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Re: [2.6] Augmented ruleset modpack

Posted: Thu Oct 10, 2019 9:39 am
by XYZ
Thanks for contributions, raft pretty blend into freeciv amplio style.
Yeah, when you recycle bits and parts from other units it kind of captures the vibe. With infantry specially I just interchange heads, bodies, faces etc. and change some colours or pixel and you got a new unit. If that doesnt work I cut out templates from real pictures.

Need also a raft for Trident?
Its basically a swimming hut... :D
BTW, I finished augmented modpack manual:
https://freeciv.fandom.com/wiki/Augment ... et_modpack
Awesome! I hope it gets more attention it deserves. I will also work on more units. Guess the bicycle units could need a refurbishment.
Btw, I also made a WWI submarine if you are interested.
I made this guy a while ago. It was supposed to be a corsair. What do you think?

Re: [2.6] Augmented ruleset modpack

Posted: Thu Oct 10, 2019 10:56 am
by XYZ
Bicycle infantry

Re: [2.6] Augmented ruleset modpack

Posted: Thu Oct 10, 2019 11:17 am
by XYZ
Ninja

Re: [2.6] Augmented ruleset modpack

Posted: Thu Oct 10, 2019 3:01 pm
by XYZ
Rail bridge

Could this be useful?

Re: [2.6] Augmented ruleset modpack

Posted: Thu Oct 10, 2019 3:25 pm
by Wahazar
I tried to implement bridges, but there is a bug.
My ruleset code was as follows:

Code: Select all

name           = _("Road Bridge")
category       = "Infra"
causes         = "Road"
rmcauses       = "Pillage"
graphic        = "road.road_bridge"
graphic_alt    = "road.road"
; some alt here
reqs           =
    { "type", "name", "range", "present", "quiet"
      "UnitFlag", "Transform", "Local", TRUE, FALSE
      "TerrainClass", "Oceanic", "Local", TRUE, FALSE
      "TerrainClass", "Land", "CAdjacent", TRUE, FALSE
      "Tech", "Steel", "Player", TRUE, FALSE
      "Terrain", "Deep Ocean", "Local", FALSE, FALSE
    }
build_time     = 8
removal_time   = 2
conflicts      = "Oil Platform", "Buoy"
;native to land units here
flags          = "NativeTile", "ConnectLand"
while road.roadbridge was defined as "RoadAllCombined".

Surprisingly there was no trade income from rivers!

No idea how it is related, but once I commented out these bridges, this bug vanished.
If somebody want to check this issue, all images and commented code still exists.

Re: [2.6] Augmented ruleset modpack

Posted: Thu Oct 10, 2019 3:49 pm
by XYZ
Lama

Re: [2.6] Augmented ruleset modpack

Posted: Thu Oct 10, 2019 3:59 pm
by Akechi
Wahazar wrote:I tried to implement bridges, but there is a bug.

Surprisingly there was no trade income from rivers!

No idea how it is related, but once I commented out these bridges, this bug vanished.
If somebody want to check this issue, all images and commented code still exists.
Do you define road type of "Road Bridge"?
Like this:

Code: Select all

[road_road_bridge]
extra          = "Road Bridge"
move_cost      = 2
food_incr      = 0
shield_incr    = 0
trade_incr     = 1
food_bonus     = 0
shield_bonus   = 0
trade_bonus    = 0
integrates     = "Road"
flags          = "RequiresBridge"

Re: [2.6] Augmented ruleset modpack

Posted: Thu Oct 10, 2019 4:07 pm
by XYZ
Actually this looks better. Forgot that I could scavange the huts from the cities...

Re: [2.6] Augmented ruleset modpack

Posted: Thu Oct 10, 2019 4:07 pm
by Wahazar
Akechi wrote:Do you define road type of "Road Bridge"?
Sure.

Re: [2.6] Augmented ruleset modpack

Posted: Fri Oct 11, 2019 11:20 am
by Wahazar
XYZ wrote:
I made this guy a while ago. It was supposed to be a corsair. What do you think?
Looks nice, however in this ruleset corsair is from gunpowder era, thus he deserves to hold some firearms instead of spear.

BTW, I defined separate units exclusively for Barbarians, they are based on graphics of Vikings and Corsairs, but have amplified stats and ability to conquer cities from aboard (such units available for players belong to Small Land, thus they can attack but not enter, no early marines for sake of game balance).