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neonext
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Civiliza v0.45a is out.
You can download it at:
http://www.angelfire.com/empire/dune2redux/index.htm
New version coming soon! With diplomacy and scenario support! For full list of revisions, see 2nd page of this thread!
NOTE1: To play single player, start a multiplayer game and click on the "Open" slots to add AI players.
NOTE2: Windows '98 and possibly ME users may get color conversion problems. If you see problems with the civ colors (for example your units have a pinkish color to them instead of your civ's color), download and install the update and turn 'OldWin' mode on.
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Here are info lists regarding the alpha, these will be updated up until the release and afterwords (please help - report bugs! suggest features! )
REQUIREMENTS:
- Windows 98/ME/XP
- Color depth of 16 bpp.
BUG LIST:
- Unit can move off certain map edges? (fixed)
- Colors don't convert on some, if not all windows 98 machines. (fixed)
- Colored boxes show up when in windowed mode and desktop color depth is not 16bpp.
- Start locations are sometimes placed in the water (very strange bug, no idea what is causing this yet, but the random map generator needs to be re-made anyways)
- Selection of next unit is sometimes too quick.
- City production information isn't transfered in multiplayer.
- Setup chat messages are only displayed on remote computers (not echoed on local machine)
- Too much lag.
BADLY NEEDED FEATURES:
- Save/Load game.
- Scenarios.
- Way to select units that are fortified.
- More city improvements.
- More techs.
- Diplomacy.
- Sea Units.
- Terrain movement costs.
- Scroll bar for setup chat.
- In-game chat.
- Way to switch civs.
- More setup options (gameplay timer controls etc).
- All forms of irrigation, mining and the rest of the roads.
- Resources, including food and production.
FUTURE FEATURES:
- Wonders.
- Nano era.
- Nukes.
- Minimap.
- Editable unit/tech/improvement data.
- Music.
- Victory conditions.
- Wrapping maps.
- Linked maps.
whew too much stuff to do! and only one person
but seriously, after you try this little demo of mine, imagine civiliza with nukes flying across the sky and planes fighting it out in the air and battles happening all around you. yet, it definitally still feels somewhat turn-based.
i hope to show people that taking the 'T" out of TBS can be a very good thing.
Last edited by neonext on 16-11-2002 at 08:04
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neonext
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Win 98 users, please let me know if it works ok!
(strange color problems etc, i never touch that OS anymore, it's all about XP )
You will also get these color problems if you run this in windowed mode with a desktop color depth other than 16 bits per pixel.
Remember, press ALT-ENTER for full screen mode! (after you reach the game setup chat screen)
And you can edit civiliza.ini to change the full screen resolution!
Last edited by neonext on 10-10-2002 at 14:10
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jimmyh
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Sunny Old England
Sep 2001 time: 05:22
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quote: Originally posted by neonext
Thanks
What OS are you using? 98SE?
Thanks for the reply James, keep in touch. |
I use XP, I had the game running in 32bit in windowed mode, I don't get the color keyed areas if I switch to 16bit.
Cheers.
James.
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Nebula
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I player it for a while and I think this turnless play is nice.
One thing though, that when there where more units on the map. Somehow a single key press does not seem to work correctly on my computer. (w98se) I need to hold it down a bit before it works on every movement turn and when I hold it down it starts moving the next unit a direction that I do not want. It does not happen every time but it does happen in some occasions.
What I did in my game was adding a delay between the movement of units. This way the user has time to release his finger from the key. That or use the windows keyup procedure.
I really like the game. I am looking forward to seeing it mature.
I experienced no other problems with W98Se.
btw - Are you keeping your source private?
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neonext
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Civiliza 0.45a is out.
This is a quick update aimed mostly at resolving the color converting issues with older Windows versions.
Updated Since 0.4a:
- Added "OldWin" mode for Windows '98 users who are experiencing troubles with the color converting (seeing a pinkish color instead of the civ's color). Units are still not converted correctly, but a color flag has been added so you can tell them apart. The color converting for cities is fixed under this mode.
- Added "No Shroud" mode for easier debugging. This completely clears the shroud for all users and AI players.
- Added "Accelerated Production" mode for quicker games. All research and production is increased by 50%.
- Possibly fixed wierd bug where units could move off the edge of the map.
- Added in-game help box.
- Various small bug fixes.
http://www.angelfire.com/empire/dune2redux/
Let me know about any problems.
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neonext
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quote: Originally posted by Nebula
(w98se) I need to hold it down a bit before it works on every movement turn |
Interesting... I have only experienced this in multiplayer due to lag.
quote:
and when I hold it down it starts moving the next unit a direction that I do not want. It does not happen every time but it does happen in some occasions.
What I did in my game was adding a delay between the movement of units. This way the user has time to release his finger from the key. That or use the windows keyup procedure. |
You are correct. Right now it is based on a timer function, the timer simply needs to be reset when a move is made - this will likely be in one of the next updates.
quote:
I really like the game. I am looking forward to seeing it mature. |
Thanks, I think you will be surprised how fast this will move forward. Any suggestions as to what features should be implemented next?
quote:
I experienced no other problems with W98Se. |
Wierd, I have yet to get the color converting to run properly on a Win98 machine - although I do not know if they were SE or not.
quote:
btw - Are you keeping your source private? |
Yes, there are no plans to release source code yet. I'm hoping to use this to help get me a job in the game industry.
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Nebula
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"Wierd, I have yet to get the color converting to run properly on a Win98 machine - although I do not know if they were SE or not."
Well the colors look ok to me. But I have not looked at it very precisely. It could be they look a bit different then they should but it does not bother me.
"Any suggestions as to what features should be
implemented next?"
I am finding it hard enough to come up with features for my own games. My mind just draws a blank when I want it to come up with something cool. I wish I had that better creative ablilities.
"I'm hoping to use this to help get me a job in the game industry."
Good luck.
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neonext
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quote: Originally posted by Nebula
Well the colors look ok to me. But I have not looked at it very precisely. It could be they look a bit different then they should but it does not bother me. |
The game isn't very playable with the color converting problem, because you can't tell who's units are who's.
quote:
I am finding it hard enough to come up with features for my own games. My mind just draws a blank when I want it to come up with something cool. I wish I had that better creative ablilities. |
I can understand that, but if you look at the badly needed features list up at the top, which ones do you think need to be added to the game first?
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neonext
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press 'z' for goto command
does yours display similar to this in 'kings and knights' nebula? or does it not show the turns it takes?
Attachment: shot7.jpg
This has been downloaded 212 time(s).
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Nebula
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"does yours display similar to this in 'kings and knights' nebula? or does it not show the turns it takes?"
No the goto feature is still quite primitive. It only shows a modified mouse pointer after you press the goto key. I do plan on working on it more. No visual info for the goto feature is planned yet. Your method is inspiring though. I did something similair in a game which source I lost in a hd crash.
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Nebula
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I downloaded the latest update :
Here are my notes :
When I want select a destination for my active unit the screen is centered to the active unit. This way I cannot send a unit far away. Also management of cities will not be possible when the active unit is centered upon. I am not sure on how to solve this though.
Next I noticed after playing for 15 minutes or so that the goto feature stopped working. It showed the red line but when I clicked it just did not move.
Great job btw, the gameplay reminds me of rts games.
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neonext
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i haven't got a whole lot of use out of it yet, but that's only because i'm still debugging the current tech tree.
i never saw any CtP tech trees till now, i'm surprised how linear it is, reminds me of AoE or something
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neonext
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The second update to Civiliza will be available for download soon . The first update was more of a quick-fix with minor bug fixes and tweaks, this update will be a significant addition to the game and brings the entire project one nice step closer to completion.
Last edited by neonext on 02-12-2002 at 16:54
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neonext
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"options are always a good thing"
can't wait till the screen is full of them...
Attachment: shot11.jpg
This has been downloaded 123 time(s).
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neonext
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ok i'm delaying the release for awhile longer, but it will be nice when it's done and i urge u all to try it when it's finally out. it will look very different and it will play very different.
Last edited by neonext on 25-10-2002 at 10:54
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Nebula
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Great, looking forward to testing the new version
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neonext
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currently i have it so fighters can only attack air units, up until stealth fighters which can attack both air and land. i'm thinking this doesn't make much sense and i should just change all the fighters to air and land.
or... i could make it so that all fighters do say 50% damage to land units and 100% damage to air units. and the opposite for bombers.
whatcha think nebula?
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neonext
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an F15 can certainly do a lot of damage to ground forces, especially the later models. Maybe not at Mache2 but in normal circumstances I believe it can play the role of a fighter-bomber, as can many fighters. Since the units are so generalized in this game, I'm leaning towards classifying all the fighters as some sort of fighter-bomber.
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neonext
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New Screen Shot Time
This is Civ like you've never seen before. Air battles have never really been a part of the Civ series, but in post-industrial-era Civiliza you will find the world full of air supremacy battles, bombing runs, and key paradropping strategies. As an added incentive for paradrops with helicopters, they come stocked with troops when you build them. Here you can see 3 AI players involved in a war where aircraft are certainly making a difference. Russia is being over-run by paradrops from India and Greece.
Attachment: shot12.jpg
This has been downloaded 97 time(s).
Last edited by neonext on 31-10-2002 at 06:00
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