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Freeciv rulesets
Freeciv rulesets












  1. #FREECIV RULESETS MOD#
  2. #FREECIV RULESETS UPDATE#
  3. #FREECIV RULESETS FULL#

It worked best in 2011, ironically, and even then there were big unfinished chunks all over the place. Thanks, it really is a bit of a mess at the moment. So if I understand correctly, each nation would have slightly different properties? I have Licenses to use some of them in Freeciv, but not all yet in conversations with a bunch of people over on CivFanatics Civ2 Scenario League. Some of the images were modified by me from their originals. NOTE: while I assembled and arranged it for my private use, the artwork in "Units.png" (attached) is not mine, and I am uncertain of the sources of many of the images.

  • Re-implement forests as new layer atop base layersĬiv Trait list + Artwork + Unit Stat table are below.
  • Include tile variants for Grassland & Plains.
  • #FREECIV RULESETS UPDATE#

  • Update tileset baseline from Amplio to Hexemplio.
  • leset DONE* (dummy entries only, details not yet re-implemented from 2.2/3).
  • Main 2.6 migration ruleset + spec effort: Building: Altar (immediate, weaker temple) Building: Archives (immediate, weaker library) Building: Commune (immediate, weaker courthouse) Ranged units and air units are always built as veterans Building: Forum (immediate, force_content=1, +10% science

    freeciv rulesets

    Gains any technology known by 3 other civilizations +10% science, gold, luxuries, and production in all cities Unit: Nomads (cheaper, stronger settlers with pop_cost 2) +1 food, trade, and production for desert tiles Foot units heal an extra +10% HP every turn. Unit: Ranger (explorer with +1 atk and +1 def) +1 food and +1 trade in forests, jungle, swamp, tundra, and hills +25% defense in hills, desert, jungle, and forest Building: Bazaar (immediate, weaker marketplace) Unit: Merchant (immediate, fast caravan ) Unit: Karakoa (immediate, cheaper Trireme) Building: Forge (immediate, weaker factory) Unit:Expedition (strong, fast settlers ) Halved waste and corruption in all cities

    freeciv rulesets

    Unit: Envoy (cheaper, immediate diplomat )

    freeciv rulesets

    Building: Silos (cheaper, immediate granaries) Unit: Peons (cheaper, immediate workers) Mounted and Siege-type land units built with +2 EXP Mounted and Siege-type land units gain +1 MP Lists of traits and the abilities/units/buildings they bestow: But I can at least post my rulesets and everything else I was working on, while the search for explicitly open-source sprites goes on in parallel.

    #FREECIV RULESETS FULL#

    I'm sure if that was an approved method for sourcing sprites, then freeciv would already be full of those awesome gfx files today. I'd like to post my custom unit gfx files, but I hesitate due to them being mostly old CivFanatics/Apolyton fanmade sprites of. Please, before I get too far, someone let me know if there is an easier way to do traits/unique units/buildings in 2.6! I'm currently trying to pull my work forward into the 2.6 era and I don't see anything yet about native traits and so was by default planning to just update my old "technologies" method for 2.6+. I've since edited this and now am missing only six -> four -> have all of the potential trait pairs. I did not quite reach my goal of having every possible combination (78 of them) represented by a nation (see screenshot below).

    freeciv rulesets

    I hardcoded 57 nations to have unique combinations of two traits each (this drives some of the combinations which might seem odd or historically sub-optimal). I'm not sure how many others have attempted something like this, or how much progress has been made in 2.6/3.0+ towards making this easier than my kludgey method (which used new starting "technologies" as stand-ins for traits, then gave the techs the bonuses directly and called them as prereqs for units and buildings), but after reading a 2016 thread on the subject I decided to post the work that I've done in hopes of getting some feedback.

    #FREECIV RULESETS MOD#

    Hi all, I've never really posted anything here but years ago I created a private mod back in 2.2/3 that added (in addition to gobs of additional techs, buildings, and units) civ-specific traits and trait-specific units, buildings, and bonuses. From my original post that combined Resplendent and Civ Traits:














    Freeciv rulesets