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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:16
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Well, as some of you may have noticed, I've taken an interest in Freeciv, namely Freeciv 2.0, which, by the way, is easily downloadable and playable, even on my old Win98. Get it here:
ftp://ftp.freeciv.org/pub/freeciv/b...beta4-win32.zip
I decided to put together a nice little list of things I have found out about the game. 
Freeciv 2.0 for Windows
New Features in regards to Civ2 besides being near identical in commands, structure, and gameplay:
The Big Ones:
1) You can create unit files, improvement files, terrain files, and tech tree files that allow about 3 times more types of units, improvements, terrains, and techs than Civ2.
2) Graphic resolution and color depth is higher than Civ2: ToT and is on par with Civ3.
3) Sound formats are of higher quality and can be individual to each unit.
4) Up to 30 players.
5) Unit, Improvement, and Terrain size can be increased exponentially. Remember how Civ2: ToT units could be taller than Civ2: MGE units? With Freeciv the units can be obscenely large.
6) An immense opportunity for modification using the logically designed game file structure.
Gameplay:
1) "Worklists" (queues) for city production.
2) Multiple "Tilesets" (World Views) that can be toggled from Civ2 style to Civ1 style to Hex style while playing.
3) City production can be viewed in World View outside of the city.
4) National borders.
5) 72 different message options that can be displayed alerting the player of happenings in his empire.
6) Game Log display at the bottom of the game window that details every change in the game. Also, there can be exporting of the game log into a text file.
7) Pollution and Nuclear Fallout are completely separate types of "pollution".
8) The ability to set units on Auto Attack, Patrol, GoTo/Airlift to City, GoTo nearest city, Diplomat/Spy, and Explode Nuclear (detonate a nuclear bomb without attacking a unit or city).
9) Multiple choices of viewing layers on the game map.
10) Very detailed city resource manipulation by the player.
11) The option to set the units in your city to auto-attack any land units and/or sea units and/or air units and/or helicopter units that come nearby.
12) A Fog of War.
13) The terrain building and pollution options are more varied.
Drawbacks:
1) There is currently no support for an event engine. I have written a very in depth breakdown of the Civ2 event commands and structure on the Freeciv.org forums which has received a good response. Hopefully the designers will come up with something.
If I missed something or got something wrong, tell me.
My opinion? Download it! Play it!
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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:16
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quote: Originally posted by curtsibling
Methinks I will be trying this one out...
Don't you need some kind of programmer's suite to run it though?
Any chance of an install tutorial, CapTVK?
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Nope, no programmers suite. Just download the files from the link, unzip to your desktop (it automatically creates a folder), click on civclient and play.
quote: Are there any 'rules.txt' and unit static art files, etc?
How easy is it to upgrade the vanilla version? |
Yes, look in the data folder. The unit files are in .png format, the same that Fairline was experimenting with a few weeks ago. They are viewable with a good paint program. There are also Civ2 style rules included and some comparable unit graphics.
Be warned, and this is one of the reasons why I think the Scenario League would fit well with the game, is that the graphics are all based on those created many years ago by an Amiga user. They are very rudimentary by say, Fairline's Red Front ToT standards.
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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:16
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quote: Originally posted by Kobra
I'm playing right now, and I spesifically like that you can play up to 30 civs at once! 
But can one play or make scenarios with this thing? |
Right now the concept of a scenario is similiar to Civ2 scenarios.
As many of you may know, a scenario doesn't necessarily have to have new units, sounds, and all that good stuff. Basically, it's one step up from a saved game.
A Modpack on the other hand doesn't necessarily have to have a playable game save included with the new units, sounds, etc...
What Freeciv has is the ability to load a Modpack, with a map that can be created using CivWorld (does not support Freeciv 2.0 beta yet). As for placing cities, units, etc... Well... I haven't gotten to the point where I can answer that.
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SithUK
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For those of you with WinXP please download the vastly superior GTK2 client: better gfx and user interface. It's also updated more regularly than the Win32 binary.
http://deepblue.sk/~r0b0/freeciv/
Grab the latest Freeciv2 Beta there.
Enjoy,
Sith
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Yog-Sothoth
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Trondheim, Norway
Sep 2000 time: 06:16
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Civworld patch:
ftp://ftp.freeciv.org/pub/freeciv/c...utils/civworld/
From the readme:
This was updated on 20 Nov 2004 for Freeciv CVS
This has only been tested on linux. You must be willing to compile the GTK 2.0 client to make this work. Since GTK 2.0 can work on Win32, civworld ought to work there too. Email me if you can do it.
So, gtk2 only and no precompiled version available at the moment I'm afraid.
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Vasc
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Lisboa, Portugal
May 2000 time: 05:16
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There is a preliminary version of Civworld for 2.0.0 from Mike, but it still needs a lot of work.
Last edited by Vasc on 04-12-2004 at 01:47
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