#1 Re: LT45 » Longboats able to attack other ships? » 15.08.2018 10:55:11

How about adding dangerous weather at sea?

There are storm sheets available. But the cloud should die once it attacked so it doesnt follow you like a shadow but reemerges after a while.

Graphics:

http://forum.freeciv.org/f/viewtopic.ph … 221#p99221

#3 Re: LT46 » Siege units against forts » 14.08.2018 09:35:13

Another question concerning attack. If we were to introduce attack fighters, could they have a special bonus against say tanks or fortified units?

#4 Re: LT45 » Longboats able to attack other ships? » 14.08.2018 09:33:01

I would personally like to see another attacking sea unit at magnetism besides the transport caravel. We can call it a Carrack and have it be an upgraded Trieme with an A: 3, D: 2, M: 9, HP: 10.

Maybe I can patch up something really quickly, otherwise we just use the cog or the junk graphics. Using something asian would spice things up.

#5 LT46 » Alternative techs » 13.08.2018 13:13:37

Sketlux
Replies: 1

What about giving the player alternative techs to choose from. Say I want to research a junk ship instead of a caravel. Both would be deep sea going but have different cost and values. The player could choose from one of the techs to advance in the tech tree but the other alternative tech is not a necessary step in it. Same for a Samurai or a Knight. Also give the player the choice of dead ends in the tech tree like mounted riflemen instead of going directly for the tank wich is much more expensive to develope.

Players would have to choose between short time investments and longterm investments that suite their needs taking a somehow boring linearity out of the game.

#6 Re: LT46 » New techs for LT46 (4th draft) » 11.08.2018 09:37:49

WWI bomber, fighter and tank are ready. Defining them should be easy as they are simply weaker than their successors.

For medieval units we could start with the arbalest. Same case. Just a better archer.

How can I post images here?

For the meantime I will refer to: 

http://forum.freeciv.org/f/viewtopic.ph … 181#p99180
http://forum.freeciv.org/f/viewtopic.ph … 183#p99181
http://forum.freeciv.org/f/viewtopic.ph … 181#p99181

#7 Re: LT46 » Cargo Aircraft available with Cargo Aviation » 07.08.2018 08:50:36

I would suggest both. A torpedo boat for patrolling and attacking ships (little defence, no transport cap.) and a landing craft with some basic attack and defense (imagine it has a machine gun and a little cannon to protect itself). Torpedo boat graphics are ready, landing craft only needs graphics for Amplio.

#8 Re: LT46 » Coastal Transport replacing the trireme » 06.08.2018 18:43:36

Or lets call it landing craft. I did already some graphics for trident. Will bring out soon some for Amplio.

#9 Re: LT46 » New techs for LT46 (4th draft) » 01.08.2018 11:11:30

I also suggest a new unit, the large range reconnaissance trooper (german: Fernspäher)

Commando sprite could do the trick...

As for reco, precursor of the awacs could be balloon --> Zeppelin...

#10 Re: LT46 » New techs for LT46 (4th draft) » 31.07.2018 22:23:36

Airport or an airstrip as requirement?

#11 Re: LT46 » New techs for LT46 (4th draft) » 31.07.2018 20:37:19

WWI bomber, stormtrooper and arbalest in both graphics ready...

Edit:
And 2 transport planes. It always bugged me that you can move units for free and invisible through airports without acitvely and physically moving them like with transport vessels. So what about introducing them? Im working on a third plane so 3 generations would be available.

#12 Re: LT46 » New techs for LT46 (4th draft) » 29.07.2018 09:27:36

http://forum.freeciv.org/f/viewtopic.ph … 038#p99038

Got a WWI fighter ready for trident and amplio...

Getting an amplio WWI bomber is a matter of minutes but not doing something on that front without a proper "go"

While at it: we could also introduce fighter-bombers/dive bombers (graphics ready...)

Anyhow, so many units are already done for both graphics that I encourage people to look for units that could give that little extra to the game. Follow link above.

#13 Re: LT46 » New techs for LT46 (4th draft) » 29.07.2018 08:25:29

I know Im bugging with this topic all the time... but common, new techs but no new untis??? :-)

#14 other » Screenshots, new units » 27.07.2018 13:12:04

Sketlux
Replies: 1

I noticed the screenshots section could use some pics from recent games. Maybe some amplio screenshots for a change would be nice.

Maybe we could also make a new section for new units under "extras" so people can see what is possible at longturn and see the recent developments.

#15 Re: New Games » Multi-team game proposal » 25.07.2018 08:47:13

Can I play the Soviet Union? big_smile

Corbeau was always a bit of political commissar to me ;-) so I guess the most important player is set... I guess its also no surprise who will play Finland...

Could trains be supported by this game? I made an armoured train and a railway gun for Trident already and since this game would play along the Transsib it would be nice to have Strelnikovs train from Dr Zhivago in it tongue

Tech progress would be minimal but we could include more units like the mounted infantry or stormtroopers that I also made.

Another idea I had would be maybe giving each some individual house rules and objectives.

But for sure this is only something for veteran players specailly since it requires are lot of discipline and graphical adjustments.

#16 Re: New Games » Multi-team game proposal » 24.07.2018 17:36:01

It also occured to me that I made several years ago a Russian Civil War scenario where the new founded states from the former Russian Empire (like Finland, Poland, Georgia etc.) face the Soviet Union. It also includes actors like the Checkoslovakian Legion, Baltic Landeswehr, Several Expiditonary Forces, Green Armies etc.
We could all fight the mighty AI (Soviet Union) but only a few (lets say 3) player can win, so backstabbing would be included. I remember that almost all states had roughly the same amount of cities, units etc. except for the non-land actors and the Soviet Union. 

http://forum.freeciv.org/f/viewtopic.php?f=14&t=809

#17 Re: New Games » Multi-team game proposal » 24.07.2018 09:40:31

Well, since we made a big jump on the graphic front the WWI scenario might be worth to be looked again. It has multiple fronts (talking of the Caspian Sea, Balcans, Atlantic, Western and Eastern front etc), instant action,  a third party that is all the neutral players and once people commit to play a role game, they might be more comfortable loosing since they havent invested months in a game like in ordinary games. Finally we could add Zeppelins, Stormtroopers, WWI tanks etc.  Besides, I already played the scenario years ago at greatturn so I remember its flaws and think we can counterbalance them quite well.

#18 Re: LT44 » Salvaging LT44 » 24.07.2018 09:19:30

Its just a theory but since it was a reason that prevented me from playing. Shoudnt tech trading be turned off? Blue team still would have had the chance to attack a technological weak enemy for example. I think its the egalitarian approach that spoils the game.

#19 Re: LT45 » LT45 will be based on LT44 » 19.07.2018 19:06:13

http://forum.freeciv.org/f/viewtopic.ph … 979#p98979

Did the graphics already. An arbalest could be a medieval intermediate step.  I already did the trident version. Creating one for amplio shoudnt be difficult...

#20 Re: other » Longboat and Flagship graphics » 16.07.2018 20:10:27

Flagship frigate? Based on normal frigate, maybe large cannons or smth? Different flags on masts? Sail colours/logo?

Done. Refurbished also the amplio longship who had a weird looking sail...

Hope you like it!

http://forum.freeciv.org/f/viewtopic.ph … 947#p98947

#21 Re: other » Longboat and Flagship graphics » 16.07.2018 14:27:30

Any other units you want special graphics for?

#22 Re: other » Longboat and Flagship graphics » 14.07.2018 18:44:23

So my graphics will be displayed in the game now/soon??? :-)

Will gladly do more if this works upon request. But I want graphical proof that it does!

#24 Re: LT45 » Should the workers and engineers be able to pillage improvements? » 06.07.2018 12:48:03

Pillage own infrastructure to prevent that it falls into enemys hand? https://en.wikipedia.org/wiki/Operation_Alberich just one example from history.

#25 Re: other » Neolithic tech tree ruleset » 04.07.2018 11:35:54

Tribes, City Hall - all these need new graphics.

http://forum.freeciv.org/f/viewtopic.ph … e&start=70

There you can find a tax office that could perfectly be a City Hall.

Board footer

Powered by FluxBB