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Games Entertainment

Freeciv-1.13.0 Stable 202

Martin Willemoes Hansen writes "Freeciv-1.13.0 has been released upon the world! There has been almost a whole year of dedicated hacking. A big thanks goes to the people, who made it all come true. Remember to read about the exciting news and hurry up and get it here."
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Freeciv-1.13.0 Stable

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  • Excellent! (Score:1, Flamebait)

    Let's hear it for duplicated work! While the rest of the world marches on, it is inspiring to see that at least a few are still toiling away to make software look like it did 5 years ago.
    • Re:Excellent! (Score:1, Offtopic)

      by luge ( 4808 )
      Speaking of duplicated work... it's good to know that there can never be enough dickheads in the world.
    • tell that to all of the people out there making a billion different versions of the Linux kernel...let the developers decide what projects they wish to work on. If you dont' like it move on move on....
    • GFX (Score:3, Insightful)

      by jedie ( 546466 )
      I don't know why you say "make software look like it did 5 years ago", can't you see past the graphics?
      If they had better artists working on it, it would look just as "hip" and "new" as any other game. It's just some simple image files....
      Besides, the fact that it has oodles of fans shows once again that there are actually people out there who play a game for it's gameplay and not the overkill of openGL graphics (Which is a big issue in the gaming industry today: most games just look good, but they suck in gameplay and have a replayabilty of 0.001%.)
      The only games I still play are StarCraft and totalAnnihilation (old RTS games) and Lemmings for windows... and yes they also look "old" but atleast I enjoy the game cos it's fun, not cos it blasts a trillion polygons per seconds at my retinas...
      People should return to the old philosophy: games should be fun, not perse pretty
      • Don't know about you, but to me graphics enhance the gaming experience. This is probably the simple reason to why I prefer Diablo II over Nethack in ASCII mode anytime. I've found several Nethack games a blast and in a perfect world, someone would preserve Nethack's replayability and gameplay while adding a state of the art 3D (or at least 2D - and I'm not talking about the lousy tilesets out there) engine.

        A game designer should IMNSHO *never* be truly satisfied with either:

        1. A game with graphics, with game play coming in fourth hand.
        or ...
        2. A game with focus on game play, with graphics coming in fourth hand.

        May sound harsh, but I think it's these things that can change an audience from "just" a group of true fans to a much broader range of fans and perhaps even the casual gamer. Of course I can easily see past the graphics, but I can just as easily see the obstacles to gameplay bad graphics create. And please don't see this as a complaint about the Freeciv gfx that has improved a *lot* since the last version I checked out, but as a comment to your post instead.
        • by dspeyer ( 531333 ) <dspeyer.wam@umd@edu> on Sunday July 14, 2002 @08:22PM (#3883436) Homepage Journal
          Freeciv is paying more attention to graphics now. The new version ships with a new tileset, and two others are available for download (not counting the old one). Some code has been altered as well (e.g. oil wells now look different from coal mines, fortresses have four sides). I intend to keep working on this, so detailed criticism is appreciated.

          I've also written a patch (not yet included, but probably soon, now that feature-freeze is over) that breaks up some of the map's monotony, You can see a screenshot here [umd.edu]. (BTW: if this screenshot seems too busy, remember that there are more specials here than in a default game, and that some the pure eye-candy disappears when tile is built upon.)

        • Ever heard of Falcon's eye? It is a NetHack front end with a nice isometric view. The graphics are pretty good in quality, and very clean IMHO. It is available here:http://falconseye.sourceforge.net/

          here:http://www.hut.fi/~jtpelto2/nhscreen_big05. jp g is a random screenshot. Unfortunaly some of it looks like I shit it out due to the fact it is 800 x 600 scaled down.
        • Don't know about you, but to me graphics enhance the gaming experience.

          There has to be a damn good gaming experience for graphics to enhance, otherwise you might as well be staring at prime time network TV; glitzy eye candy that doesn't have any substance to it. Civ2 is still around because it's damn good. Freeciv is still new because it's what the active coders want.

          I can still play chess on a board. Animation and sound don't enhance it much. To me, at least.

      • Hear, Hear! Graphics really do matter a bit, but pale in comparison to gameplay. MULE is still the best PC game ever, and that was on C64/Atari/NES. They just don't make nonviolent *playable* *multiplayer* games anymore, at least for PC's. Mario Kart 64 was close, though.
    • by Anonymous Coward
      Let's hear it for duplicated work! While the rest of the world marches on, it is inspiring to see that at least a few are still toiling away to make software look like it did 5 years ago.

      Yeah, it's real stupid to write your own,
      free versions of old and popular software..

      I remember reading something about a crazy finnish guy who was writing his own version of UNIX!
      What's with these people?
  • Freeciv was the first lnux game I ever tried out, it was still very young then, and it was almost as slow as the Amiga version of Civilisation I knew.

    I still spent many a night trying to get to build the SETI program, ever losing to Ghandi...

    Thank you, freeciv developers.
  • Use google images to get some screen shots:

    Screen shots" [google.com]
    • All these screenshots show either the old rectangular view or the old (ugly) HiRes tileset. While both of these are still available, Freeciv now ships by default with isotrident -- the trident images (old overhead default) in an isometric arrangement. Two other new isometric tilesets (Lexxy and Cevo) are also available. There are screenshots on freeciv's site (or will be once the slashdotting ends), but google doesn't have any of them.
  • You can build city walls even though you have Great Wall wonder.

    Can someone explain why this was done?

  • Freeciv is a fantastic port of civ2, care to tell me what win->linux port has been better? After more hours than I will admit to, I still think freeciv beats the shorts out of civ3. I must admit that someone should make a freealphacenturi. While civ3 has some polished graphics, freeciv still has better gameplay. mkay.
    • After more hours than I will admit to, I still think freeciv beats the shorts out of civ3.

      Have you even played civ3? It's gameplay is better than freciv after you get used to the changes and graphically it kicks the crap out of freeciv. Seriously for being one of "the best" games out there for linux they really need to do some thing about those graphics.
      • Have you even played civ3? It's gameplay is better than freciv after you get used to the changes and graphically it kicks the crap out of freeciv. Seriously for being one of "the best" games out there for linux they really need to do some thing about those graphics.

        Does CivIII have something other than the butt-ugly isometric view?

      • nice italics, however, I am used to the graphic changes. Spent hours in Civ3 lining up tanks amassed on the border. I still think that the overall gameplay in freeciv is better. The overall flow of the game seems nicer than civ3, where in the modern era, just build tanks.
        • I always found it amusing when a Warrior took out a tank. What on earth was that sword made out of anyway?
          • I always found it amusing when a Warrior took out a tank. What on earth was that sword made out of anyway?

            Ever heard of 'symbolic representation'? Like.. Do you really thing there's only 5-12 units defending 14-million city?
            So think about how a 'veteran', 'classy' combat 'unit', can beat pants off some rookie units.

            Like hmm. Finnish soldiers in WWII beat shit out of russians, at ratio 1 to 10. (Yeah, lost the war, but wtf, even 1:20 wouldn't have helped..)
      • graphically it kicks the crap out of freeciv.

        The main thing I remember about CivIII is squinting at the monitor from about 5 inches away so I could tell the difference between the infantry units. YMMV.

        Daniel
      • Civ 3 was a big disappointment. Full of bugs, sluggish gameplay, an overpowered AI whose only strategy is war and betrayal, and a loveless (I don't know a better English word for this German expression) presentation without pretty graphics or sound, which is a problem of many free games but a complete embarassment (sp?) for a commercial one. Multiplayer, of course, comes as an add-on. I felt quite ripped off, to be honest.
    • by Arker ( 91948 ) on Sunday July 14, 2002 @08:24PM (#3883442) Homepage

      Freeciv is a fantastic port of civ2[...]

      No, it's not a port of civ2. It's a very different game really, inspired by civ2, but it's very different. It's a much better game for network play, really optimised for that, and (last I checked at least) not really built for solo play at all. It's more like Civ3s more social cousin...

    • [title: "Why are you all so negative?"]

      Answer: this is Slashdot.

      Daniel
  • by (H)elix1 ( 231155 ) <slashdot.helix@nOSPaM.gmail.com> on Sunday July 14, 2002 @07:06PM (#3883270) Homepage Journal
    A few tips if you want to play on your own...

    Start the server, start the client, click join on the client.

    from the server console,

    )create youraiplayernamehere -- adds easy ai player
    )set endyear yyyy - sets the year the game will end. Worth bumping this up the first few times you play.
    )start

    • by smallstepforman ( 121366 ) on Sunday July 14, 2002 @09:43PM (#3883670)
      Are moderators on crack? This is rated +5 informative? Holy smoke!!

      Maybe I should have a go.

      To open can, simply lift the ring and pull towards you. Drink.

      • Let me give this a shot:

        "Remove one. Moisten tip. Massage between gum and teeth."
      • See, it worked! (Score:1, Offtopic)

        by Da VinMan ( 7669 )
        You don't need a brain to karma whore you "small step for a whore".

      • To open can, simply lift the ring and pull towards you. Drink.

        s/Drink/Open mouth, drink./

      • You could see this as kind of a hint to anybody interested that the current single player startup mechanism is maybe a tad too complicated. Just because you find this obvious doesn't mean everybody does.

        So how are the FreeCiv launcher writing projects coming along? Anything complete(ish) out there? It seems as if your help is very much needed. Will you be shipped with 1.14?

        • The freeciv launcher works most of the time, and makes the sequence something like:
          • launch client
          • click "New Game"
          • Optionally pick difficulty and number of enemies
          • Click "OK"

          The launcher is not included in the current release, but the odds are very good for 1.14 (or sooner)

          In the mean time, there are some third-party launchers (some mirrored on freeciv.org) that control things graphically for you,

      • Call me stupid, but I had a hell of a time trying to figure this one out. Connect and Start were obvious, but create an AI opponent was not. There were all sorts of settings, tons of FAQ's, everything I wanted to know about modifying the rule engine, nothing about setting up a simple stand alone - I'm stuck for 7 hours in an airport - game.

        Want another bonehead thing that you probably know, that I struggled with? Loading a saved game. Tons of options for Saving a game, nothing about Loading a game. No way that I could find from loading via the KDE shortcut loaded server console. For the rest of us mere mortals, you have to specify the file and a flag when you start up the server in an xterm.

        Perhaps there is great info on-line, but I did not have a net connection. It was a piece of cake once I figured it out... One should not have to jump into source code just to play a bloody game, however. The help settings could use some more help.

        Not to dis, but these are the type of issues software developers need to think about when they are programming for the masses. How many folks fired up freeciv, played a game where they were the only person, and just gave up?
        • Not to dis, but these are the type of issues software developers need to think about when they are programming for the masses. How many folks fired up freeciv, played a game where they were the only person, and just gave up?

          I played for ages, figured the AI player was really crap. I had airplanes before I realised I truly was alone :(
  • I'd forgotten about this project. Really, its been a long long long time since I've played Civ...I'm sure I'll enjoy this. Like a throw-back to the old days when there was Prince of Persia.

    Well, I'm off to suck really really bad at FreeCiv ;-).
  • A list of changes from 1.12.0:
    • Citizen Management Agent (CMA) allows you to automate workers and specialists in cities.
    • Sound support has been added.
    • The new "isotrident" tileset has been made the default. The "hires" and "engels" tilesets have been taken out of the distribution but can be downloaded from the web page.
    • New city dialog in the gtk client.
    • Windows version of the client. It has improved connection
      dialog and supports loading and saving from the client.
    • GTK 2.0 version of the client.
    • The client will try to suggest names for your cities that
      correspond with what they mean.
    • Improved players dialog shows sortable and colored information,
      including the players' flags.
    • Server no longer takes the --server command line option,
      instead you can use the --info option to set the metaserver
      announcement text to whatever you like. The -a option when given
      to the client skips the connection dialog entirely.
    • A "wall" server command added which gives message to all players.
    • A new flexible timeout set through "timeoutinc" server option.
    • Leftover research bulbs will carry over to next advance.
    • Trade routes are more effective.
    • Units attacking ships in cities double their firepower, while
      defenders get only 1 firepower.
    • Helicopters defending against air units get 50% penalty, and
      have their firepower reduced to 1 against fighter units.
    • You can build city walls even though you have Great Wall wonder.
    • The Communism government's food cost in default ruleset has
      been changed to 1, while it has been changed to 2 for the Civ2
      ruleset.
    • Stealth fighter and bomber now really are stealthy, and are
      partially invisible just like subs. Also, stealth bombers have
      increased their attack strength from 14 to 18.
    • Civ2 ruleset now has Fundamentalism.
    • Improved modpack abilities: The caravan ability has been split.
      New ways to calculate technology costs. Better documentation.
      Rulesets can specify starting techs. You can have more than one
      bonus tech. Split settler abilities. Buildings ruleset syntax
      has been significantly extended, but effects do not work yet.
    • Server option "tinyisles" allow 1x1 size islands and
      "separatepoles" allow continents connected to the poles
    • "citymindist" specify minimum distance between cities, while
      "notradesize" and "fulltradesize" regulate the trade generated
      by smaller cities.
    • You can turn on angry citizens with "angrycitizens" option.
    • Fortresses may give you extended vision. See watchtower options.
    • If you lose your palace, you get a new one for free in a
      randomly chosen city. This behaviour can be turned off with the
      server option "savepalace".
    • Rulesets are now loaded from inside the server through the
      "rulesetdir" command.
    • The limit on the number of nations that can be included with
      Freeciv has been removed.
    • The format of the isometric tileset spec-files has changed.
    • The map and ai code has been cleaned up significantly.
    • Translations improved. Added better support for plural forms.
    • Several bugs squished and a lot of work done under the hood.
    • For an overview of the remaining bugs please visit doc/BUGS.
    • The client will try to suggest names for your cities that correspond with what they mean.

      What exactly does that mean? Anyone know?

      • Like in Civ2, when you build a city, a name will be there in the edit box.

        Eg: When you're a Roman Ceasar, for the first city you build, "Rome" will be in the edit box.

      • It means that the names it suggest will be related to teh terrain near where the city is build.
  • This lists only the most obvious bugs. If you find a bug in the latest version of Freeciv and it is not listed here, please look for it in our bug tracking system JitterBug. If it is a new bug, you can use JitterBug to report it. JitterBug also conatains information regarding previously fixed bugs. For more information about Jitterbug, read JitterBug.txt

    Some lines containing special characters will show up blank if your locale is set to "C". As a workaround set your locale to something else, like "en_US".

    Your CMA settings are only sent to the server when you press turn done, and therefore changes you make to CMA in the same turn as you save a game will be lost.

    If you use the CMA the resulting savegame isn't endian and 64 bit safe. So you can't use the savegame on a computer with a different architecture.

    The easy AI is not easy enough for novice players. If the AI is beating you up early in the game, try setting the "generator" server option to 2 or 3. That is, in the server, before starting a game, type: set generator 2 or: set generator 3

    The hard AI is not hard enough for very experienced players, and still does some stupid things. E.g., it prefers leaving cities in revolt rather than letting them starve/shrink.

    Sometimes there may be too many advances in the "goal" menu of the science report, such that the menu goes off the bottom of the screen and you cannot select some items.

    You may sometimes get the messages {ss} player for sample not found {ss} player for sample not found when using the esound sound driver. This is nothing to worry about.

    Some effects of wonders and research first take effect the turn after. Fx when building the lighthouse some triremes will only get the movement bonus the next turn.

    The XAW client can only display 25 citizens in the city dialog.

    The autoattack generally doesn't work very well.

    When planning a goto in the server, fx for an autosettler or an airplane, the server will use knowledge not available to the player.

    The science dialog is not updated when you gain a tech. You need to close and open it.

    In the gtk client, sometimes the area near the minimap contains garbage.

    Automate routines like auto explore don't handle triremes very well.

    LOG_DEBUG doesn't work with non-GCC compilers.

    The color markup in the gtk message window is lost if the dialog is closed and then reopened.

    When setting server variables, the server in many cases doesn't check the values as well as it could.

    Bad things happen when you manipulate multiple global worklists simultaneously.

    Even in singleplayer the AI will get a chance to move both before and after the human player each turn. This will sometimes give the impression that the AI moves twice.

    The xaw client does not work well with the KDE window manager. Try using the gtk client or another window manager.

    Version 1.13.0 will not work with version 1.12.0 or any previous versions. Note that the client will fail a bit more hard by just printing a message to stdout and exiting afterwards.
  • Mirrors (Score:4, Informative)

    by phyberop ( 535162 ) on Sunday July 14, 2002 @07:14PM (#3883300) Homepage
    Just a couple of mirrors from the MIRRORS file on the FTP.

    ftp.netc.pt/pub/freeciv/
    ftp.freeciv.org, webaccess also provided http://www.freeciv.de
    ftp://ftp.doc.cs.univ-paris8.fr/mirrors/ftp.freeci v.org/
  • more Civ goodness (Score:3, Insightful)

    by H3XA ( 590662 ) on Sunday July 14, 2002 @07:20PM (#3883309)
    I don't care what you others think, all I know the more "Civ" goodness I can get.... THE BETTER !!!

    Civilisation addicted me to the turn based "civ like" genre, something which I am thankful for... except when I missed a uni exam coz I was playing Colonization 8 hours straight and forgot the time :(

    To you "people" who complain that FreeCiv is "too old" and "out of date", close you damn mouths - you don't have pay for the game and you are certainly not forced to download and play it which means you have no right to criticize the hard work of the developers. If you want to criticize, make it constructive and useful instead of the usual "negative trolling flamebait" comments.

    - HeXa
    • that you think a game's graphics are outdated non-constructive, I honestly think that the freeciv graphics suck nuts. Sure it's strategy, and I realize that OSS has a tough time in this area, but they really do suck.
  • Nice Linux game (Score:1, Interesting)

    by Anonymous Coward
    If you want a nice linux game check out Plane Shift [planeshift.it]. It's a MMORPGH done using crystal space. Very cool too. Finally something to challenge evercrack.
  • Mirrors, anyone? The freeciv server is quite /.ed.
    • You can use googles cache, for instance http://216.239.35.100/search?q=cache:MhRKUQN18GsC: www.freeciv.org/download.phtml+freebsd+site:www.fr eeciv.org&hl=en&ie=UTF-8 for the cached version of the downloads page - I think most or all of the links there are offsite and so still might be working. Also several ftp mirrors that might help:
      ftp.netc.pt/pub/freeciv/
      http://www.freeciv.de
      ftp://ftp.doc.cs.univ-paris8.fr/mirrors/ftp.freeci v.org/
      Just remember that slashdot likes to put random spaces in URLs (why? don't ask me) so you may have to play with the URLs a little after copying.

  • Did they ever get a stable windows version out yet?
    • Yes [was Re:windows] (Score:2, Informative)

      by dspeyer ( 531333 )
      The windows port is reasonably stable, and protocol-compatible with the *nix version. It's client features are somewhat out of date, but it's playable. (And no, it doesn't require X)
  • by mfarah ( 231411 ) <miguelNO@SPAMfarah.cl> on Sunday July 14, 2002 @08:20PM (#3883433) Homepage
    I first met Freeciv back in version 1.11.4. I loved for its superior user interface, and wasn't really bothered by the inferior (compared to Civ II) graphics.

    But the one thing that REALLY annoyed me about Civ 1/2 was the SHORT city lists for each nation. What did I do? I took the time to do a really long list of cities for my favorite nation (you guess which one it was) and submitted it. Now my 200-names list is PART of the game. I extended/made better some other nation's city lists, and now they're part of the game. Then I created a map of my favorite country in the world, and was incorporated, too.

    I can proudly say that even though I have NEVER touched one line of Freeciv source code, I can call myself a developer of the game. And I love it.
    • Comment removed based on user account deletion
      • If it were a commercially-released game, that would be considered something that would be a product of the content designers, who are developers.

        Funny how it changes in this context...?
        • If it were a commercially-released game, that would be considered something that would be a product of the content designers, who are developers.

          In the commercially released games I've worked on, the content designers are most definitely not considered developers. "Developer" is applied to a wide range of people, including the person who picks up the game idea, finances it, and puts the team together (equivalent of a producer in the movie biz), the people who hustle to raise capital, and the programmers. But I've never heard it applied to the artists or designers.

          [That's not to say that "developer" is a prestige title: on many projects the designers are clearly the most important, driving force with the most clout]

          Sumner
          • What I meant was, it seems like people hold programmers on a level above the designers in the open source community, moreso then in commercially developed games. I've worked on a few projects, nothing large scale, but in all of them, I've always considered the designers and the programmers on the same level, each artists in their own respects. The designers work hard to create the great ideas for the software, and then the programmers go into action, working their magic to bring those ideas to life.

            IMO, they are all developers. They all work together to develop the game/application/nuclear-powered toaster. That's just me, though.
      • Well, he still gets a pat on the back.
      • by anshil ( 302405 ) on Monday July 15, 2002 @02:00AM (#3884417) Homepage
        Sorry, you are not a developer. You are contributor.

        No, he is a "developer". Who says that developing has something to do with code. You can also "develop" graphics, the same way as you "write" source code.

        Especially IMHO the free software community should treat contributing artist with great respect, since very often this is a weak point in free games, as artists and programmers seldom meet naturally in a non commercial environment.

        To underline the importance of the artistic elements in a game most gaming software industrie calculate development costs for a game with 50 / 50 for source code progamming, and the artistic resources like graphics, music, and so on.

        Before you get the wrong intention, I'm a programmer myself not an artist, but I highly respect and appreciate them, and if they want it we should them call developers too. remember? 50/50 !

        • Comment removed based on user account deletion
          • I do. Developing equals coding.

            Yes thats how we treat the word "developing" in a day to day use, but is it really true? Actually the artists all together also "develop" the look and feel of a game.

            Why do we call it "developing" after all, and not "making", because coding has an evolutionary aspect. You write some code, look how it runs, you improve code, you add new code, run again, etc. thaty why you call it "developing". In contrast of writing a text, like this message, One could write source code without delepment if he wouldn't do a single error...

            The same is with graphics, the artists design some graphics look how they the game looks like with some of the early code of the coders, and then they improve some graphics, replace some etc. Same with sound and all that.

            I mean it may not fit the normal understanding of your definition of a "developer", but IMHO looking what the word actual means, artists are as well developers.

            A web designer is also a "developer" of the page, if you don't design it of scratch, but let the page "develop". Make some content, look how people react on it, how bandwith is used, organize some feedback and then improve the page, that's also developing something.

          • I respect artists extremely; however, if they want me to call them "astronauts" I am not going to just to show them respect.

            And even if they all wanted to be called like that. Would this hurt you or me to actually do so?

            I mean maybe it's something similar like you say "black" or "afrikan american", or such, but never "nigger".

            Developing equals coding

            Not really, you develop a whole product, but the product consists more than of code. I mean our hardware devision in example also develops new devices, do they code a single line? A single? No, all they do is drawing circuits and design plans all the time...

      • I took the time to do a really long list of cities for my favorite nation [...] I can call myself a developer of the game

      And proudly so. If we gave half as much kudos to content providers as we do to coders, we'd have much more enjoyable o/s games. At a conservative estimate, a modern commercial game has three times as many content providers (sound, text/voice, models, textures, CGI, design, scripting) as developers, plus a whackload of QA, testing, localisation, and parasites. Er, management, I mean. Open source tends to make do with four coders and one guy with a copy of GIMP.

  • by perrin ( 891 ) on Sunday July 14, 2002 @08:57PM (#3883522)
    Here is a summary of the changes, pluss a request:

    NEW FEATURES
    - You can now automate workers and specialists in cities
    - We have sound support and ship a new, improved insometric tileset
    - A new and much improved city dialog in the GTK client
    - Windows and GTK 2.0 versions of the client
    - Lots of other changes, see the NEWS file for more

    RULE CHANGES
    - Leftover research bulbs will carry over to next advance
    - Trade routes are more effective
    - You can build city walls even though you have Great Wall wonder
    - Unit food cost under Communism has been reduced to 1
    - If you lose your palace, you get a new for free in random city
    - Units attacking ships in cities double their firepower, while defenders get only 1 firepower.
    - Helicopters defending against air units get 50% penalty, and have their firepower reduced to 1 against fighter units.
    - Stealth fighters and bombers are partially invisible like subs, and stealth bombers have increased attack strength from 14 to 18

    A REQUEST
    We are in great need of more sound effects and better graphics. If you have some talent in either direction, please considering giving us a hand.
    • Among the new features since 1.12, I see that now Isotrident is the default tileset.

      I am very surprised by this decision, since you conducted a poll [freeciv.org] specifically asking the community which tileset should the new version carry by default, and the community clearly answered Trident, while Isotrident came second with a significant margin.

      I happen to know that many Freeciv developers are annoyed by the Isometric view. So what is the deal with this apparent attachment to the iso-view by some of the (more influential) freeciv developers?
  • I bought Loki's (bless those guys) port of Call To Power after ditching windows and CivII along with it. I've never played FreeCiv beyond starting it up and thinking, "cool. I'll have to try this someday." How do these two games compare?
    • I really feel sorry for you. Call to Power wasn't a Sid Meier game, and barely a civilization game IMHO. I stopped playing it after about 3 hours. Alpha Centauri, Civ 2, and the REAL Civ3 on Windows all blow that crap out of the water. Maybe Loki would have survived if they would have picked better games to port over to Linux.
  • Here's a fast mirror that you may find helpful
    since freeciv.org is /.ed:

    http://shellweb.net/~filgy/freeciv/
  • Visit:
    http://www.eecs.umich.edu/~bmount/freeciv/

    Pretty cool project.

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