AmplioHexBig 2.5
- Alien Valkyrie
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Re: AmplioHexBig 2.5
Looks rather nice. Though it would be even nicer if it was easily possible for roads to connect to bridges.
But... three rivers? Are you adding a normal one to the Green and Brown ones from Alien? All in one ruleset?
Though, I have to agree, only 8 different road types does limit the potential for making complex stuff.
However, if road building requirements were moved to effects.ruleset ('Road_XY_Possible' or something), Bridges and roads could be the same road type, buildable under different conditions, and they'd connect. Perhaps someone should suggest that...
But... three rivers? Are you adding a normal one to the Green and Brown ones from Alien? All in one ruleset?
Though, I have to agree, only 8 different road types does limit the potential for making complex stuff.
However, if road building requirements were moved to effects.ruleset ('Road_XY_Possible' or something), Bridges and roads could be the same road type, buildable under different conditions, and they'd connect. Perhaps someone should suggest that...
~ AVL
Re: AmplioHexBig 2.5
The "_Possible" -effects way of doing things is going away (thought the transition will be hard and possibly long). Things like this will be made via action enablers in the future. In 2.6 action enablers are limited to caravan and diplomat actions, but this road build control might get included to 3.0.Caedo wrote:road building requirements were moved to effects.ruleset ('Road_XY_Possible' or something)
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Re: AmplioHexBig 2.5
I make test rulesets primarily for editing tilesets, which means I throw everything and the kitchen sink into them, even stuff not actually intended for publication.Caedo wrote:Looks rather nice. Though it would be even nicer if it was easily possible for roads to connect to bridges.
But... three rivers? Are you adding a normal one to the Green and Brown ones from Alien? All in one ruleset?
Though, I have to agree, only 8 different road types does limit the potential for making complex stuff.
If this is still valid, such a connection is possible in freeciv 2.6, which is still pre-alpha.Caedo wrote:However, if road building requirements were moved to effects.ruleset ('Road_XY_Possible' or something), Bridges and roads could be the same road type, buildable under different conditions, and they'd connect. Perhaps someone should suggest that...
http://forum.freeciv.org/f/viewtopic.ph ... t=50#p1672
Re: AmplioHexBig 2.5
You're going to hate 2.6 with limited number of extras, instead of a couple of hardcoded ones. It currently has limitation on both number of roads/bases, and total number of extras. You can have max 16 roads + 32 bases + 16 other extras, but if you have less roads or bases, you can have more other extras. I'm about to check if we could lift the separate limits for base and road counts, and have just one limit for "total number of extras".GriffonSpade wrote:I make test rulesets primarily for editing tilesets, which means I throw everything and the kitchen sink into them, even stuff not actually intended for publication.
Actually, version string of S2_6 is currently 2.5.99-alpha, got changed from 2.5.99-dev when we branched.GriffonSpade wrote:freeciv 2.6, which is still pre-alpha.
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Re: AmplioHexBig 2.5
Hmm, that's a lot of bases. The increase to 16 roads is definitely nice though. I don't see using more than that being a thing. The only thing that might ever be too small is the 64 total extra limit.cazfi wrote:You're going to hate 2.6 with limited number of extras, instead of a couple of hardcoded ones. It currently has limitation on both number of roads/bases, and total number of extras. You can have max 16 roads + 32 bases + 16 other extras, but if you have less roads or bases, you can have more other extras. I'm about to check if we could lift the separate limits for base and road counts, and have just one limit for "total number of extras".GriffonSpade wrote:I make test rulesets primarily for editing tilesets, which means I throw everything and the kitchen sink into them, even stuff not actually intended for publication.
Ah, I was thinking of the format-freeze as the beginning of alpha testing.cazfi wrote:Actually, version string of S2_6 is currently 2.5.99-alpha, got changed from 2.5.99-dev when we branched.GriffonSpade wrote:freeciv 2.6, which is still pre-alpha.
Edit: Finally figured out what to do for rubber, the last civ3 strategic resource.
A clean chunk of latex rubber, in the form that give it the name: a gum eraser.
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Re: AmplioHexBig 2.5
Good idea for rubber. However, could you move the shadow farther down, because right now it looks sort of like a brush? I should people could figure it out as it is but it might work better if the shadow was farther down.
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Re: AmplioHexBig 2.5
I've actually since reoriented it and altered the shadow so it's more like other resources.The Square Cow wrote:Good idea for rubber. However, could you move the shadow farther down, because right now it looks sort of like a brush? I should people could figure it out as it is but it might work better if the shadow was farther down.
And I made a quick oil rig for oceanic terrain. Mostly just giving the oil derrick a platform.
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Re: AmplioHexBig 2.5
Wait, extras as in Irrigation, Mine etc. or as in Terrain Resources?cazfi wrote:You're going to hate 2.6 with limited number of extras, instead of a couple of hardcoded ones. It currently has limitation on both number of roads/bases, and total number of extras. You can have max 16 roads + 32 bases + 16 other extras, but if you have less roads or bases, you can have more other extras. I'm about to check if we could lift the separate limits for base and road counts, and have just one limit for "total number of extras".GriffonSpade wrote:I make test rulesets primarily for editing tilesets, which means I throw everything and the kitchen sink into them, even stuff not actually intended for publication.
~ AVL
Re: AmplioHexBig 2.5
See "Extra Types" from http://svn.gna.org/viewcvs/*checkout*/f ... in.rulesetCaedo wrote:Wait, extras as in Irrigation, Mine etc.
Re: AmplioHexBig 2.5
Oh, thank you for that. That was bugging me about 2.6 (where civ2civ3 will support ocean "mines").GriffonSpade wrote:And I made a quick oil rig for oceanic terrain. Mostly just giving the oil derrick a platform.