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Re: [2.6] Augmented ruleset modpack

Posted: Tue Jul 02, 2019 10:01 am
by XYZ
Hi, just a note...


Vladimir! Good to see that you still check this forum. Do you wanna help creating more amplio units?

I need a WWI submarine, an Eland Mk7, an AA gun and a new seamine.

For: http://forum.freeciv.org/f/download/file.php?id=1597&mode=view



PS: Maybe you should quote Wahazar in the comment so he gets a notification, otherwise I have my doubts that he will notice.

Re: [2.6] Augmented ruleset modpack

Posted: Thu Jul 11, 2019 11:58 am
by Wahazar
Some duplicates are intentional, because there was discrepancy between amplio and trident unit icons (for example cannon or hovitzers).
But most of duplicate warnings it can be probably avoided - I need to take look into, but most important is to make final cleanup with images -
put them into separate 'matrix' file.

Re: [2.6] Augmented ruleset modpack

Posted: Thu Jul 11, 2019 3:33 pm
by cazfi
Some finalizing touches to this modpack and we can put it to the default modpack list that modpack installer suggests.

Re: [2.6] Augmented ruleset modpack

Posted: Tue Jul 16, 2019 12:09 am
by Wahazar
I pushed version 11:
added Khajuraho wonder and additional techs icons.

Re: [2.6] Augmented ruleset modpack

Posted: Thu Jul 25, 2019 1:01 pm
by Wahazar
Version 14 was uploaded to github.
Beside some tweaks emerged from gameplay, I also added wind turbines (placed as 'mine' on hills with irrigation) and ATV infantry (as final unit for light cavalry unit class).

Re: [2.6] Augmented ruleset modpack

Posted: Thu Aug 08, 2019 8:19 am
by Wahazar
I noticied, that AI have no clue how to build Palace (which is not available from the beginning).
As an result, AI stuck in non-centralised gov. such Tribalism or Thalassocracy.
Any idea, how to give hint to AI that making Palace is important?

Re: [2.6] Augmented ruleset modpack

Posted: Thu Aug 08, 2019 3:50 pm
by Ignatus
Wonder building is mostly resolved by dai_city_want() function that is called on a city after we have test put the building in this or another city. It studies city output and buildings upkeep but not government changeability. Then adjust_improvement_wants_by_effects() adds some tech considerations but again does not think about government.

Re: [2.6] Augmented ruleset modpack

Posted: Thu Aug 08, 2019 9:49 pm
by Wahazar
I see, so maybe some minor additional effects for Palace would attract AI to build it?

Re: [2.6] Augmented ruleset modpack

Posted: Sun Aug 11, 2019 3:09 pm
by jwrober
Longboat help text says it cannot enter deep ocean tiles, but it has a class of sea, not trireme. This is an error in the the help. I'm working on an update to the ruleset files for a PR.

Re: [2.6] Augmented ruleset modpack

Posted: Mon Aug 12, 2019 9:14 am
by Wahazar
jwrober wrote:Longboat help text says it cannot enter deep ocean tiles, but it has a class of sea, not trireme. This is an error in the the help. I'm working on an update to the ruleset files for a PR.

Thanks for checking it, longboat description will be fixed in next (15) release soon.
BTW, what means PR?