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FreeCiv 1.12.0 Released

wmulvihillDxR writes "For you Civilization addicts, check out FreeCiv. They have just released version 1.12! Highlights of changes include the isometric view we all know and love. You can download here(gz) or here(bz2). This project is a great example of the things open source can accomplish."

9 of 214 comments (clear)

  1. Slashdotted site by isorox · · Score: 2, Informative
  2. Re:Is Sid Meier actually involved? by tetrad · · Score: 2, Informative
    From the FAQ:

    What is Sid Meier's role in the making of Civilization III?
    Sid is the Director of Creative Development at Firaxis Games. He is overseeing the project, making game play and design decisions.

  3. Re:bahaha by ucblockhead · · Score: 3, Informative
    CivNet was released in 1995. That was the first multiplayer Civilization.

    In other news, Civilization 3 is due October 17.

    It is true that FreeCiv is more a clone of Civilization II than Civilization I these days, but it still hasn't really hit that mark yet. Certainly not in the AI.

    --
    The cake is a pie
  4. Uh, what about CivNet? by Anonymous Coward · · Score: 1, Informative

    It was released in 1995. And yes, it is multiplayer.

  5. There is some hope by ucblockhead · · Score: 3, Informative

    There is some hope. The Sid Meier's game "Alpha Centauri" is available for Linux, though it did take Loki forever to get it out.

    --
    The cake is a pie
  6. if the site's full, there's a mirror here by jason+andrade · · Score: 2, Informative

    I've mirrored the latest release to:

    http://planetmirror.com/pub/freeciv/stable/
    ftp://planetmirror.com/pub/freeciv/stable/

    this mirror is located in australia and is provided by http://planetmirror.com

    cheers,

    -jason

  7. Release Notes by Anonymous Coward · · Score: 2, Informative

    This is release 1.12.0.

    Thanks again to all our developers, who continue to work so hard.

    This release includes lots of changes, outlined below. Those who
    are interested in seeing the detailed changes should check the
    ChangeLog file.

    WHAT'S CHANGED SINCE 1.11.4

    - Internationalization extended. Still needs improvement.
    Current localizations: de en_GB es fr hu it ja nl no pl pt pt_BR
    ro ru sv.
    - Isometric view in gtk and amiga clients using the mostly civ2-
    compatible HiRes tileset. This is on by default, but the old non-
    isometric tiles are still available by giving a --tiles argument to
    the client, fx "civclient --tiles trident".
    - While planning a goto (after hitting "g") a line will be displayed
    showing the route from the selected unit to the mouse pointer.
    Hitting "g" will insert a waypoint at the mouse pointer.
    - The server now has readline completion. This works at all levels,
    fx "cu" completes to "cut", and if there exist a player named
    "paulz" "cut pau" will complete to "cut paulz".
    - Players can agree to give shared vision, which means that you
    automatically see everything the other player sees.
    - Layer view menu items allow you to only display some map info on the
    main map. Fx you can choose to not show roads.
    - The server will ping all connected clients and cut off those too slow
    to respond.
    - Smarter placing of partisans.
    - The server no longer automatically starts when the maximum number of
    players have been reached.
    - If commandlevels are used and the controlling player disconnects a
    connected player can assume the "first" level with the "/firstlevel"
    command.
    - "Restrictions and Limitations" section added to the README.ruleset
    - Caravans, diplomats and spies can move into allied cities.
    - Elephants, Crusaders and Fanatics activated in civ 2 ruleset.
    - The size of the city foodbox is now controlled by the ruleset
    variables "granary_food_ini" and "granary_food_inc".
    - Limit on number of improvement types in rulesets removed.
    - Capitalization is available from the start of the game in the default
    ruleset. (renamed coinage)
    - Cities can have 0 trade. (used to be at least 1)
    - Settlers can only be added to cities less than size 8, as in civ 2.
    - If you paradrop a unit into unknown terrain and the terrain contains
    an enemy unit the paradropping unit is lost. If you drop into terrain
    you thought was land, but which has changed to water, the unit is
    also lost.
    - diplomats/spies can't take action from a ship.
    - Refueling air units at turn update will refuel units with only 1 fuel
    first. Secundary criteria is unit cost.
    - Trireme loss percentage depends upon known technologies.
    - Leonardo's workshop will upgrade a random unit each turn, and not
    just the next one.
    - Allied cities count as friendly when determining whether a unit is
    being agressive. (gives unhappyness under some govs.)
    - Deserts are created primarily 15 to 35 degrees off the equator.
    - Only arctic tiles generated at poles.
    - The server will report when a new government becomes available.
    - Changed wording of message "famine feared" to "famine occured". New
    "famine feared" message just before food runs out.
    - "wonder soon build" message when another player is about to complete
    a wonder.
    - Players are notified when one of their wonders has become obsolete.
    - In the players dialog it is now reported which nations have an
    embassy with you. Your embassies are also listed.
    - Wonders being built are listed in the "wonders of the world" popup.
    - Server "save" command saves to m.sav[.gz]
    if it is not given any arguments.
    - "quitidle" server commandline option makes server quit if there has
    been no connected players for the specified amount of time.
    - When turning on the autotoggle option existing human nations without
    a connected player will be put on AI.
    - Server doesn't block as long when writing to a slow host, controlled
    by variables "tcptimeout" and "netwait".
    - "savename" server variable controls the prefix of autosaves.
    - "allowconnect" server variable lets you control which types of
    players (new players; human players; AI players; dead players;
    barbarian players) can connect.
    - More nations added.
    - New maps in data/scenario: british-isles-80x76-v2.51.sav,
    iberian-peninsula-136x100-v0.9.sav,
    hagworld-120x60-v1.2.sav (earth map).
    - Amiga internationalization/localization.
    - Amiga client: history added to chatline.
    - Lots of bug fixes and code cleanups.

  8. civ3 website was launched today! by pezpunk · · Score: 5, Informative

    http://www.civ3.com

    this game looks incredible! god i can't wait

    --
    i could live a little longer in this prison
  9. wonder if they fixed the pollution problem by Scudsucker · · Score: 3, Informative

    In Civilization II, the only pollution that has any effect on the world is that generated by the player....the AI doesn't make any. In FreeCiv, the rate of pollution seems to be about the same....but now its counted for each player, human and AI! So if you're playing with 5 AI's, you have 5 times as much pollution, so you tend to get massive global warming by the 1950's.