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Thread: Freeciv 2.2 beta

  1. #1
    Harry Tuttle
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    Freeciv 2.2 beta

    The Freeciv development team has generously posted a compiled windows version of the beta of Freeciv 2.2 to their sourceforge.net and gna.org download pages. The beta improves upon the already excellent Freeciv 2.1x and includes a much anticipated in-game editor.

    The in-game editor includes such features as:
    • Terrain painter (tundra, grassland, deep ocean, etc...)
    • Terrain resource painter (gold, furs, fish, etc...)
    • A special terrain painter (huts, roads, irrigation, etc...)
    • Military base painter (fortress, buoy, ruins, etc...)
    • Unit painter
    • City painter
    • Player vision painter
    • Start position painter
    • Player editor
    • Player advances editor
    • City editor (improvements, size, name, etc...)
    • Unit editor (veteran, move points, hp, etc...)
    • Tile editor
    • The ability to save a game as a scenario


    Check it out today. I recommend the gtk version as it has the editor. http://sourceforge.net/projects/freeciv/files/
    http://download.gna.org/freeciv/packages/windows/

  2. #2
    curtsibling
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    Giving it a download at the moment...!

  3. #3
    Harry Tuttle
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    and yes it runs in a 64 bit environment

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    fairline
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    Freeciv seems to be getting to a point where it is possible to make a decent scenario. I guess the sticking point know is still lack of properly-implemented events (?).

    The editor functions sound good though, so I'll definitely be checking this new version out. Thanks for the heads-up HT :b

  5. #5
    Harry Tuttle
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    No problem,

    Freeciv is definitely very close to matching the scenario making capabilities of Civ2. One thing to think of, we'll need to make up a best practices tutorial for Freeciv scenarios. The directory and save structure is a bit different, but that can be overcome easily enough.

    I was a bit disappointed that there wasn't support for editing tech trees, but that is something that can be done by editing the ruleset text files.
    Last edited by Harry Tuttle; December 21, 2009 at 12:43.

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    fairline
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    OK, had a quick look-see. I thought the units file now supported ToT-sizes, but it appears to be still restricted to vanilla-civ2 pixel height. Shame

  7. #7
    Harry Tuttle
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    The default ruleset "Amplio" still uses the old pixel height like MGE, but that can be changed by editing the ruleset and then the unit file.

    I think I'll go and ask for a quick tutorial on the Freeciv site forums as to how to change this.

    Irregardless, I think a new ruleset should be created to accommodate our wants (more than the usual amount of techs, more unique units, etc)

  8. #8
    fairline
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    Quote Originally Posted by Harry Tuttle View Post
    The default ruleset "Amplio" still uses the old pixel height like MGE, but that can be changed by editing the ruleset and then the unit file.

    I think I'll go and ask for a quick tutorial on the Freeciv site forums as to how to change this.
    Thanks Is there a good place in the Freeciv forum to ask this sort of stuff, to save pestering you?

    Irregardless, I think a new ruleset should be created to accommodate our wants (more than the usual amount of techs, more unique units, etc)


    On a kind of related note, I wonder if it would be possible to have multiple units files - one for each nation would be good in addition to a default unit set to add flavour units / unique units.

  9. #9
    Harry Tuttle
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    Quote Originally Posted by fairline View Post
    Thanks Is there a good place in the Freeciv forum to ask this sort of stuff, to save pestering you?
    Oh don't worry, you're not pestering me. We're probably answering a lot of questions for others.

    I would ask any graphic related questions in the Graphics section or the Ruleset section

    On a kind of related note, I wonder if it would be possible to have multiple units files - one for each nation would be good in addition to a default unit set to add flavour units / unique units.
    It might be possible to have the game pull the unit graphics or unit stats from multiple files, instead of just one. I don't know if any sort of modular system will work, or really be worthwhile, as you could just add more units to a single unit file, like say go from the default 57 unique units to 200 or so. I could see allowing a player to mix and match, but that might become a headache when designing a ruleset.

    I think you would have to do divergent tech trees like with Civ 2 to get totally unique units, with obsolescence techs thrown around... I'll have to look into that.

  10. #10
    Harry Tuttle
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    I started a thread here.

  11. #11
    fairline
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    Excellent, thanks HT. I'll chip in when you get a response.

  12. #12
    Harry Tuttle
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    Fairline, see the Freeciv thread I linked to earlier before you download the zip attached to this post.

    Open the "Mongol - Freeciv 2.2 mod by Cazfi.zip" first and put it into the Data directory of Freeciv. Put the files contained in Graphics 1&2.zip into the tileset directory. Run Freeciv gtk 2.2 beta, and load the "mongols" saved game.

    Edit: I can't stand this limited upload.. 488kb? It's like I'm playing on a Compuserve bulletin board.
    Attached Files Attached Files
    Last edited by Harry Tuttle; December 23, 2009 at 00:31.

  13. #13
    fairline
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    Thanks

    Edit: I've put the 'Mongols' folder straight into data, right? So I now have:

    .../data/mongols/mongols/.....

    I've fired up Freeciv but can't load the save game. Did I place the files in the right location?
    Last edited by fairline; December 23, 2009 at 01:24.

  14. #14
    Harry Tuttle
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    I think the files are in the right place, but I'm not at home right now and can't femember exactly what you need to do. Try browsing for the save file. When you load up the save it should ask you if you want to load up the mongols ruleset, so I don't know if you even need to have the files in the same directory path.
    Last edited by Harry Tuttle; December 23, 2009 at 08:27.

  15. #15
    Harry Tuttle
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    Any luck Gareth? I'll try and give you a directory structure tonight if you can't get it to work

  16. #16
    fairline
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    Just back from work Bill. Nope - I can browse the save file, but I get the standard tileset.

  17. #17
    fairline
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    Anybody who's interested in influencing how Freeciv is adapted / what features are added can submit a request to the coders here:

    EDIT correct link: https://gna.org/bugs/?func=additem&group=freeciv
    Last edited by fairline; December 24, 2009 at 04:12.

  18. #18
    kinetic
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    Quote Originally Posted by fairline View Post
    Anybody who's interested in influencing how Freeciv is adapted / what features are added can submit a request to the coders here:

    https://gna.org/bugs/index.php

    Actually, its https://gna.org/bugs/?func=additem&group=freeciv

  19. #19
    Harry Tuttle
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    Quote Originally Posted by Harry Tuttle View Post
    Any luck Gareth? I'll try and give you a directory structure tonight if you can't get it to work
    -Data (folder)
    ---Mongols.sav
    ---Mongols.tilespec
    ---Mongols (folder)
    ------buildings.ruleset
    ------cities.ruleset
    ------effects.ruleset
    ------game.ruleset
    ------governments.ruleset
    ------nations.ruleset
    ------script.lua
    ------techs.ruleset
    ------terrain.ruleset
    ------units.ruleset
    ------Tileset (folder)
    ---------chiefs.spec
    ---------cities.png
    ---------cities.spec
    ---------icons.png
    ---------icons.spec
    ---------people.png
    ---------terrain1.png
    ---------terrain1.spec
    ---------terrain2.png
    ---------terrain2.spec
    ---------tiles.png
    ---------tiles.spec
    ---------units.png
    ---------units.spec

    Make sure the files are in the correct folders and see if that works.

  20. #20
    Harry Tuttle
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    Hmmmmm, a problem. It seems that the game bombs if I open it up a second time after running the Mongol save... Okie Dokie. Well, that's going to have to be figured out. The mongol.sav does run though, and the units are ToT height. Some fiddling to do...

  21. #21
    Harry Tuttle
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    I'm trying to get Mercator to update Mapedit to support Freeciv saves. He's lukewarm on the idea. Any help is appreciated.

    I already tried bribing him with a Cecil Fielder "thin" Blue Jays card (second year I think). He didn't bite. Large vector map from Euratlas.com? Maybe...

  22. #22
    fairline
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    Quote Originally Posted by Harry Tuttle View Post
    -Data (folder)
    ---Mongols.sav
    ---Mongols.tilespec
    ---Mongols (folder)
    ------buildings.ruleset
    ------cities.ruleset
    ------effects.ruleset
    ------game.ruleset
    ------governments.ruleset
    ------nations.ruleset
    ------script.lua
    ------techs.ruleset
    ------terrain.ruleset
    ------units.ruleset
    ------Tileset (folder)
    ---------chiefs.spec
    ---------cities.png
    ---------cities.spec
    ---------icons.png
    ---------icons.spec
    ---------people.png
    ---------terrain1.png
    ---------terrain1.spec
    ---------terrain2.png
    ---------terrain2.spec
    ---------tiles.png
    ---------tiles.spec
    ---------units.png
    ---------units.spec

    Make sure the files are in the correct folders and see if that works.
    That's how I have the files now. I tried loading 'mongols' sav file and nothing happens - Freeciv reverts to the main screen with no scenario loaded.

  23. #23
    fairline
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    Quote Originally Posted by kinetic View Post
    Oops - thanks for the correction kinetic

  24. #24
    kinetic
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    2.2.0 released!

    2.2.0 was released. Download it at http://www.freeciv.org

    All of us at freeciv welcome anyone who would want to create/port scenarios for freeciv. If they can be released under the GNU GPLv2 they can be part of the official freeciv package, if not they can still be linked to on the wiki so everyone can enjoy it. The editor is capable, as is the lua scripting. Freeciv is much more flexible and extensible than civ2, and I imagine many things could be done with freeciv that would be a problem for civ2. If you find any problems with freeciv, or you reach any kind of thing blocking you from creating a scenario, please create a bug report (or at least post it on our forum) and a wonderful developer would love to look at it, and create a solution.
    Last edited by kinetic; March 17, 2010 at 00:45.

  25. #25
    Harry Tuttle
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    When I have some time I'll write up a list as to why scenario creation, beyond a very vanilla scenario, is hard to create.
    The main issue is that while the tools are all there, the documentation is lacking. It's very hard to expand on the game files without knowing what to add. It's also very hard to use Lua to create events when there is little info on what to actually code. Very frustrating.

    I'm all for experimentation to acquire best practices, but I don't have all the time in the world.

  26. #26
    gvari7
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    Looks good!

    The only thing that annoyes me so far is that when I right click nothing happens, instead of the non-selected box appearing as happens in Civ 2.

    Am I being very thick and doing this wrong?

    Visible fog of war is a very very nice change.

    If I understand correctly, there is a much higher limit to amount of unit types than in Civ 2?


    And also, I cannot see this anywhere, is there a different limit to amount of different terrain?


    I also notice that there are different types of oecan, that is both deep and shallow. This is a very nice change!

    It may still be a bit clunky, as I am used to Civ 2 being so amazingly streamlined somehow.

    And the final question for now, is there a way either to port maps over or is there already a Giga world map made for the game?

    As in the maps used in First Strike/Imperialism scenarios, and many more I believe.
    Also, anyone know who made that map?

  27. #27
    gvari7
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    Okay, I have looked better at this, and run into a huge obstacle.

    It is not possible to specify Width/height of a new map, so my plan to remake the Giga World Map has hit a "brick" wall....

    It is very sad though, as my feeling is that FreeCiv has a very short way to go to go ahead of Civ2, in most areas.

    Having to use scripting more than in Civ2 is a drawback, but one I could get over.

  28. #28
    engla
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    I provided some pointers in this other thread, about how to make a custom-sized new map, and event scripting: http://apolyton.net/forums/showthread.php?t=190665

    I'm currently fixing bugs in freeciv's event scripting. It is basically waiting for people to explore it and make great things with it. With some synthesis of the available functions, lots is already possible. Sadly, error reporting does not work in 2.2.0 yet (so syntax errors in event scripts are reported without explanation). This is fixed if you use a version directly from our repository and should be in the next bugfix release. This also means that if you have specific questions about event scripting in Freeciv, you can email me (don't use PM on the forum. My email is ulrik ARROBA kaizer dot se.)

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