new rulesets offerred

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Dino the Dinosore
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Re: new rulesets offerred

Post by Dino the Dinosore »

I have .modpack files for both - these are version 2.6. Working on updating to version 3.0.

The dino ruleset is based mostly on the experimental ruleset with some things from the civ2civ3 ruleset, including the variable city radius and new unit class "Big Land". Also has wild animals, plague, disasters, culture victory and my own tweaks.

The dino2 ruleset is based on the dino ruleset with some things added from the mp2 ruleset - government types Fundamentalism, Communism changed for better balance, new wonders added, new terrain alterations Fort, Canal and Naval Base, and many new units added.
Dino the Dinosore
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Re: new rulesets offerred

Post by Dino the Dinosore »

Now have new revised versions for 3.0.

The dino ruleset is based on a mix of the experimental ruleset and the civ2civ3 ruleset, including the variable city radius, wild animals, and new unit class "Big Land".

The dino2 ruleset combines pieces of the experimental ruleset, civ2civ3 ruleset, mp2-caravel, and the SIM30 ruleset - including wild animals, variable city radius, new terrain alterations ski Resort, Waterway, Canal, Fort and Naval Base, new unit class "Big Land", more resources, new buildings, units and wonders, units can be captured, bombarded, expelled and repaired, full implementation of trade goods and culture points.

I think all new graphics are GPLv2+, some are from the freeciv-web mp2-caravel ruleset, and some I did myself. Doesn't yet work with hex tiles.

Files too big to attach, so go to my dropbox - https://www.dropbox.com/scl/fo/6xyhh9qn ... b746l&dl=0
Dino the Dinosore
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Re: new rulesets offerred

Post by Dino the Dinosore »

New revised versions for freeciv 3.1.x. Tweaked some things, added the new government types Federation and Tribal from the 3.1 default Civ2Civ3 ruleset. Available from my dropbox -

https://www.dropbox.com/scl/fo/6xyhh9qn ... b746l&dl=0
Hafting
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Re: new rulesets offerred

Post by Hafting »

The dino2 ruleset for freeciv 3.1.x failed to load, due to what looks like a typo.
In units_oversize.spec this line exists:

Code: Select all

gfx="dino/units_oversize"
It fails, because there is no directory named "dino". This change fixes it:

Code: Select all

gfx="dino2/units_oversize"
This works, as there is a directory named "dino2" and it has the file units_oversize.png A game can be started, with this change.
Dino the Dinosore
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Re: new rulesets offerred

Post by Dino the Dinosore »

Thanks for catching that, I've updated the dropbox. It worked on my computer because I have both installed (duh) and so it found something in "dino/units_oversize".

Next I want to start working on updated versions for the forthcoming freeciv 3.2.0 release. Maybe incorporate the new "storm" unit from the 3.2 civ2civ3 ruleset.
Dino the Dinosore
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Re: new rulesets offerred

Post by Dino the Dinosore »

New revised and improved versions for freeciv 3.2.0 - added the storm unit to both rulesets. Added new units Medic and Mechanic to dino2 ruleset -

dino2Screenshot.png
dino2Screenshot.png (350.33 KiB) Viewed 18963 times

Attached the README.dino and README.dino2 files.

Available from my dropbox -

https://www.dropbox.com/scl/fo/6xyhh9qn ... zlnyq&dl=0

To install, download a zip file, un-zip it, and put the 3 files contained in the resulting folder into your share/freeciv folder or ~/.freeciv/3.2 folder.
Attachments
README.dino2.txt
(7.75 KiB) Downloaded 204 times
README.dino.txt
(4.91 KiB) Downloaded 221 times
Dino the Dinosore
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Posts: 206
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Re: new rulesets offerred

Post by Dino the Dinosore »

Turns out the Storms were not working, so I had to re-do things, and updated my dropbox with corrected versions. The problem is that a terrain can have only one animal and the storm unit is implemented as an animal. So I had to deep-six the Krakens. Hopefully some day there will be an enhancement that allows > 1 animal per terrain so i can have both Krakens and Storms.
Elefant
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Re: new rulesets offerred

Post by Elefant »

Are they just not generated? If so, maybe they could be added by Lua.
Civ 3 tileset: viewtopic.php?t=92953
3d Irrlicht desktop client development: viewtopic.php?t=92289&start=20
Dino the Dinosore
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Re: new rulesets offerred

Post by Dino the Dinosore »

I thought of using lua to add Krakens and immediately thought that couldn't possibly work, but after reading your comment it occurred to me - what if I add them as Pirates instead of Animals? So I tried that and it doesn't work because at turn 1 (when you would use lua to add the Krakens), the Pirate nation doesn't yet exist. But having got that far I decided to give it a try adding them as Animals and surprisingly that does work. The only problem is that they can't move - something in the code that handles movement must be checking if the terrain type allows that animal. But Krakens that are stuck in their spawning location are still better than no Krakens. Still have to give them "move_rate=1" or else they can't attack. So I've updated my dropbox with new versions.

Couple of notes from play testing -

Pirates and Animals are different nations, so a Kraken may attack a Pirate vessel.

Storms can get "trapped" in an inlet - if you have a city at the end of a narrow "fjord", a Storm may disrupt your workers on Ocean tiles for many turns. Especially when compared to a city on a linear coastline or on a peninsula.
Elefant
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Re: new rulesets offerred

Post by Elefant »

A few thoughts. Can you add more than one animal nation? Each with its own set of animals. Or you could control the kraken entirely by Lua. Just set it to patrol between two tiles, and attack any adjacent units.
Civ 3 tileset: viewtopic.php?t=92953
3d Irrlicht desktop client development: viewtopic.php?t=92289&start=20
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