Alright, after coming back after a couple months to thinking about how I'm going to set this up, I think I know how I'll do it. Most of me wanting to keep it completely separate is down to how I have my files stored.
First, I'll separate it into two parts:
The first part will be 'Hexemplio beta'. It will be files in the ampliohexbig directory as per usual, but only the ones that deviate from current hexemplio.
Then the second part will be 'AmplioHexBig'. It will be all the stuff that's currently XU/GT.
And now that I've written it out, I don't have to worry about forgetting about it.
Edit: And here's the hexemplio 2.6 beta patch. I just replaced everything in the hexemplio folder because so much was changed. Went through each spec file and compared/updated line by line to make sure everything was included (such as the bases notes). Note that even the spec files that didn't have any script changes usually had credit changes.
AmplioHexBig 2.6
- GriffonSpade
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Re: AmplioHexBig 2.6
I'm struggling with irrigation (and farmland) stuff. Why is extrastyle of those changed from "Cardinals" to "River"? Do they have delta to ocean like rivers do?
- GriffonSpade
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Re: AmplioHexBig 2.6
Yeah, they use the river mouths to appear properly connected to water sources. Having that beach between the irrigation and its source looked very off, and I don't have to rely on the half-assed version with little squiggly blue lines drawn outside the border.cazfi wrote:I'm struggling with irrigation (and farmland) stuff. Why is extrastyle of those changed from "Cardinals" to "River"? Do they have delta to ocean like rivers do?
Edit:
Could you elaborate on this? The standard brown road would be considered 'paved' (or at least a proper Roman road), and you need a smaller, thinner one to represent narrow paths through the wilderness?For one ruleset I would need "Path" as separate road type, to be built before paved "Road" we already have in most rulesets.
- GriffonSpade
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Re: AmplioHexBig 2.6
2.6 Hexemplio fix for Patrol activity icon. (it doesn't receive offset and is post DF3)
Files needed for http://www.hostedredmine.com/issues/686635
-commented patrol activity icon reference in activities.spec
-added patrol activity icon in unitextras.png
-added patrol activity icon reference in unitextras.spec
Files needed for http://www.hostedredmine.com/issues/686635
-commented patrol activity icon reference in activities.spec
-added patrol activity icon in unitextras.png
-added patrol activity icon reference in unitextras.spec
- GriffonSpade
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Re: AmplioHexBig 2.6
Currently working on Hex style cities, bases and walls. I've all the ancient cities adapted from Amplio2, but the rest are proving difficult to adapt to be less wide. Also thinking on how to make the auto-connect and auto-settler icons more visible when tile production is present and visible.
Re: AmplioHexBig 2.6
For the record (since I had to check): "hexemplio 2.6 beta.zip" from 29 Oct 2016, plus the unitextras.png tweak from 1 August, are already in Freeciv git and will be in 2.6.x.
Re: AmplioHexBig 2.6
AmplioHexBig v2.6.00 looks like it has rotted with respect to current S2_6 Freeciv upstream. For instance, it refers to amplio2/medievalcities.png, which was abolished in gna patch #7438, commit 01350e37b6 (as a result of this work).
I don't suppose you have a test 2.6 ruleset for this, like the "xpt" you had for 2.5? It's very useful.
I don't suppose you have a test 2.6 ruleset for this, like the "xpt" you had for 2.5? It's very useful.
Re: AmplioHexBig 2.6
I found and fixed some glitches in tiles.png; you may want to roll these in to your version. hrm #692651
- GriffonSpade
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Re: AmplioHexBig 2.6
I put together a newer 2.6.01 version. It now has a great deal of Hexemplio dependency. Also put together a really basic xpt ruleset with mostly just the extra terrains, but not extra extras.JTN wrote:AmplioHexBig v2.6.00 looks like it has rotted with respect to current S2_6 Freeciv upstream. For instance, it refers to amplio2/medievalcities.png, which was abolished in gna patch #7438, commit 01350e37b6 (as a result of this work).
I don't suppose you have a test 2.6 ruleset for this, like the "xpt" you had for 2.5? It's very useful.
Ah, much thanks. I went ahead and just used Hexemplio dependencies, but I put it as such in a small section of the patch notes mentioning some changes due to Hexemplio.JTN wrote:I found and fixed some glitches in tiles.png; you may want to roll these in to your version. hrm #692651
Re: AmplioHexBig 2.6
Thanks!
The rules I've chosen are driven mainly by what's possible in the engine.
What I've done:
Attached is a patch against xpt 2.6.01.00 based on my previous work on sandbox (discussed here).GriffonSpade wrote:(Of note, I'm having problems getting the Bridge extras to work right: To require being on oceanic terrain AND next to land terrain. How might this be accomplished?)
The rules I've chosen are driven mainly by what's possible in the engine.
What I've done:
- Use 'first_reqs' to restrict the bridge to be started next to land. (The editor doesn't respect this, but units do.)
- Use regular requirements to restrict bridge to being built on water.
- Integrated with the relevant road (as you have).
- Use "ConnectLand" (as you have).
- Made the move_mode 'Cardinal'; this was mainly so that the allowed moves would match what the client draws. (Makes no difference for a hex tileset, of course. There are some fixes needed to the engine for the move restrictions to work sensibly in square tilesets; I have some half-finished patches languishing.)
- Prevented bridges from being built next to each other (as I didn't want intercontinental bridges of arbitrary length); you can only bridge 1 tile of water. Since my bridges are cardinal-move, the requirement is CAdjacent (makes no difference for hex tilesets). This has the side effect of preventing closely parallel bridges even on a narrow strait.
- I can't remember why I put in JumpFrom/JumpTo. It might have been to do with the engine patches mentioned above (one of them is titled "JumpFrom/To excludes integrators").
- Attachments
-
- xpt-2.6.01.00-bridges.patch
- Bridge rules for xpt 2.6.01.00.
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