Freeciv-2.0.0 Stable Released
Settler writes "Freeciv 2.0.0 has been released upon the world! A big thanks goes to the people who made it all come true. Remember to read about the exciting news and hurry up and get it here.
To see what this game looks like, check out screenshots here and here. This goes to show what a great game an open source project can create."
Let's go easy on their servers, eh?
http://screenshots.freeciv.org.nyud.net:8090/gallNEWS-2.0.0
From Freeciv
(Redirected from NEWS-beta)
WARNING: This is a tentative list, by no means exhaustive. See the NEWS or ChangeLog files contained with the source for more information.
WHAT'S CHANGED SINCE 1.14.2
Rules changes:
* (Beta2) Research cost has doubled, effects of science buildings doubled. SETI now improves Research Labs instead of giving free Research Labs to every city. Isaac Newton's College now improves all the player's universities.
* New units: AWACS and Workers.
* New option: national borders. Units inside your borders do not cause unhappiness under Republic and Democracy.
* It is no longer possible for one player to be in alliance with a player who is at war with another player you are allied with.
* The Civ2 ruleset now has waste. Default ruleset does not.
* Incite costs changed, now cities closer to capital, with units and with buildings have much higher incite cost.
* Killing a defending diplomat now costs you 1 movement point.
* Units now have multiple, configurable veteran levels.
* Team mates now pool their research. You may opt out and research individually by cancelling the 'Team' treaty.
* Server has voting on commands and options. You need over 50% of votes.
* When moving a unit from a transport on an ocean tile to a land tile, you lose all movement points.
* You can specify a list of players that you would like to share victory with, using the 'endgame' command.
* Nations added: Swiss, Afghanistan, Ethiopian, Assyrian, Columbian, Elvish, Galician, Hobbits, Indonesian, Kampuchean, Malaysian, Martian, Nigerian, Quebecois, Sumerian, Taiwanese, Austrian, Belgian, Phoenician and Mexican.
* New wonder: The Eiffel Tower. Makes AIs love you and improves reputation.
* The building requirements of several buildings have been changed.
* The whale special is reduced to 2 food, 1 shield and 2 trade.
* Settlers / Workers / Engineers can never get veterancy.
* Trireme's high sea loss now considers veterancy level (green 50%, veteran 25%, hardened 5%, elite 0%) before being divided by 2 if you have Seafaring or 4 when you reach Navigation (previously only fixed at 50% before being divided).
* Glacier terrain is now unsafe for land units (15% chance per turn of being lost). Also doesn't count as coastline for Trireme safety or Fish and Whale generation. Roads/railroads can be built but all unit (worker too) get 15% chance per turn of being lost any way!
* King Richard's Crusade now made obsolete by Robotics (previously Industrialization).
* Fixed tech costs based on the number of prerequisites of the tech in the tech tree.
* Nations have preferred nations to fork off when civil war occurs.
Gameplay changes:
* AI is much improved, and does not use 'double-move' any more.
* AI now conducts diplomacy with you (and against you).
* New difficulty level: Novice. It severely handicaps the AI players.
* Smarter autoexplorer and autosettler code.
* Modpack options vastly improved: You can customize buildings, add buildings as requirements to units, restrict technologies to certain nations, have split technology trees, gold upkeep for units, new units and terrain flags and lots of other options. (This is still done by editing configuration files with a text editor.)
* Fewer popups (eg choose the new government from the menu directly)
* Alternative map topologies, e.g. real support for isometric and hexagonal maps, "donut" map wrapping.
* Incomplete support for drawing civ3 graphics. See the civ3gfx (ftp://ftp.freeciv.org/freeciv/contrib/tilesets/ci v3gfx/) tileset.
* Global observer can observe the entire game.
* New method of settings map dimensions: Just use 'size'.
* Modified map generators.
* Initial units can be selected with a server option.
* 'Home' key centers on
All we need is a few great games...
Well, how about:
No Gravity http://www.realtech-vr.com/nogravity/
Vegastrike (and mods) http://vegastrike.sf.net/
Bzflag http://bzflag.org/
glest http://www.glest.org
cube http://wouter.fov120.com/cube/
globulation http://www.ysagoon.com/glob2/
foobillard http://foobillard.sunsite.dk/
trigger http://www.positro.net/trigger/
netpanzer http://netpanzer.berlios.de/
I just don't know what you are talking about.
There are plenty of good games out there.
Can anyone else remember some good ones?
A bad analogy is like a leaky screwdriver.
Better multiplayer, better AI, better tweakability, more balanced rules, choice of rectangular, isometric or hex tiles.