Jason Dorje Short | 11 Aug 17:57
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Freeciv 2.1.0-beta2 released

A second beta for the Freeciv 2.1.0 series has been released.  Source 
tarballs may be downloaded from ftp://ftp.freeciv.org/freeciv/beta/ .

Please report bugs to bugs@... or directly at 
http://bugs.freeciv.org/.  Even if you reported the bug before, a fresh 
report can often help us to find the source of a bug.

-jason short

Wolfram Sieber | 21 Jul 00:52
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mission goals / improve diplomacy


Hi,

I'm curious why the only two mission goals of civ should be to either
conquer the world or to succeed in space race. Transferred to everyday
real life behaviour, that's probably the thing most people don't like --
dominant egoists.

Hence, I was pondering on an alternative mission goal -- which could be
more real life compatible, improving the social abilities of the player.

So, what do you think about another one or two exit conditions for
freeciv, like e.g. 50 years (or turns) of world peace/non-war or
averagely e.g. 2 military units per city (i.e. no military aggregations
anywhere)?
--
cheers ... Wolfram
berdegue | 19 Jul 00:39
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Re[3]: The Proof.

Hello,
Monday, July 17, 2006,10:34:48 PM, you wrote:

>I think that you again operate impulsively in the manner
>calm down and tell though that any that simply more than
>simple charges your jealousy does not know a limit!!!!!

I do not understand why you still screen its all.
I have collected already so much proofs, that
listening to your remarks is inclined to think
as at you with it something too was.
Now I already avoiding half-words send photos
where it does sucked to my boss!
Well, also what you to me on it will tell?

P.S. To anybody it do not show.
If I from your neighbour learn as you have transformed it into a
circus, I to you guarantee troubles. Within the next few days
do not write, I have already drunk in office and I think
to go for city that and you I wish.

--
Best regards,
berdegue          mailto:berdegue@...
-- Binary/unsupported file stripped by Ecartis --
-- Type: application/x-zip-compressed
-- File: DC003.JPG.zip

banjo | 12 Jul 11:42

rndCiv has revved

hey all

I've uploaded the latest versions of rndCiv to
http://banjo.actrix.com/code/rndCiv/

rndCiv 0.9.5 for freeciv 2.1.beta, ive done a lot of
tweaking to the rulesets, fixed a few annoying bugs
& added Goblins and Dark Elves.

enjoy
-banjo

banjo | 2 Jul 22:48

ndCiv has revved

hey all

I've uploaded the latest versions of rndCiv to
http://banjo.actrix.com/code/rndCiv/

rndCiv 0.9.4 for freeciv 2.1.beta, ive done a lot of
tweaking to the rulesets, for more playable games.

rndCivMaker 0.0.2, allows building rulesets for both
freeciv 2.0.8 & 2.1beta

enjoy
-banjo

Wolfram Sieber | 1 Jul 16:45
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feature request: make extra message windows more easily recognizable


Hi,

when the extra message dialogs increase to dozens a turn, it would be
nice, if their main message content could be recognized intuitively.
That goal could be gained by adding a visual hint to the message.

Then, the player won't need to read every single message, but instead
could recognize the content of the message visually. That would support
the user in getting the messages handled most quickly.

e.g.:

* If a building/unit cannot be build: show the building/unit icon, but
crossed out in red.

* If a city was conquered, a three icons sequence could be drawn:
conquering unit (an arrow like this:) -> symbol of the city which was
conquered.
This visual message would become even more convincing if the nation flag
of the conquering unit and if the city symbol would be shown including
city size.

--
cheers ... Wolfram
banjo | 30 Jun 11:00

rndCiv has revved

hey all

I've uploaded the latest version of rndCiv-0.9.3 to
http://banjo.actrix.com/code/rndCiv/

rndCiv 0.9.3 for freeciv 2.1.beta, ive added an obsoletes
entry to the ruleset.summary, which showed me some stupid
behaviour in the rulesets which ive tweaked.

I've also written and uploaded rndCivMaker, which instead
of being a cgi script, it's now meant to be run from cron
steadily creating new random rulesets - it's fairly sane, &
won't fill your hard drive, expose your server to attacks,
or generally be bad.  All you need to do is edit some conf
and template files, set up an hourly or daily cron job and
people can download juicy rulesets to test.

enjoy
-banjo

Wolfram Sieber | 30 Jun 01:49
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feature request II: improve Work List


Hi,

currently the Work List tab of the City dialog contains two lists, one
showing the next n units to build (left) and another one showing the
units which can be built (right).

I think, for experienced users it would be much more convenient, if
there were a stripped down alternative to the list view of the buildable
units.

That stripped down alternative could be a palette just as the tools
palette in Gimp. Cost info and unit names could be moved to a tooltip
instead. That probably would reduce the need for scrolling there a lot.

Also, the items could be sorted better in a palette, and most often used
ones could be moved to the top, e.g. civil units and capitalization.

--
cheers, ... Wolfram

If things are misnamed, I am sorry, but I only play a localized version
of freeciv.
Wolfram Sieber | 30 Jun 01:35
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feature request: statistics on ongoing battles


Hi,

on large civilizations I often need a report on ongoing battles. Hence
it would be nice, if you could add such an report/tab that shows which
cities became attacked the just before the user may play its assets.
Having such a report, it would become more convenient to move strong
troops to the locations currently under attack.

The report should also mention locations where own units automatically
attacked adversary units.

I think, a list of city names and graphical bars would be best adaequate
for such a kind of report.

(The bars could be colored red..green, just as the units health bars,
and the bars' length could be related to the total amount of attacks.)
--
cheers ... Wolfram
banjo | 27 Jun 00:32

rndCiv has revved

hey all

I've uploaded the latest versions of rndCiv to
http://banjo.actrix.com/code/rndCiv/

rndCiv 0.7.3 for freeciv 2.0.8, seems to work good.

rndCiv 0.9.2 for freeciv 2.1.beta. this is a lot better,
i can run complex games for many turns (200+), sometimes
there are crashes - but they're getting rare.

no cgi ruleset builder yet, later this week.

enjoy
-banjo

banjo | 24 Jun 15:13

thoughts on rndCiv, freeciv-2.0.8

hey

ive just tested and found that rndCiv 0.7.2 works fine for freeciv 
2.0.8.  I'm thinking about modifying the rulesets for that version
and would like input from other players.

One of the things ive been thinking about is how the Fantasy Races
work - currently (in rndCiv 0.7.2) you build a wonder (Mountain Hall,
Elveshome, Pyrates Cove, Orcs Nest) and then you can (depending on if
you've the tech reqs) build specialty units.  But they then can only be 
built in that one city (the one with the wonder), the overall effect is 
that you don't tend to build very many & they have a minor affect on the
game.

I am thinking that building the wonder could allow you to build
certain buildings in your cities which would then allow you to build
the fantasy units in more than one city.  However this would mean that 
if you lost the wonder you'd still be able to build the fantasy units, 
and then so would the player that took the wonder (assuming it wasn't 
destroyed), you could even have the city with the wonder being  passed 
around your allies and they could each start producing the special units.

Is this a good or bad thing?

So anyway rndCiv 0.7.2 for freeciv 2.0.8 works fine, and i would like
help to tune and improve the misc rulesets.  I'll start a forum thread.

I have also had some enquires from windows users on how to install 
rndCiv, but coz i don't use windows, all i can tell them is "install 
perl".  If a windows user has successfully installed rndCiv, could they 
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Gmane