[3.0] Aviation ruleset
- soundnfury
- Posts: 28
- Joined: Sat Apr 11, 2020 12:09 pm
[3.0] Aviation ruleset
I've started making a ruleset focused on Aviation, with lots of different categories of aircraft and a tech tree that runs from 1900 to (currently) the 1950s. There are very few land and sea unit types, but over 100 distinct air units.
https://github.com/ec429/fc-aviation — see the README for more details of how the Aviation ruleset changes the game.
Version 2.6-0.3 is now installable from my website.
Development has now moved on to freeciv-3.0; get version 3.0-0.6 here.
Anyone want to help me play-test it? The AI gets completely confused...
There's one annoying problem I haven't been able to figure out how to fix: when a Glider carrying (say) Assault Troops is being towed by another aircraft, it can unload its troops without casting off, which allows the player to tow the Glider back to a city and re-use it. This isn't meant to be possible: gliders are supposed to be strictly one-shot. Is there a cunning arrangement of flags (or Lua callbacks) that'll achieve what I want? I've gone through the documentation and don't see a way to do it, but that doesn't mean it's impossible.
Also, if anyone wants to contribute some art that'd be most welcome — it's not that I can't do the art, but it takes me friggin' ages
https://github.com/ec429/fc-aviation — see the README for more details of how the Aviation ruleset changes the game.
Version 2.6-0.3 is now installable from my website.
Development has now moved on to freeciv-3.0; get version 3.0-0.6 here.
Anyone want to help me play-test it? The AI gets completely confused...
There's one annoying problem I haven't been able to figure out how to fix: when a Glider carrying (say) Assault Troops is being towed by another aircraft, it can unload its troops without casting off, which allows the player to tow the Glider back to a city and re-use it. This isn't meant to be possible: gliders are supposed to be strictly one-shot. Is there a cunning arrangement of flags (or Lua callbacks) that'll achieve what I want? I've gone through the documentation and don't see a way to do it, but that doesn't mean it's impossible.
Also, if anyone wants to contribute some art that'd be most welcome — it's not that I can't do the art, but it takes me friggin' ages
Last edited by soundnfury on Fri Oct 16, 2020 10:50 am, edited 6 times in total.
Creator of the Aviation ruleset. Try it out today!
- Alien Valkyrie
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Re: [2.6] Aviation ruleset - WIP
In 2.6, I believe you're SOL on that one. In current master (developmental) versions, units leaving a transport ("Transport Alight") and a transport unloading units ("Transport Unload") are controlled by action enablers, so it is possible to say "a unit can only leave a glider when the glider itself is not being transported".soundnfury wrote:There's one annoying problem I haven't been able to figure out how to fix: when a Glider carrying (say) Assault Troops is being towed by another aircraft, it can unload its troops without casting off, which allows the player to tow the Glider back to a city and re-use it. This isn't meant to be possible: gliders are supposed to be strictly one-shot. Is there a cunning arrangement of flags (or Lua callbacks) that'll achieve what I want? I've gone through the documentation and don't see a way to do it, but that doesn't mean it's impossible.
~ AVL
Re: [2.6] Aviation ruleset - WIP
I got some techniques to create units. Gimme a list!Also, if anyone wants to contribute some art that'd be most welcome — it's not that I can't do the art, but it takes me friggin' ages
Btw, below are all amplio aerial units you can find from this forum. You can find all the units from the "super png" here: http://forum.freeciv.org/f/download/fil ... &mode=view
- soundnfury
- Posts: 28
- Joined: Sat Apr 11, 2020 12:09 pm
Re: [2.6] Aviation ruleset - WIP
The current placeholder images are all defined in units-ph.spec, with names corresponding to what I think would be the best real-world aircraft to use as a model (though in many cases it'll probably be necessary to add coloured stripes or something just so that you can tell similar-looking units apart — the colours used by the current placeholders could be a good start for that).XYZ wrote:I got some techniques to create units. Gimme a list!
For more notes on each aircraft type (including more real-world examples), see my working notes (I've also uploaded a tech tree map I made with DOT).
That certainly looks like a useful start! What license are they under?Btw, below are all amplio aerial units you can find from this forum. You can find all the units from the "super png" here: http://forum.freeciv.org/f/download/fil ... &mode=view
Last edited by soundnfury on Sat Apr 11, 2020 10:48 pm, edited 2 times in total.
Creator of the Aviation ruleset. Try it out today!
- soundnfury
- Posts: 28
- Joined: Sat Apr 11, 2020 12:09 pm
Re: [2.6] Aviation ruleset - WIP
That's great news; I shall look forward to porting to 3.x when that gets released.Caedo wrote:In current master (developmental) versions, units leaving a transport ("Transport Alight") and a transport unloading units ("Transport Unload") are controlled by action enablers, so it is possible to say "a unit can only leave a glider when the glider itself is not being transported".
In the meantime, we'll just have to rely on the honour system
Creator of the Aviation ruleset. Try it out today!
Re: [2.6] Aviation ruleset - WIP
I will be honest with you, those are too many for me, however, you can find plenty of graphics here: https://forums.civfanatics.com/forums/c ... eague.428/The current placeholder images are all defined in units-ph.spec, with names corresponding to what I think would be the best real-world aircraft to use as a model (though in many cases it'll probably be necessary to add coloured stripes or something just so that you can tell similar-looking units apart — the colours used by the current placeholders could be a good start for that).
For more notes on each aircraft type (including more real-world examples), see my working notes (I've also uploaded a tech tree map I made with DOT).
For WWII for example Fairline created this huge png: https://forums.civfanatics.com/threads/ ... 77/page-43
I suggest you go through the Forums and pick the ones you need and ask for permission. If you need help with graphics you can still ask me.
Looking forward to see some propaganda pics of your ruleset in action in this forum soon!
- soundnfury
- Posts: 28
- Joined: Sat Apr 11, 2020 12:09 pm
Re: [2.6] Aviation ruleset - WIP
I think they're too many for any one person to do them all. But a few from here, a few from there... soon it starts to add upXYZ wrote:I will be honest with you, those are too many for me
I've already gone through the little set you posted and used 13 of them, so that's an eighth of the way there!
Ooooooh. He's been busy! /me goes to make an account there and ask him — those are great.For WWII for example Fairline created this huge png: https://forums.civfanatics.com/threads/ ... 77/page-43
Creator of the Aviation ruleset. Try it out today!
- soundnfury
- Posts: 28
- Joined: Sat Apr 11, 2020 12:09 pm
Re: [2.6] Aviation ruleset - WIP
Here's a thought... what happens if you Convert a carried unit into a unit that the transport can't carry? If it causes it to disembark, I could make it so that you have to convert a Glider to a Landed Glider before you can disembark its troops.Caedo wrote:In 2.6, I believe you're SOL on that one.soundnfury wrote:There's one annoying problem I haven't been able to figure out how to fix: when a Glider carrying (say) Assault Troops is being towed by another aircraft, it can unload its troops without casting off, which allows the player to tow the Glider back to a city and re-use it. This isn't meant to be possible: gliders are supposed to be strictly one-shot. Is there a cunning arrangement of flags (or Lua callbacks) that'll achieve what I want? I've gone through the documentation and don't see a way to do it, but that doesn't mean it's impossible.
Alternatively, you build a Glider, load troops into it, then convert it to a Towed Glider, which can be loaded into a tug but can't load troops any more. That would prevent reusing the glider, but it could still drop its various cargoes in multiple tiles. (Though possibly that's fine: assuming a glider unit represents a squadron of gliders, and the bomber unit towing it represents a squadron too, why shouldn't the gliders be able to be split across multiple LZs?) I think this is the answer
Edit: aaaargh apparently Converting a unit with zero move_rate just isn't possible; the game crashes with SIGFPE, because it's trying to scale remaining movement points by
Code: Select all
punit->moves_left = punit->moves_left * unit_move_rate(punit) / old_mr;
Creator of the Aviation ruleset. Try it out today!
- soundnfury
- Posts: 28
- Joined: Sat Apr 11, 2020 12:09 pm
Re: [2.6] Aviation ruleset
Fairline said yes, so I've spent a happy night alpha-channeling images (and kitbashing a few) and now Aviation Ruleset 2.6-0.2 is tagged and bagged, with only 26 placeholder unit images remaining! Install it from http://jttlov.no-ip.org/fc-aviation/aviation.modpack.
Sadly the buildings are still almost all placeholders, but still — look at the tech tree!
Sadly the buildings are still almost all placeholders, but still — look at the tech tree!
Creator of the Aviation ruleset. Try it out today!
Re: [2.6] Aviation ruleset
Tech tree looks nice! Looking forward to see some actual game footage!