
Its not a 1:1 but I found a similar looking sail barge.

Hope you like your new merchant fleet :P

Btw, probably you have seen it already but having an early submarine (WWI) restricted to coastal waters would be maybe a cool new unit?

Re: [2.6] Augmented ruleset modpack

Posted: Sat Oct 26, 2019 8:49 pm
by XYZ
Thought about hovercrafts? Trident is already available.

Re: [2.6] Augmented ruleset modpack

Posted: Sat Oct 26, 2019 10:39 pm
by Wahazar
Thanks for new sail ships, previous were just a placeholders from a different world.
Additional submarine is too much for whole civ path, but it deserve its role in more detailed XIX/XXI world scenario.
Hoovercraft is interesting idea, but need definition of additional class (it should be able to move on coastal sea, rivers and flat land),
and need to rethink its role (if transport ship, how it would affect whole strategy).

Re: [2.6] Augmented ruleset modpack

Posted: Tue Oct 29, 2019 10:32 am
by XYZ
This is one of Griffonspade guys so I modified him quickly. "Super soldier" material?

Re: [2.6] Augmented ruleset modpack

Posted: Tue Oct 29, 2019 12:25 pm
by Wahazar
Currently used sprite: Image looks more super like super soldier - the problem is, that author/licence is unknown, I used it from this modpack:
http://forum.freeciv.org/f/viewtopic.ph ... 54&p=77525
I tried to contact with author, but emails were not working.

Re: [2.6] Augmented ruleset modpack

Posted: Tue Oct 29, 2019 10:01 pm
by XYZ
I need to get more creative on the super soldier... In the meantime: Could the "Huascar" serve as monitor? To bring some War of the Pacific into the game... :)

Re: [2.6] Augmented ruleset modpack

Posted: Wed Oct 30, 2019 3:54 pm
by Wahazar
This steamer looks much better, but is it possible to enlarge this turret? (I know it is now perfect in scale to the original, but it is hard to spot that it is turret here due to bright yellow details).


Meanwhile I added new type of roads to the augmented2 longturn branch.
There are two reasons, one is to adjust infrastructure to longer game duration, second to lessen effects of making roads just before turn change
(similar to fort/forstress, you need 2 turns to have fully upgraded road).

Road upgrade system is now as follows:
Unpaved roads (+trade, speed x2, native for infantry/cavalry) -> Roads (speed x3, native for all land units) -> Highways (speed x6, +25% shield).
Railroad is a separate upgrade parallel to roads, it gives infinity speed for Trains, Small Land and Merchants and +25% shield.
Image

I need to fix offset of railroads and highways - highways should hide roads, while railroads should be parallel to them both,
it is opposite now.

Re: [2.6] Augmented ruleset modpack

Posted: Wed Oct 30, 2019 5:15 pm
by XYZ
This steamer looks much better, but is it possible to enlarge this turret?
I feard you would say that. Yeah, maybe in a distant future I will do a more clearer one. For now I enlarged the tower a bit... :D
Admittedly it looks more like someoene teleported it from the Maginot line... but the USS Monitor doesn't have a much smaller either...