Just back from work Bill. Nope - I can browse the save file, but I get the standard tileset.
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Freeciv 2.2 beta
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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=freecivLast edited by fairline; December 24, 2009, 05:12.
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Originally posted by fairline View PostAnybody 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
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Originally posted by Harry Tuttle View PostAny luck Gareth? I'll try and give you a directory structure tonight if you can't get it to work
---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.
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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.
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Originally posted by kinetic View PostActually, its https://gna.org/bugs/?func=additem&group=freeciv
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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, 00:45.
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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.
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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?
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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.
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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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