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Scenario Making in FreeCiv.

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  • Scenario Making in FreeCiv.

    I dunno where else to post this, so I am going ahead here.

    I am sure some of you will look at making/porting scenarios for FreeCiv, which is a more complicated matter than with Civ2, but FreeCiv has more freedom however.

    Notable things I have run into so far:

    Killstack On/Off: decides whether the whole stack dies, or just the unit fighting.

    Shallow Ocean/coast(not bound to coast though), and lakes.

    Resource squares are no longer bound to that mystical algorithm.
    (As far as I can tell they are paintable, have not found out how to do that yet though.)

    Higher limit on unit numbers.(Do not know how to do this yet.)

    Higher limit on terrain types.(Do not know this either.)

    Buildings being destroyed upon city capture can be disabled!
    Last edited by gvari7; March 19, 2010, 23:06.

  • #2
    Mapmaking:


    There is no usable map editor as far I know.

    The maximum size of maps is 30.000 squares.
    I am currently trying to port the Giga World Map from Civ2.

    The first obstacle was that when a maps parameters are set in the game only the number of tiles can be set, in thousands, the X,Y axises cannot be specified.

    However, there is a solution to this.

    Opening a "save game" with a text editor gives all the information of the map. the first part is self-explanatory, but then the entire map is shown, much like this:

    t000="ddddddddddddddddddd
    t001="ddddddddddddddddddd
    t002="ddddddddddddddddddd
    t003="ddddddddddddddddddd
    t004="ddddddddddddddddddd
    t005="ddddddddddddddddddd
    n000="0000000000000000000
    n001="0000000000000000000
    n002="0000000000000000000
    n003="0000000000000000000
    n004="0000000000000000000
    n005="0000000000000000000

    t is for terrain.
    no idea what n is for yet.

    This way it is possible to make a map with whatever X,Y values one wants.

    the res line as in res000 and so on works as follows:

    1. = none
    2. b = buffalo
    3. c = coal
    4. $ = gold
    5. i = tusk
    6. j = wheat
    7. p = pheasant
    8. r = shield
    9. / = silver
    10. s = silk
    11. t = spice
    12. u = forest
    13. v = whale
    14. w = wine
    15. x = oil
    16. y = fish
    Last edited by gvari7; March 20, 2010, 08:39.

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    • #3
      Here is a link to an "Empty map generator" that I hope is useful.



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      • #4
        Originally posted by gvari7 View Post
        Mapmaking:


        There is no usable map editor as far I know.
        Oh, I didn't see this first.

        Freeciv 2.2 includes a very usable map editor! Make sure you download the GTK client, that's the one that has a map editor. Start a regular game, then just enable editor mode from the Edit menu!

        Some small bugs were in the 2.2.0 release. We have already fixed several small issues that should make 2.2.1 (yet to be released) a bit smoother for map editing.

        Additionally, Freeciv scenarios support event scripting. In contrast to some other civs, it is implemented with a scripting language, so it should be rather free-form (though not neccessarily more powerful at this point). A good starting point for that is here: http://freeciv.wikia.com/wiki/Events_Tutorial but be sure to find the link to the reference where the full list of events & actions is available. Again, some important bugs have already been fixed with scripting so users should be on the lookout for the next 2.2.1 bugfix release.

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        • #5
          Oh, good to see there is one now!

          I posted in that thread under the name Ymir, but had not seen those responses.

          I wanted to try to make something a few weeks back, while I had enough time, but I do not have so much time right now, so anything should have to wait school is over.

          I have some scenarios I want to make, but the big question is, if I want to make scenarios, why not just make them for CivII?
          I am not sure about this yet, perhaps I should work more with freeCiv.

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