[2.6] Augmented ruleset modpack
Re: [2.6] Augmented ruleset modpack
Also, how more or less should the aak look like?
Re: [2.6] Augmented ruleset modpack
Like barge with sail and large paddle:XYZ wrote:Also, how more or less should the aak look like?
http://www.bartscheepsmodellen.nl/en/hasselter-aak.html
https://www.platbodemverhuurfriesland.n ... oning.html
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Re: [2.6] Augmented ruleset modpack
Its not a 1:1 but I found a similar looking sail barge.Like barge with sail and large paddle:
Hope you like your new merchant fleet
Btw, probably you have seen it already but having an early submarine (WWI) restricted to coastal waters would be maybe a cool new unit?
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- Brig4.png (3.1 KiB) Viewed 23261 times
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- WWI submarine.png (1.82 KiB) Viewed 23263 times
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- Aak3.png (2.66 KiB) Viewed 23264 times
Re: [2.6] Augmented ruleset modpack
Thought about hovercrafts? Trident is already available.
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- Hovercraft3.png (3.45 KiB) Viewed 23253 times
Re: [2.6] Augmented ruleset modpack
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).
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: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Re: [2.6] Augmented ruleset modpack
This is one of Griffonspade guys so I modified him quickly. "Super soldier" material?
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- super_soldier2.png (1.5 KiB) Viewed 23207 times
Re: [2.6] Augmented ruleset modpack
Currently used sprite: looks more super like super soldier - the problem is, that author/licence is unknown, I used it from this modpack:
http://forum.freeciv.org/f/viewtopic.ph ... 54&p=77525
I tried to contact with author, but emails were not working.
http://forum.freeciv.org/f/viewtopic.ph ... 54&p=77525
I tried to contact with author, but emails were not working.
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Re: [2.6] Augmented ruleset modpack
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...
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- Huascar7.png (2.32 KiB) Viewed 23188 times
Re: [2.6] Augmented ruleset modpack
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.
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.
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.
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: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Re: [2.6] Augmented ruleset modpack
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...This steamer looks much better, but is it possible to enlarge this turret?
Admittedly it looks more like someoene teleported it from the Maginot line... but the USS Monitor doesn't have a much smaller either...
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- Huascar10.png (2.43 KiB) Viewed 23172 times