new FreeCiv mod development - NExtended
Re: new FreeCiv mod development - NExtended
Hi, I copied 23 images from this thread to a new Category:NExtended on the Wiki. I skipped all grids containing more than one unit or building, and I skipped some images, where "save as" suggested some text file (unclear forum oddity).
Re: new FreeCiv mod development - NExtended
Looks like an interesting mod. I was also thinking of doing something similar. I would want to go farther, such as having to research irrigation and road building before letting people do those modifications, but it would require changes to the source code.
- GriffonSpade
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Re: new FreeCiv mod development - NExtended
You should only need to alter terrain.ruleset and techs.ruleset to do this, even in 2.5.Lolkje wrote:Looks like an interesting mod. I was also thinking of doing something similar. I would want to go farther, such as having to research irrigation and road building before letting people do those modifications, but it would require changes to the source code.
Re: new FreeCiv mod development - NExtended
Looking through the files for 2.5.4 again...GriffonSpade wrote:You should only need to alter terrain.ruleset and techs.ruleset to do this, even in 2.5.Lolkje wrote:Looks like an interesting mod. I was also thinking of doing something similar. I would want to go farther, such as having to research irrigation and road building before letting people do those modifications, but it would require changes to the source code.
I found the place at the bottom of terrain.ruleset where railroads are flagged with prerequisite tech, and it looks straightforward to modify the requirements in the road section. There is a section at the top for custom terrain flags, and a section at the bottom for tech requirements for fortresses and airbases. There doesn't seem to be a section for irrigation requirements, unless I'm missing something.
- GriffonSpade
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Re: new FreeCiv mod development - NExtended
Ah, you're right. The roads and bases are doable in 2.5, but it's 2.6 that allows for it to be used for the rest of them, like irrigation and mining.Lolkje wrote:Looking through the files for 2.5.4 again...GriffonSpade wrote:You should only need to alter terrain.ruleset and techs.ruleset to do this, even in 2.5.Lolkje wrote:Looks like an interesting mod. I was also thinking of doing something similar. I would want to go farther, such as having to research irrigation and road building before letting people do those modifications, but it would require changes to the source code.
I found the place at the bottom of terrain.ruleset where railroads are flagged with prerequisite tech, and it looks straightforward to modify the requirements in the road section. There is a section at the top for custom terrain flags, and a section at the bottom for tech requirements for fortresses and airbases. There doesn't seem to be a section for irrigation requirements, unless I'm missing something.
Re: new FreeCiv mod development - NExtended
Cool. Next on the Stone Age wish list: starting the game at -10000 to -8000 BC with an appropriate turn interval, to make room for the turns necessary to research the agricultural revolution and other prerequisites for the Bronze Age like smelting.
Re: new FreeCiv mod development - NExtended
Two new graphics:
The merchant quarter:
and the library:
The merchant quarter:
and the library:
Re: new FreeCiv mod development - NExtended
Starting a new GFX for Aqueduct building
Still Work In Progress:
Some textures are done, trees to be added and work on the lightning...
Still Work In Progress:
Some textures are done, trees to be added and work on the lightning...
Re: new FreeCiv mod development - NExtended
Here is the final aqueduct:
Re: new FreeCiv mod development - NExtended
Water wheel building (actually a saw mill)