![]() ![]() ![]() They recently hit the big v1.0 release! However yes it does feel like it's own beast and that even with the classic Col ruleset activated it doesn't feel like a true accurate rebuild/clone of Col. Running the groups keeps me up to date with most of the community news too so I should mention that FreeCol is alive and well. I don't know where the current build is code-wise, but with an eye to future expansion once the OG's been replicated to satisfaction, building the engine with such modularity in mind will save a lot of back-tracking and revision later: I follow several OpenRA mods, and some of them go far beyond the inspiring games' features, even without custom DLLs.Ĭase in point: C-evo aping SMAC and letting you craft your own units.Ĭlick to expand.I'd love that too! I run the Sid Meier's Colonization Discord, Reddit & Facebook fan groups so I'm always on the lookout for a fan rebuild project. Some of the comments earlier in this thread had suggested a toggle between MGE/ToT under the tacit assumption they would each need dedicated rulesets, whereas Freeciv has rules for Civ1 and Civ2 and a hybrid Civ2–Civ3, with the ability to run them on the standard grid or Civ5/6-style hexmaps, all running off common baseline definitions. I've done on-and-off experiments with modding Freeciv, including a Civ2 skin that was almost perfect but that I currently can't use ToT-height units on Civ2-height terrain without breaking the UI, and its definite advantage is providing a flexible foundation for infinite variations. Unfortunately I'm a middling coder and nowhere near an actual programmer so I can't contribute anything concrete to the engine's development, but if you need someone to do the menial work of translating legacy scenarios &c., I can chip in. As someone who loves the modding potential of Freeciv but is constantly frustrated by its little divergences from the Civ2 interface (tracking opponent moves, combat animation, popup logic), I wholeheartedly welcome this effort. Somehow I completely missed this thread until recently. Let me, however, describe amplio2/hills.Civ Special Projects: Blake's Sanctum Civ Series Tribute Website (WIP), Playing Civ Games in HD with mods/scenarios video series (Civ1-6 & more), Civ series scifi & fantasy mods/scenarios search & rescue (Civ1-6 & more), Civ Scenario preservation super project, Long lost Civ2 websites cataloging.Ĭiv Mods/Scenarios: Civ2 - Heroes of Might & Magic 2 Scenario, Civ2 - Red Alert 2 Siege of NYC Scenario, Civ2 - Command & Conquer Scenario Remaster, Civ2 - Dune 2 Dynasty Scenario, Civ2 - Terminator Future War Scenario Remaster, Civ2 - Civ1 Graphics Mod Demaster, Civ2ToT - Master of Magic Jr Scenario Remaster, Civ2 - Deadworld Reborn Scenario Remaster, Civ2 - Warcraft Scenario Addon, Civ2 - Starcraft Scenario Addon, Civ2 - Martian Dawn Scenario Addon, Civ2 - Better Terrain Graphics Mod, Civ2 - Playstation Graphics For PC Mod Remaster, Civ2 - ToT Graphics Mod Remaster, Civ2 - Old Star Wars Scenario, Attila’s Conquest - Play as Barbarians in every Civ game scenario series, Civ1 - Soundtrack Overhaul mod. spec file is to look side by side at it and the corresponding image. Each tile in the grid gets a tag, which tells Freeciv how it should be used. Each image is a grid of so-called tiles laid out in a grid. spec file tells Freeciv how to use an image file. spec files and applies the required changes.Įach. When the tileset is changed, Freeciv reads each of the.These files are typically located in a subdirectory and contain information about the graphics. tileset file contains the tileset name, some general information about it and a list of. To my knowledge, there is no up-to-date documentation available. It's often easier to learn by trial-and-error. I really want to know the process first before I even attempt to tinker with anything. Doom Juan wrote:Is anyone able to break this down for me so I can get my head around it? ![]()
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