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CapTVK
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Voorburg, the Netherlands, Europe
Jan 1970 time: 05:16
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Based on one of Nemo's truck. I've made my first dinky toy!
Not entirely happy with the design and the letters but it's a start.
What was that truck line in the " if you' re addicted to civ..." -thread again?
Attachment: truck.png
This has been downloaded 171 time(s).
Last edited by CapTVK on 25-11-2004 at 04:16
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CapTVK
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Voorburg, the Netherlands, Europe
Jan 1970 time: 05:16
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Harry,
Don't worry you don't need to compile the source yourself. I usually go for the precompiled binaries. There are a number of precompiled binaries available at the Freeciv site. Check downloads for a list of the binaries (http://www.freeciv.org/index.php/Download)
There are two versions for windows. A native one in Win32 and one done with the GTK toolset. Basically they function in the same way. The interface is just a little different.
It's worth checking the source out though. You can also view the source online too. It's quite readable for noncoders because every function has been commented.
As for editing graphics and rules. That can be done easily. It works in the same way as Civ2 rules.txt. After the game is installed or unzipped all the settings for rules, graphics and units are held in special directory (usually called /data or /share).
Note: Freeciv doesn't have the equivalent of a scenario file but it does have some ways to make extensive modpacks. You can assign unique techs to specific civilizations and give them their own tech tree for example.
Extensive modding as we know it from the Civ2 ingame editor is only possible with CivWorld. But that's not available for windows (yet). You can unzip a Freeciv a savegame however and tweak it with a good editor. Basically Civworld is a savegame editor.
Last edited by CapTVK on 26-11-2004 at 01:35
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Vasc
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Lisboa, Portugal
May 2000 time: 05:16
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I just remembered it would be nice to give you a small walkthrough of the ruleset files. I'll assume you got r0b0's build.
The rulesets and tilesets are in the data directory 'share\freeciv'. Let us say you want to mod the graphics (i.e. tilesets). The default tileset is called 'isotrident'. The relevant files for it are:
isotrident.tilespec
isotrident\*.*
The 'spec' files are .ini text files with descriptions of the graphics layout, etc. The 'png' files got the graphics.
If you want to change the rules, the relevant .ini text files for the 'default' rules are:
default\*.ruleset
For example, here is the Temple building description in 'default\buildings.ruleset':
code: [building_temple]
name = _("Temple")
tech_req = "Ceremonial Burial"
bldg_req = "None"
...
obsolete_by = "None"
is_wonder = 0
build_cost = 30
upkeep = 1
sabotage = 100
effect =
{ "name", "value", "req_type", "req"
"Make_Content", 1
"Make_Content", 1, "Tech", "Mysticism"
}
...
I stripped out the uninteresting bits. As you can see the format is quite readable.
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CapTVK
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Voorburg, the Netherlands, Europe
Jan 1970 time: 05:16
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quote: Originally posted by Harry Tuttle
...and the ruleset can be modified in wordpad. Hmm ok, I can work with this.
Ok, I see that FreeCiv has these improvements over Civ2:
1) Up to 30 players instead of Civ2's 7.
2) Greater color depth than Civ2's pallette.
3) A visible Fog of War.
4) It's free to all those who already own Civ2.
5) Able to be played on a myriad of platforms.
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Very keen observations. You missed multiple veteran levels and shared teamplay though. 
Now for the big questions:
1) What's the unit max on the board at one time?
Not sure if there's some sort of max like you had in Civ2, but it is a LOT. Vasc,Per or Jason are the guys who can answer this question.
2) The website says in the about section that there are 47 units and 61 nations. Is this less than Civ2, which has 62 playable units?
The standard Freeciv has about the same number of units (settlers, phalanx, tireme, tanks etc..) as Civ2. It's a matter of creating a tileset with so many units. In practice there can be a max of 200 different units in the game but there's no tileset at the moment which has that many.
When you refer to nations. Do you mean in the sense of no. of civilizations?
3) How many buildings (city improvements) can you build?
The same amount as Civ2 has. You can add more and they are very customizable. (From the betanews release)
quote:
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.
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4) Of the buildings, how much can you edit them? Can a building in the Cathedral slot be changed so that it will increase shield output instead of happiness?
See 3
5) Can there be more kinds of terrain added other than the usual 10 with their bonuses?
Never tried this myself. But a look at the terrain.spec shows that you make the tileset bigger and add more tiles to it. Apart from that there are also a number of "dangerous terrain" abilities which include:
NO_POLLUTION
Pollution cannot be generated on this terrain
TER_NO_CITIES
You cannot build cities on this terrain
TER_UNSAFE_COAST
The coastline of this terrain is unsafe (ships could sink on this square)
TER_UNSAFE
This terrain is unsafe for units to travel on (unit could die on this square)
6) What's the deal with unit sounds? Are the sounds tagged to a certain unit in a certain slot like in Civ2 or is it fully customizable like in Civ2: Tot?
Probably like ToT. There's a sound.spec that is fully customizable like the others.
7) How many city designs can be used?
I believe you can assign different city styles to different nations. But Vasc is probably the guy to answer this.
8) Can events be added?
No. That feature is on my personal wishlist as well 
9) How many tiles can the maps have?
255x255 for some topologies. The CVS version supports up to about 32000 tiles. Bigger maps could be implemented but for now the developers see no reason for bigger maps.
10) What has FreeCiv improved upon in comparison to Civ2 other than what was asked in the aforementioned questions?
In one word: multiplay. Where Civ2 in essence is a singleplayer game Freeciv has focussed on making MP as easy as possible and relieve micromanagement (multiple way points for units, patrol orders, order settlers to build roads between cities etc...) and city management agents.
quote:
I'd like to work with this program so give me some info so that I may expand my brain. |
Hope this helps, Vasc, Jason or Per are probably the guys who can provide more brainfood. 
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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:16
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I noticed that the techs, buildings, and other various rule files designate a tag that points to a specific x and y area. This area composes a block of pixels and each block thereafter the top left corner of the graphics file counts as either being in another row and/or another column.
So basically, what it seems like, is that you can have a tech point to a specific group of pixels in a specific graphics file and have that block of pixels show up in game as the graphic for the tech.
Now, my question is, can I change a tag/tags from "b.aqueduct" to "b.0001", making the tag non-building specific? Then could I choose to make "b.0001" point to an aforementioned "block" in a graphic file of my choosing?
As this line mentions in the default buildings text file: "The actual tag used (the * in [building_*]) does not matter, except it must be unique within this file, and it may be used in debug output when reading this file."
Or are the tag names and graphics names hard coded?
Also, could I just cut and paste into the building rules text file additional building "scripts" and have those point to more tags, which would point to additional graphic files?
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cazfi
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quote: Originally posted by Harry Tuttle
Note that after year 0, the cost for techs double. This behaviour is hard-coded and cannot yet be changed in rulesets. |
Seems like we are spreading misinformation in tech.ruleset. Doubling year can be changed or even disabled entirely, as in default ruleset.
- Caz
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cazfi
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quote: Originally posted by Harry Tuttle
Now, my question is, can I change a tag/tags from "b.aqueduct" to "b.0001", making the tag non-building specific? Then could I choose to make "b.0001" point to an aforementioned "block" in a graphic file of my choosing?
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Yes, you can.
Note that ruleset files apply to server end, they are common to all players. Tilespec files and graphics apply only to client ends and in multiplayer environment each player can use tileset of their own choosing.
So, if you want to make alternative tileset to be used with defalt rulesets, you should not change tags as that would break existing tilesets - and your tileset itself would be unusable when user has no control over rulesets used by server (public servers).
If you are working on totally new modpack - one that requires ruleset changes anyway - you are free to change those tags.
I don't see point in making 'generic' tags, though. Why would you need that? If you want to use same graphics for several buildings, it's probably better to make separate tag for each and just make them point to same graphics block. That way server does not force 'all these buildings look just the same' - rule, but client with alternative tileset could use different graphics for each building.
quote:
As this line mentions in the default buildings text file: "The actual tag used (the * in [building_*]) does not matter, except it must be unique within this file, and it may be used in debug output when reading this file."
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Barring some special characters, you can make this tag anything you like. It's only used internally in ruleset loading code.
quote:
Or are the tag names and graphics names hard coded?
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No
quote:
Also, could I just cut and paste into the building rules text file additional building "scripts" and have those point to more tags, which would point to additional graphic files? |
Yes, upto maximum number of different buildings (currently 200, I think. Will be 'unlimited' some day)
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