As promised, Civiliza Demo 4 is now here, and available for download.
A whole lot has been added to the game, which of course means more bugs have been added to the game. One that i noticed at the last minute is one that prevents you from ending your turn. However, there is a workaround for this. If it happens to you, try opening a city window and changing the unit production order or try unsentrying some of your units.
Here is a full list of additions/changes/fixes since the last release.
-Fixed bug where player initiated combat wouldn't resolve correctly,
which gave the AI players invincible units under certain circumstances.
-Fixed bug where AI units would simply get stuck after trying to randomly
move a certain number of times.
-Fixed bug which caused AI ships to freeze.
-Fixed bug where city screen would edge scroll.
-Restructured visuals. Map now takes up nearly the entire screen.
-Added resources bar to top of screen.
-Added unit data loading from editable text file =)
-Added population numbers to bottom tab.
-Added easy new unit building selection in city window screen.
-Fixed bug which ended player's turn while a city window was still open.
-Added terrian data file loading.
-Added resource showing on worked tiles in city window.
-Added automatic selection of tiles to be worked on by cities, so that
resources could be harvested.
-Added tech data file loading.
-Added tech tree research picking.
-Fixed bug which caused a delay when the next player in line was dead. This was
especially evident on maps that did not contain the max players allowed.
-Corrected city radius land ownership to be based on the city's population.
-Added population growing based on current city population and corrected city sizes.
-Added game year tracking.
-Added city resource harvesting in which player can select which tiles the city will harvest.
-Fixed new bug which caused game to freeze or CTD (crash to desktop) when player
tried to take an enemy city and max number of cities already was owned.
-Fixed main map screen cities to show city sizes in 2 digits.
-Fixed city build unit name position in city window.
-Added city radius tile borders.
-Fixed move cost so that it is based on terrain data.
-Fixed bug where cities above size 0 could not harvest more than 1 tile at a time.
-Added city tile harvesting for resources based on terrain type data. Harvested
resources are added to stockpile for all cities each turn.
-Fixed bug which made ciry radius tile borders not appear correctly in city 0, which
caused everything else, including all the terrain, to dissapear.
-Added epoch and category data to tech tree selection.
-Fixed bug which caused double digit sized cities to not display size correctly.
-Fixed bug which unshrouded map where enemies city radius is.
-Changed unit build points to be based on city population.
-Modified player movement so that the player can move one last time if their movecost is half
of what is needed to move to that tile.
-Added city population to city window.
-Added city improvement data loading.
-Added city improvement building.
-Added city improvement queue graphics and selection.
-Added research point production and tech selection prompting.
-Added terrain view range data for uncovering shroud from different terrains.
-Adjusted city unit/improvement/research production.
-Added size/land workers/city workers city stat graphics to city window screen.
-Added growth/research/production city stat graphics in city window screen.
-Added routine to evaluate whether a city is connected to a capitol (palace) or not.
-Added x/checkmark graphics in city screen to tell user if city is connected to capitol (palace).
-Added * for capitols on main map, although it's hard to see & the graphics need redone.
-Fixed auto-worked land marking (which happens for each city on each turn) so that it no
longer will fill in missing marks after the user takes them away. Marks are now added
as population is added.
-Added disease and literacy. Literacy calculations linked to city improvements and techs.
-Revised new tech selection to show you what tech you just researched, if any.
-Added # turn till unit completion in city window. (NOTE: this is an approximation, and
the unit/improvement will almost ALWAYS take longer!)
-Revised city improvement queues to only show "Nothing" once.
-Fixed bug which would not allow the auto-land-tile-working for new populations.
-Fixed bug which caused techs not to be researched properly.
-Fixed bug which caused city's size not to be carried over when captured.
-Fixed bug which caused cities to not show up.
-Added the majority of the rest of the units.
-Fixed bug which disabled ability to build cities when settler unit is not unit #0
-Added new double-blit for units, so now they are filled in with owner's color.
-Added public works road system. Roads must be linked.
-Fixed overlay placement for highways and circuits.
-Added public works irrigation system, for both player and AI. Irri's must be linked,
and the terrain must be irrigatable. Extra food from irrigation is counted each turn
for all civs, and extra food resource pictures show up in city window on worked land.
-Fixed bug where players and AI could irrigate non-irrigatable tiles by building a city.
-Added Pottery/Granaries as requirements for irrigation.
-Re-wrote city-capitol link routine. Cities may now be connected to capitol
by harbor, airport, or road. Cities can also connect to an already capitol-
connected city by road. Max road link distance set to 6.
-Added AI select technology routine.
-Re-wrote AI unit choosing routines. Now supports all units.
-Added AI tech selecting routine.
-Added unit obsolete building restriction for both player and AI's.
-Added buttons to devide unit selections by type: land/sea/air.
-Added aircraft ability to fly anywhere (except for enemy occupied tiles
of course) for both player and AI.
-Added SAVE/LOAD functions. WOOHOO!!! =)
-Fixed tech data bug, which caused Flight to not be researchable.
-Fixed bug which improperly showed upgraded roads.
-Changed city window unit and unit-pick to use the double-blit.
-Fixed bug in save/load functions which incorrectly saved city populations.
-Fixed bug in city improvement queues, where queue #5 could not be set and
it would bring up the demographics window instead.
-Added automatic upgrading of unit production orders for obsolete units.
-Added tracking of players through ages. This affects research costs and
art (later).
-Fixed problem where excess settlers that the AI builds would just sit
there and take forever because no more cities could be built.
-Fixed problem where AI units would sometimes sit there FOREVER, and not
know what to do. This is a temporary work-around until better AI is written.
For now, if an AI can't find it's way to the target by at least taking ONE
step, it will sentry itself. THIS SPEEDS UP THE GAME *A LOT*!
-Fixed Granary/Supermart/AdvFoodCtr so they properely show extra food
in city window AND they properly collect extra food each turn.
-Added Library/University/ResearchLab abilities. Research effects now
shown in city window and counted up each turn.
-Added WoodWalls/StoneWalls/Shields bonuses for combat.
-Changed tile improvement costs.
-Fixed bug where public works targeting could be started when in a city
window.
-Fixed bug where clicking on a unit would unfortify it but not unsentry it.
-Added forcing of waiting at end of turn, and message to user to press enter
or space to end turn.
-Fixed graphics bug where future era techs would show improvements as their icons.
-Added color flag for who's turn it is when it is the AI's turn.
-Fixed bug where player could build tile improvemetns on shrouded tiles.
-Fixed palaces so they can only be built once, and can only be
built by only one city at a time.
-Fixed bugs where AI's would capture cities and all data would not
be carried over.
-Fixed bug where capitol cities (cities with palaces) would retain
their palaces when captured.
I hope you enjoy my new demo.
To download it, head on over to my little site:
A whole lot has been added to the game, which of course means more bugs have been added to the game. One that i noticed at the last minute is one that prevents you from ending your turn. However, there is a workaround for this. If it happens to you, try opening a city window and changing the unit production order or try unsentrying some of your units.
Here is a full list of additions/changes/fixes since the last release.
-Fixed bug where player initiated combat wouldn't resolve correctly,
which gave the AI players invincible units under certain circumstances.
-Fixed bug where AI units would simply get stuck after trying to randomly
move a certain number of times.
-Fixed bug which caused AI ships to freeze.
-Fixed bug where city screen would edge scroll.
-Restructured visuals. Map now takes up nearly the entire screen.
-Added resources bar to top of screen.
-Added unit data loading from editable text file =)
-Added population numbers to bottom tab.
-Added easy new unit building selection in city window screen.
-Fixed bug which ended player's turn while a city window was still open.
-Added terrian data file loading.
-Added resource showing on worked tiles in city window.
-Added automatic selection of tiles to be worked on by cities, so that
resources could be harvested.
-Added tech data file loading.
-Added tech tree research picking.
-Fixed bug which caused a delay when the next player in line was dead. This was
especially evident on maps that did not contain the max players allowed.
-Corrected city radius land ownership to be based on the city's population.
-Added population growing based on current city population and corrected city sizes.
-Added game year tracking.
-Added city resource harvesting in which player can select which tiles the city will harvest.
-Fixed new bug which caused game to freeze or CTD (crash to desktop) when player
tried to take an enemy city and max number of cities already was owned.
-Fixed main map screen cities to show city sizes in 2 digits.
-Fixed city build unit name position in city window.
-Added city radius tile borders.
-Fixed move cost so that it is based on terrain data.
-Fixed bug where cities above size 0 could not harvest more than 1 tile at a time.
-Added city tile harvesting for resources based on terrain type data. Harvested
resources are added to stockpile for all cities each turn.
-Fixed bug which made ciry radius tile borders not appear correctly in city 0, which
caused everything else, including all the terrain, to dissapear.
-Added epoch and category data to tech tree selection.
-Fixed bug which caused double digit sized cities to not display size correctly.
-Fixed bug which unshrouded map where enemies city radius is.
-Changed unit build points to be based on city population.
-Modified player movement so that the player can move one last time if their movecost is half
of what is needed to move to that tile.
-Added city population to city window.
-Added city improvement data loading.
-Added city improvement building.
-Added city improvement queue graphics and selection.
-Added research point production and tech selection prompting.
-Added terrain view range data for uncovering shroud from different terrains.
-Adjusted city unit/improvement/research production.
-Added size/land workers/city workers city stat graphics to city window screen.
-Added growth/research/production city stat graphics in city window screen.
-Added routine to evaluate whether a city is connected to a capitol (palace) or not.
-Added x/checkmark graphics in city screen to tell user if city is connected to capitol (palace).
-Added * for capitols on main map, although it's hard to see & the graphics need redone.
-Fixed auto-worked land marking (which happens for each city on each turn) so that it no
longer will fill in missing marks after the user takes them away. Marks are now added
as population is added.
-Added disease and literacy. Literacy calculations linked to city improvements and techs.
-Revised new tech selection to show you what tech you just researched, if any.
-Added # turn till unit completion in city window. (NOTE: this is an approximation, and
the unit/improvement will almost ALWAYS take longer!)
-Revised city improvement queues to only show "Nothing" once.
-Fixed bug which would not allow the auto-land-tile-working for new populations.
-Fixed bug which caused techs not to be researched properly.
-Fixed bug which caused city's size not to be carried over when captured.
-Fixed bug which caused cities to not show up.
-Added the majority of the rest of the units.
-Fixed bug which disabled ability to build cities when settler unit is not unit #0
-Added new double-blit for units, so now they are filled in with owner's color.
-Added public works road system. Roads must be linked.
-Fixed overlay placement for highways and circuits.
-Added public works irrigation system, for both player and AI. Irri's must be linked,
and the terrain must be irrigatable. Extra food from irrigation is counted each turn
for all civs, and extra food resource pictures show up in city window on worked land.
-Fixed bug where players and AI could irrigate non-irrigatable tiles by building a city.
-Added Pottery/Granaries as requirements for irrigation.
-Re-wrote city-capitol link routine. Cities may now be connected to capitol
by harbor, airport, or road. Cities can also connect to an already capitol-
connected city by road. Max road link distance set to 6.
-Added AI select technology routine.
-Re-wrote AI unit choosing routines. Now supports all units.
-Added AI tech selecting routine.
-Added unit obsolete building restriction for both player and AI's.
-Added buttons to devide unit selections by type: land/sea/air.
-Added aircraft ability to fly anywhere (except for enemy occupied tiles
of course) for both player and AI.
-Added SAVE/LOAD functions. WOOHOO!!! =)
-Fixed tech data bug, which caused Flight to not be researchable.
-Fixed bug which improperly showed upgraded roads.
-Changed city window unit and unit-pick to use the double-blit.
-Fixed bug in save/load functions which incorrectly saved city populations.
-Fixed bug in city improvement queues, where queue #5 could not be set and
it would bring up the demographics window instead.
-Added automatic upgrading of unit production orders for obsolete units.
-Added tracking of players through ages. This affects research costs and
art (later).
-Fixed problem where excess settlers that the AI builds would just sit
there and take forever because no more cities could be built.
-Fixed problem where AI units would sometimes sit there FOREVER, and not
know what to do. This is a temporary work-around until better AI is written.
For now, if an AI can't find it's way to the target by at least taking ONE
step, it will sentry itself. THIS SPEEDS UP THE GAME *A LOT*!
-Fixed Granary/Supermart/AdvFoodCtr so they properely show extra food
in city window AND they properly collect extra food each turn.
-Added Library/University/ResearchLab abilities. Research effects now
shown in city window and counted up each turn.
-Added WoodWalls/StoneWalls/Shields bonuses for combat.
-Changed tile improvement costs.
-Fixed bug where public works targeting could be started when in a city
window.
-Fixed bug where clicking on a unit would unfortify it but not unsentry it.
-Added forcing of waiting at end of turn, and message to user to press enter
or space to end turn.
-Fixed graphics bug where future era techs would show improvements as their icons.
-Added color flag for who's turn it is when it is the AI's turn.
-Fixed bug where player could build tile improvemetns on shrouded tiles.
-Fixed palaces so they can only be built once, and can only be
built by only one city at a time.
-Fixed bugs where AI's would capture cities and all data would not
be carried over.
-Fixed bug where capitol cities (cities with palaces) would retain
their palaces when captured.
I hope you enjoy my new demo.
To download it, head on over to my little site:
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