[2.6] Augmented ruleset modpack

Contribute, display and discuss rulesets and modpacks for use in Freeciv here.
XYZ
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Posts: 432
Joined: Fri Jan 31, 2014 12:00 pm

Re: [2.6] Augmented ruleset modpack

Post 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?
Attachments
Corsair.png
Corsair.png (1.76 KiB) Viewed 9584 times
WWI submarine.png
WWI submarine.png (1.82 KiB) Viewed 9592 times
Kon-Tiki raft.png
Kon-Tiki raft.png (1.33 KiB) Viewed 9592 times
Last edited by XYZ on Thu Oct 10, 2019 12:31 pm, edited 1 time in total.
XYZ
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Posts: 432
Joined: Fri Jan 31, 2014 12:00 pm

Re: [2.6] Augmented ruleset modpack

Post by XYZ »

Bicycle infantry
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Bicycle infantry.png
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XYZ
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Re: [2.6] Augmented ruleset modpack

Post by XYZ »

Ninja
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XYZ
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Posts: 432
Joined: Fri Jan 31, 2014 12:00 pm

Re: [2.6] Augmented ruleset modpack

Post by XYZ »

Rail bridge

Could this be useful?
Attachments
rail_bridge_n_a2.png
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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 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.
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 »

Lama
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Last edited by XYZ on Thu Oct 10, 2019 4:09 pm, edited 1 time in total.
Akechi
Posts: 34
Joined: Thu Dec 07, 2017 12:17 pm

Re: [2.6] Augmented ruleset modpack

Post 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"
XYZ
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Re: [2.6] Augmented ruleset modpack

Post by XYZ »

Actually this looks better. Forgot that I could scavange the huts from the cities...
Attachments
Kon-Tiki raft3.png
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Wahazar
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Posts: 362
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Re: [2.6] Augmented ruleset modpack

Post by Wahazar »

Akechi wrote:Do you define road type of "Road Bridge"?
Sure.
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 »

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).
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
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