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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:14
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I dont follow alt civs mainly becuase it is too confusing. There are projects that have boards here, Free civ, and GGS, and ones like MD which get attention but dont have their own board. then there are several mentioned which seem to be dead, afaik. ANd while MD and GSS seem to be distinct games, one gets the impression that Free Civ is just a Linux port of Civ. I dont have the time or inclination to go hunting websites for each project. It would be useful, therefore, if someone could put up a simple comparitive fact sheet on the different alt civs. What their gameplay goals are, what platforms, what programming languages, current status (this does NOT need to be frequently updated - just would be good to seperate out those at alpha test, those released, those dead for 5 years)
I realize it may come off as obnoxious to ask for this, when im not volunteering to do it - just consider it a friendly suggestion.
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yeah the alt civs section needs some re-organization...
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somehow i managed to get the wrong idea, and thought we were talking about a comparison on the game models of each game...
anyway, a comparison like the one "lord of the mark" suggests in much easier
let's see, we've got
- type of game(civ-like, generic 4x, etc)
- design goals
- distribution type(open source, freeware, shareware, commercial)
- current version
- scheduled release date
- platforms(win, linux, mac, os/2)
- programming language
- need of help?
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as for the game itself:
- graphics(16 bit, 8 bit, etc)
- map(isometric, flat, 3d)
- tiles(square, hexagons)
- unique/generic civs
- victory types
- number of max civs(7,8,16,32...)
- simultaneous moves(yes,no)
- customizable units(ala smac)
- borders
- tile improvement model
- stacks/tactical combat
- goverments(civ2 like, smac se, etc)
more is needed obviously... 
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RonHiler
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California, USA
May 2000 time: 21:14
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Sounds like a good list to me. I think we may have a bit of trouble getting six games onto one page with all that info, heh.
I would add a couple of items:
Contact (e-mail)
Web page (link)
Discussion (link)
Play types (single player, multiplayer, (hotseat, PBEM, Massive multi, etc.))
Ron
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just provide the answers in as less words as possible, and let me worry about the format of the resulting page 
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heardie
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Mine will be reayd in 1-2 days, just gotta coonfirm a few things with the rest of the team.
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RonHiler
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California, USA
May 2000 time: 21:14
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Here's ours.
- Type of game: World Conquering 4x TBS
- Play types: Single Player, PBEM, Hotseat
- Design goals: World conquering from Pre-History to Future
- Distribution type: Shareware
- Current version: Alpha 0.4
- Scheduled release date: 2001-2002
- Platforms: Win 9x
- Programming language: C++
- Need of help?: Yes, Documentation and Description Blurbs
- Graphics: Varies (user set)
- Map: 3D Spherical
- Tiles: None (Point based movement)
- Unique/generic civs: Unique
- Victory types: Varies (player set)
- Number of max civs: 30
- Simultaneous moves: Yes
- Customizable units: Yes
- Borders: Yes
- Tile improvement model: Unit based (ala Civ2)
- Stacks/tactical combat: Yes (but computer controlled only)
- Goverments: No
- Contact: RHiler@RJCyberware.com
- Web page: www.RJCyberware.com
- Discussion: news:alt.games.mdestiny
[This message has been edited by RonHiler (edited January 27, 2001).]
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heardie
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Okay here I go:
Type of Game - Improved TBS - Historical Simulation
Design Goals - Create a game that's not just a Civ2 clone, but is a whole new experience.
Distribution Type - Open Source
Current Version - 0 (Just starting coding)
Scheduled Release Date - When it's done!
Platforms - Windows (possible ports when finished)
Programming Language - C++
Need of Help - Coders required, desperately (OO/multiplay/low level
especially, Artists)
Graphics - DirectX, 2d sprites
Map - 2d map, view from above, but detailed (satellite image kind of map)
Tiles - Square tiles viewed from above (civ1 way!)[Put this on hold. This has caused disagreement in the camp ]
Unique Generic Civs - Every civ will be as unique as the player makes it.
Victory Types - Military, Diplomatic, Scientific, whatever you want, just ask 
Number of Max Civs - This is a contentious issue. There is some discussion as whether is go MMP with ~100 civs, where games last months, or just MP with 8 players. SP will be done after MMP/MP
Customizable Units - Not like SMAC, but different levels of training.
Borders - Yes. But don't ask us to define region (sorry, inside joke, all GGS'ers would get it)
Tile Improvement Model - Improved civ2/smac model
Stacks/Tactical Combat - Using armies instead of units, strategical combat mostly
Governments - Based on SMAC, but improved
Contact - civ3-open@lists.sourceforge.net
Web-Page - www.gunsgermsandsteel.com (also, new site - http://www.ggs.f2s.com )
Discussion - http://apolyton.net/cgi-bin/ubb/for...Steel&number=38
Play Types - At the moment, looking at MMP or MP, then SP when that is done.
Micro/Macro Management - Maily maco
Customizable - As much as possible, yes.
[This message has been edited by heardie (edited January 28, 2001).]
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Thue
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Copenhagen, Denmark
Jan 1970 time: 06:14
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Very quick first try.
Note: I will stick to the things that are actually currently implemented... (Or at least specify as "planned")
Freeciv
[*] Type of game: Civ type
[*] Play types: Single Player, networked simultanious multiplayer, persistent server with min time epr turn multiplayer
[*] Design goals: "Make a better civ than civ" and "'Cause civilization should be free!"
[*] Distribution type: Open Source
[*] Current version: 1.11.4 (1.12.0 nearing)
[*] Scheduled release date: Now, soon and forever.
[*] Platforms:
* GNU/Linux
* Sun Solaris
* OpenBSD
* NetBSD
* FreeBSD
* BSDI 4
* Amiga
* MS Windows 95/98/NT/2000
* SunOS
* SGI Irix
* IBM OS/2
* IBM AIX
* HP HP-UX
* OpenVMS
* QNX
* Darwin
In the works: BeOS, MAC and native windows
[*] Programming language: C (some clients in C++)
[*] Need of help?: What we probably need most is a good manual...
[*] Graphics: Isometric and civ1 style
[*] Map: Only normal world style for now
[*] Tiles: Multiple tilesets. Very flexible tile set support
[*] Unique/generic civs: Not very
[*] Victory types: Conquest and space race
[*] Number of max civs: 30
[*] Simultaneous moves: Yes
[*] Borders: Planned.
[*] Tile improvement model: Unit based (ala Civ2)
[*] Stacks/tactical combat: No
[*] Goverments: Yes
[*] AI: Yes
[/list]
Contact: http://www.freeciv.org/mailinglists.html
Web page: http://www.freeciv.org
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Jason Kozak
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Ontario, Canada
May 2000 time: 05:14
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My turn...
Slick-6
- Type of game: Space 4x TBS
- Play types: Single Player, and Multi-player through PBEM, Hotseat, and TCP/IP
- Design goals: Strong gameplay, deep tech-tree, simple interface
- Distribution type: Shareware
- Current version: Internal Alpha
- Scheduled release date: 2001-2002
- Platforms: Win 9x/2k (portable)
- Programming language: C++
- Need of help?: Not at the moment
- Graphics: 3d (DirectX, OpenGL, and Glide supported)
- Map: 2D, view is flexible
- Tiles: None (Point based movement)
- Unique/generic civs: Unique
- Victory types: Varies (player set)
- Number of max civs: 32 (not hard coded)
- Simultaneous moves: Yes
- Customizable units: Yes
- Borders: Undecided (lack of sufficient methods)
- Tile improvement model: Unit based (ala Civ2)
- Stacks/tactical combat: No, Yes (computer controlled)
- Goverments: No
Contact: JKozak@RJCyberware.com
Web page: www.RJCyberware.com/.6
Discussion: Apolyton Alt Civs forum
[This message has been edited by Jason Kozak (edited January 28, 2001).]
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RonHiler
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California, USA
May 2000 time: 21:14
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quote:

Originally posted by MarkG on 01-29-2001 01:25 PM
Ron, Jason, what do you mean by "no" in "Goverments"?
you dont have any kind of goverment model?
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It means just that There is no government model in MD, and I have no plans of putting one in. In gameterms, I guess it means your people always do exactly what you tell them to do, and only what you tell them to do. If I had to put a label on it, I guess I'd call it absolute despotism, with no chance of revolt. I'm more interested in players dealing with each other than with them dealing with internal problems in their own civ (i.e. the computer declaring peace for you in a democracy in CivII every turn). In MD, if you want to have a war with your neighbor, you can bloody well have one 
quote:

Ron, i also want you to explian the following
Graphics: Varies (user set)
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I assumed by Graphics you were after bit depth and resolution. MD uses whatever the user is currently set at, so if they are at 16 bpp 800x600, that's what the game will use. If you meant something else, you'll have to explain the question more, heh. We use Direct3D and DirectDraw, along with standard Window's GUI to display all our screens.
quote:

Victory types: Varies (player set)
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When a game is set up, there is one person designated as the "host". This person determines several things at the start of the game, before anyone ever starts playing, including victory conditions. They chose one or more items from a list, which includes things like "Capture all enemy cities", or "Kill all enemy Primary Leaders", or "Highest score after X number of turns", that sort of thing. Of course, players can see these conditions at any time when playing. Once a game starts, they are locked in place, so players will know exactly what they are trying to do to win.
Hope that helps explain my ambiguous answers 
Ron
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Jason Kozak
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Ontario, Canada
May 2000 time: 05:14
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My answer would be the same as Ron's. 4x games tend to center around combat, and the last thing a player wants is a message telling him that very important attack didn't take place because the rest of the Senate/House voted against it.
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only human
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Chicago/Champaign, IL.
Feb 1999 time: 05:14
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so I guess I should start cranking out the guide table and make a comprehensive guide for these babies? gimme a day or two...
also, if you dev guys wanna pick a 'best' screenshots that would identify your game I could put that in the guide as well...
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