[2.6] Augmented ruleset modpack

Contribute, display and discuss rulesets and modpacks for use in Freeciv here.
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jwrober
Posts: 35
Joined: Thu Jul 11, 2019 2:05 pm

Re: [2.6] Augmented ruleset modpack

Post by jwrober »

Wahazar wrote:BTW, what means PR?
PR = Github Pull Request. Please have a look on your repository. I pushed an update for you in a PR that you can incorporate into the master branch. I forked your repo in order to provide patches via the built in github process. If you like that PR, I have some other thoughts for other helptext that I can work on a push.

I really like this ruleset. Been playing against the AI just to get a feel for gameplay.
Wahazar
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Re: [2.6] Augmented ruleset modpack

Post by Wahazar »

jwrober wrote: Please have a look on your repository. I pushed an update for you in a PR that you can incorporate into the master branch.
I'm not familiar with github.
what if I already have some changes in helptext, but didn't pushed it yet (it is only on my local. repo, even not commited).
Should I merge your push request first and pull it to my repo, or rather push my repo and try to merge your PR?
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
jwrober
Posts: 35
Joined: Thu Jul 11, 2019 2:05 pm

Re: [2.6] Augmented ruleset modpack

Post by jwrober »

It depends on what all you have changed. My PR has updates to terrain and units only and is pretty extensive change to both. If your changes to those two files are not that great, then I would recommend you merge my PR in and then merge your changes to the other files over that to the master branch. I can then update my fork and look for updates to the other files.
Wahazar
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Posts: 362
Joined: Mon Jul 02, 2018 1:49 pm

Re: [2.6] Augmented ruleset modpack

Post by Wahazar »

I pushed my repo (2.6.15prerelease) and fixed conflicts in unit.ruleset using github online editor.

Beside of bugfixes and tweaks, I introduced new unit: Builders - they replace Workers and have similar, slightly better stats (for example can gain higher work speed if trained) and can make modern facilities (Buoy, Airstrip).
Builders and Engineers coexist, because Engineers belong to Big Land class and its movement is restricted (but can Terraform and have 1 slot for transporting units), whereas Builders can go everywhere and prepare roads for Engineers.
Only Engineers can make Highways and they make it before Railroad - if you need Railroad first, you can use Workers/Builders instead.
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
XYZ
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Posts: 432
Joined: Fri Jan 31, 2014 12:00 pm

Re: [2.6] Augmented ruleset modpack

Post by XYZ »

Slave
I started with blender/cimpletoon again. Made a slave unit and a tachanka quickly. Unfortunately I don't know how to make the screenshots from 8 different perspectives. Any idea how to do so?
Otherwise the units are just laying idle on https://opengameart.org/
I started recreating some units that were lost when my harddrive gave up and that werent propererly uploaded on hostedredmine but.
Attachments
Tachanka.PNG
slave.blender.PNG
Wahazar
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Posts: 362
Joined: Mon Jul 02, 2018 1:49 pm

Re: [2.6] Augmented ruleset modpack

Post by Wahazar »

Version 2.6.17 is online.
I added modpack installer file to the repo:
https://raw.githubusercontent.com/Wahaz ... it.modpack
EDIT: it is not working for MS Windows installer.
Last edited by Wahazar on Wed Aug 28, 2019 5:51 pm, edited 1 time in total.
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Wahazar
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Posts: 362
Joined: Mon Jul 02, 2018 1:49 pm

Re: [2.6] Augmented ruleset modpack

Post by Wahazar »

I have still problems with configuring .modpack file - Modpack Installer throws 'Failed to get and parse modpack control file',
any idea how to get more verbose on such message to find a problem?
I have modpack installer on windows32 machine, where github doesn't work properly, while github on another linux machine without modpack installer - it took me whole day to check that something is wrong.

EDIT: there is error under win32 modpack installer (both from Gtk or Qt lient), whereas linux tools/freeciv-mp-gtk3 works fine...
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Wahazar
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Posts: 362
Joined: Mon Jul 02, 2018 1:49 pm

Re: [2.6] Augmented ruleset modpack

Post by Wahazar »

Stable version 2.6.18 is online.
I cloned modpack files from github to my server, because windows version Modpack Installer doesn't support secure transfer protocol.
Control file for automatic installation is here:
http://149.156.194.203/~mczapkie/fc/aug ... d2.modpack
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Wahazar
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Posts: 362
Joined: Mon Jul 02, 2018 1:49 pm

Re: [2.6] Augmented ruleset modpack

Post by Wahazar »

Version 2.6.20 is online.
I also added some information and updated path tree image at the original post page.
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
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Corbeau
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Re: [2.6] Augmented ruleset modpack

Post by Corbeau »

louis94 wrote:The fact that cities conquered from the AI would riot until getting down to size 1
I didn't examine every detail, can you tell me how you achieved this?
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