[2.6] Augmented ruleset modpack

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Wahazar
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Re: [2.6] Augmented ruleset modpack

Postby Wahazar » Wed Oct 30, 2019 8:21 pm

Yes, it is not realistic but perfect, now player see that it is warship, not freighter. Maybe this cannon barrel is too long, but I can fix it.

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XYZ
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Re: [2.6] Augmented ruleset modpack

Postby XYZ » Wed Oct 30, 2019 8:21 pm

Btw, what pirate units are planned? Do they get distinctive units or just a skull and bone paint job?

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XYZ
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Re: [2.6] Augmented ruleset modpack

Postby XYZ » Thu Oct 31, 2019 9:37 pm

Found the tent among ngunjaca amplio stuff. Since tribeman can found cities I figured he could look less like a battle unit.
I also noticed that the hunter looks very similar. Easy way to distinguish them better would be to mirror on of them so they face another direction.
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XYZ
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Re: [2.6] Augmented ruleset modpack

Postby XYZ » Fri Nov 01, 2019 10:01 am

Material for a government special unit? Otherwise, pirate unit?

Has a bardiche, a rifle plus a sabre around his belt.

Supposed to be a streltsy.
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Wahazar
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Re: [2.6] Augmented ruleset modpack

Postby Wahazar » Fri Nov 01, 2019 12:00 pm

Yes, there are exclusive units for Barbarians, like Pirates or Pirate Brig, but they rely on player-available units (they have slightly better stats than player's units and are not unique like Corsairs). But it is not priority to make special graphics for them, because in multiplayer barbarians are often disabled,
while singleplayer is the sandbox game for this ruleset.

I have better idea to use Yurt image: for Tribe Hut (to show, that this improvement is responsible for Tribes production)
Tribe image may have some additional women silhouette.

No idea, how to utilize Strelcy - maybe exclusive gunpowder era unit for Absolutism?

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XYZ
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Re: [2.6] Augmented ruleset modpack

Postby XYZ » Fri Nov 01, 2019 12:25 pm

No idea, how to utilize Strelcy - maybe exclusive gunpowder era unit for Absolutism?


Yeah, fits in my opinion.

What about this reiter? Has a pistol in his hand.

Tribe image may have some additional women silhouette.


Lets see what I can think of...
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XYZ
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Re: [2.6] Augmented ruleset modpack

Postby XYZ » Fri Nov 01, 2019 12:43 pm

Probably the game rules don't allow it but what about a tavern building where you could recruit mercenary units. A bit like a hut but where you have to pay for units instead of just getting them.

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Re: [2.6] Augmented ruleset modpack

Postby XYZ » Fri Nov 01, 2019 2:51 pm

And again me... Have you planned a scenario at one time? Hexes make more sense but also require new maps.

Wahazar
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Re: [2.6] Augmented ruleset modpack

Postby Wahazar » Sun Nov 03, 2019 10:35 am

XYZ wrote:And again me... Have you planned a scenario at one time? Hexes make more sense but also require new maps.

Yes, I was thinking about detailed World map with Lambert cylindrical projection.
For sake of starting location balance, Europeans nations would have some starting advances, whereas nations with high amount of space would be more savage.
Unfortunately, single player is still too easy with this modpack.

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XYZ
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Re: [2.6] Augmented ruleset modpack

Postby XYZ » Sun Nov 03, 2019 11:03 am

Yes, I was thinking about detailed World map with Lambert cylindrical projection.


Sounds good! If you provide me with a map I can landscape it for you. We would have the possibility to add volcanoes manually. However, I coudn't find any taiga. Also, snow mountains for poles could be added. But thats just some eyecandy I totally support...