[2.6] Augmented ruleset modpack

Contribute, display and discuss rulesets and modpacks for use in Freeciv here.
User avatar
XYZ
Elite
Posts: 369
Joined: Fri Jan 31, 2014 12:00 pm

Re: [2.6] Augmented ruleset modpack

Postby XYZ » Sat Oct 26, 2019 3:20 pm

Also, how more or less should the aak look like?

Wahazar
Hardened
Posts: 289
Joined: Mon Jul 02, 2018 1:49 pm

Re: [2.6] Augmented ruleset modpack

Postby Wahazar » Sat Oct 26, 2019 4:24 pm

XYZ wrote:Also, how more or less should the aak look like?

Like barge with sail and large paddle:
http://www.bartscheepsmodellen.nl/en/hasselter-aak.html
https://www.platbodemverhuurfriesland.n ... oning.html
Augmented2 ruleset/modpack for freeciv2.6: viewtopic.php?f=11&t=91047

User avatar
XYZ
Elite
Posts: 369
Joined: Fri Jan 31, 2014 12:00 pm

Re: [2.6] Augmented ruleset modpack

Postby XYZ » Sat Oct 26, 2019 5:09 pm

Like barge with sail and large paddle:


Its not a 1:1 but I found a similar looking sail barge.

Hope you like your new merchant fleet :P

Btw, probably you have seen it already but having an early submarine (WWI) restricted to coastal waters would be maybe a cool new unit?
Attachments
Brig4.png
Brig4.png (3.1 KiB) Viewed 640 times
WWI submarine.png
WWI submarine.png (1.82 KiB) Viewed 642 times
Aak3.png
Aak3.png (2.66 KiB) Viewed 643 times

User avatar
XYZ
Elite
Posts: 369
Joined: Fri Jan 31, 2014 12:00 pm

Re: [2.6] Augmented ruleset modpack

Postby XYZ » Sat Oct 26, 2019 8:49 pm

Thought about hovercrafts? Trident is already available.
Attachments
Hovercraft3.png
Hovercraft3.png (3.45 KiB) Viewed 632 times

Wahazar
Hardened
Posts: 289
Joined: Mon Jul 02, 2018 1:49 pm

Re: [2.6] Augmented ruleset modpack

Postby Wahazar » Sat Oct 26, 2019 10:39 pm

Thanks for new sail ships, previous were just a placeholders from a different world.
Additional submarine is too much for whole civ path, but it deserve its role in more detailed XIX/XXI world scenario.
Hoovercraft is interesting idea, but need definition of additional class (it should be able to move on coastal sea, rivers and flat land),
and need to rethink its role (if transport ship, how it would affect whole strategy).
Augmented2 ruleset/modpack for freeciv2.6: viewtopic.php?f=11&t=91047

User avatar
XYZ
Elite
Posts: 369
Joined: Fri Jan 31, 2014 12:00 pm

Re: [2.6] Augmented ruleset modpack

Postby XYZ » Tue Oct 29, 2019 10:32 am

This is one of Griffonspade guys so I modified him quickly. "Super soldier" material?
Attachments
super_soldier2.png
super_soldier2.png (1.5 KiB) Viewed 586 times

Wahazar
Hardened
Posts: 289
Joined: Mon Jul 02, 2018 1:49 pm

Re: [2.6] Augmented ruleset modpack

Postby Wahazar » Tue Oct 29, 2019 12:25 pm

Currently used sprite: Image looks more super like super soldier - the problem is, that author/licence is unknown, I used it from this modpack:
viewtopic.php?f=11&t=62454&p=77525
I tried to contact with author, but emails were not working.
Augmented2 ruleset/modpack for freeciv2.6: viewtopic.php?f=11&t=91047

User avatar
XYZ
Elite
Posts: 369
Joined: Fri Jan 31, 2014 12:00 pm

Re: [2.6] Augmented ruleset modpack

Postby XYZ » Tue Oct 29, 2019 10:01 pm

I need to get more creative on the super soldier... In the meantime: Could the "Huascar" serve as monitor? To bring some War of the Pacific into the game... :)
Attachments
Huascar7.png
Huascar7.png (2.32 KiB) Viewed 567 times

Wahazar
Hardened
Posts: 289
Joined: Mon Jul 02, 2018 1:49 pm

Re: [2.6] Augmented ruleset modpack

Postby Wahazar » Wed Oct 30, 2019 3:54 pm

This steamer looks much better, but is it possible to enlarge this turret? (I know it is now perfect in scale to the original, but it is hard to spot that it is turret here due to bright yellow details).


Meanwhile I added new type of roads to the augmented2 longturn branch.
There are two reasons, one is to adjust infrastructure to longer game duration, second to lessen effects of making roads just before turn change
(similar to fort/forstress, you need 2 turns to have fully upgraded road).

Road upgrade system is now as follows:
Unpaved roads (+trade, speed x2, native for infantry/cavalry) -> Roads (speed x3, native for all land units) -> Highways (speed x6, +25% shield).
Railroad is a separate upgrade parallel to roads, it gives infinity speed for Trains, Small Land and Merchants and +25% shield.
Image

I need to fix offset of railroads and highways - highways should hide roads, while railroads should be parallel to them both,
it is opposite now.
Augmented2 ruleset/modpack for freeciv2.6: viewtopic.php?f=11&t=91047

User avatar
XYZ
Elite
Posts: 369
Joined: Fri Jan 31, 2014 12:00 pm

Re: [2.6] Augmented ruleset modpack

Postby XYZ » Wed Oct 30, 2019 5:15 pm

This steamer looks much better, but is it possible to enlarge this turret?


I feard you would say that. Yeah, maybe in a distant future I will do a more clearer one. For now I enlarged the tower a bit... :D
Admittedly it looks more like someoene teleported it from the Maginot line... but the USS Monitor doesn't have a much smaller either...
Attachments
Huascar10.png
Huascar10.png (2.43 KiB) Viewed 550 times