I'll start with my Civilization 2 Heroes Of Might & Magic 2 scenario I'm working with someone else as this really helped me get back into Civ2 modding as the guy helping me taught me a lot of new tricks! My Star Wars, C&C, Red Alert and Master of Magic scenarios will come later! So over the last year or so I've been playing a lot of classic Civilization series and related games (eg Civ1,2,3, Colonization, Master of Magic, Alpha Centauri, Call To Power etc) and I returned to working on my 20 year old Star Wars Civ 2 scenario and also started a bunch of new projects with some other talented Civ2 modders.įigured I may as well post about my projects in a thread here for passers by to either enjoy or ignore the nostalgia lol. The great response inspired me to also get back into my old Civilization 2 editing as well (also 20 years too late lol). Much to my surprise both got a lot of media attention with the QFG4-3D one in particular getting coverage on Rock Paper Shotgun and in PC Gamer Magazine which was awesome. Well in recent years I've been getting back into it (call it can early midlife crisis lol) and released a GZDoom enhanced version of my old Star Trek Doom level and also a new Quest for Glory IV - 3D Hexen mod too. Translation updates (a total of 5191 translation strings updated in 53 different languages).While I usually post about other peoples mods and indie projects etc that interest me I figured I'd start a thread about the stuff I'm working on these days.īack in the 90s I used to muck around with Doom 2 and Civilization 2 modding but never finished any of my projects. Treasure trains are now displayed in the cargo report panel.Ī malfunctional AI should no longer stop the game.īetter handling of severe errors like out-of-memory and stack-overflow. There are now separate volume sliders for music and sound effects.Īdded a mod where basic buildings (level 1) needs to be constructed (except Town Hall and Carpenter's house).Īdded a mod for having 19th century nations. The escape key can now be used to close most panels. Recursive autosave directories should no longer be created. The colony panel is now properly updated when clearing the speciality of a worker. Units should no longer have their graphics clipped on the map. Scrolling on the map should now be smoother. It's now possible to add the same goods multiple times to the same stop in the trade route panel.įixes the scaling of several different panels (preferences). Reduces the amount of jumping around on the map while animating the moves of enemy units.Īccelerator keys can now be changed, saved and loaded in the preferences. Several bugs that might cause the game to crash have been fixed (for example when all settlements of a native player was destroyed).įixed several issues with goto-orders that made the game hang after end of turn.įixed several issues that forced a server reconnect.įixed leaking file descriptors that crashed the game on Windows. The AI will no longer equip specialists (like Elder Statemen) with muskets.ĪI ships should no longer get stuck outside native settlements. For example, the conquest advantage (spanish) will make the player focus on destroying the natives. National advantages will now change how the AI utilizes its military units. This mission is used for dragoons that are escorting artillery when attacking. The AI no longer defends its colonies with scouts.Īdding a new escort mission for protecting units. The computer players will now use more advanced tactics when defending and attacking. The AI can now buy units from Europe without cheating. The AI colony development and expansion have been improved. The AI now chooses better locations when constructing colonies, and also avoid placing the colonies too close to one another. It's now possible to define nation specific unit types that can be recruited and purchased in Europe.Īdded tools for easily making new base tiles from a single tiling texture.Ī bug that prevented certain images from being overridden by mods has been fixed. Stay tuned!Īll 0.12.0 and 0.13.0 games should continue to work with 1.0.0. We will continue improving the game through numerous new releases. Greatly improved artificial intelligence (AI) for the computer players. Major changes to the tile goods production so that the actual values matches the original game. Some highlighted changes since version 0.13.0 are: We are extremely proud to finally announce FreeCol 1.0.0! Our releases have until now been marked as alpha/beta even though the number of downloads for our game has long been counted in the millions. On this very day, 20 years ago, we made the first public release of FreeCol. On this very day, 20 years ago, we made the first public release of
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