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README
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1995-11-19
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NOTE: This README updated by MarkM to reflect his changes.
First of all a BIG BIG DISCLAIMER. This was written just for fun, so
use at your own risk. I can't promise it won't mess up your hard disk
or something like that. It hasnt messed up mine though. But it might (very
likely will) crash. In which case you will lose the game in which you
have invested so much time. It is also based very much on Microprose's
game called Civilization.
I don't have much time to maintain this presently so please don't send me
lots of mail asking about fixes; I would appreciate any fixes though.
I am putting it back on the net because although I have done a lot to
the actual game rules aspect, I have not found out what was causing the
crashes; despite making some attempts to fix the problem I now think
it may lie in the interaction with the GUI toolkit used, which I know
nothing at all about. I did what I could within the limitation that all
the calls to the widget set are pure black magick to me. I am hoping
someone familiar with the widgets used can do something about the
crashes.
Here's a small bit of documentation.
Don't forget to read the BUGS/UNIMPLIMENTED section at the end ;-)
I'm putting this out on the net to get some feedback and also
help with coding the rest of it. The game is getting playable right
now but it could be much much better; but the crashes are the biggest
problem. (Fixing the save game could help get around that a little
though).
There are no computer players by the way, that's another must-do.
To start up you must be running X11.
First run civ, this will be the one who creates the world
so when you get the dialogue box, enter your name and the number
of players who will be playing. (Note: at least two players, because
if there is only one player that player wins so fast that the game
never happens. Or something like that.) Don't bother about server name.
Then click the New Game button.
If you want to run under MS Windows see the section at the end.
Now for someone else to connect to your game, they must run civ too
in the dialogue box, they enter a different name, and set the number
of players to 0. Of course they must set the server name to that of
your machine. They must also click the New Game button
If you want to restore a saved game, follow the same steps except
that everyone clicks Restore Game. (Note tho that save-game crashes
or even hangs X; in fact there does not seem to be any way of stopping
the game that doesnt hang one end or the other.)
If the world is created successfully, the server civ will say
Initializing and wait for players to connect.
Sometimes it is possible that civ cannot create the world because it
gets a bad random number (well bad for me) in this case it will hang
and you will not get not get the Initializing message. In this case
just kill it and start again. [ Note, this should be fixed now. ]
Playing
-------
Players take in turns to move and play with their cities. Only one
player can move at a time. All other players mess with their cities
during this time.
Initially its player 0's turn. After he finishes, every one else will
get a messages saying he is done. They must now press 'a' to accept
his moves (or click the accept button). Until they all do this, he
cannot proceed. Once this is done, it becomes player 1's turn and so on.
To move units you either wait till they start blinking or click on them
Clicking the right mouse button causes that square to be centered.
Moving into another unit attacks it. Moving into an enemy city takes
it over (only if it has no units in it). Clicking on a unit which is
asleep or fortified wakes it up.
During your city turn you can click on a city to display info about it
and then change stuff. If you click on a city during your move turn
it will wake up all the units in the city but won't show you the city.
Commands
--------
The interface is kind of like civ except everything works off the
keyboard (I'm too lazy to make menus or help yet).
Cursor keys move units.
Clicking on units wakes them up
n goes to the next unit in a move turn
a accepts a players move in your city turn
S initiates a save, only player 0 (the server player can initiate a
save). A save must be initiated in player 0's city turn
it will take effect when his move turn starts.
If you're not player 0, you get a message saying player 0
initiated save, then finish up what you're doing and press S
these keys give orders to units
d disband (note: it just dies presently; no refund of any sort!)
f fortify
s sleep (won't wake up till you click on it)
space do nothing for this turn
orders which only work for settlers
b build city
i irrigate
m mine
p clean up pollution
r build road/railroad
these keys only work in your city turn
b in a city, buys what you are working on
c in a city, changes what you are working on
g government change: allows starting a revolution
l sets your luxuries rate
m in a city, takes you back to the map
t sets your tax rate
MS-WINDOWS
----------
I tried to get this working using the windows socket programming
It seems to work pretty well but I'm not making any guarentees.
If you wan't to compile it under windows, you must have winsock.lib
get one of the free/shareware ones, and of course a c++ compiler.
Don't compile X11Screen.cc and UMsgQ.cc. But you must compile
WScreen.cc. And of course you're going to have to rename all the .cc
to .cpp files. If you don't wan't to do this send me email, I have
a compiled version which I'll send you, or put into the ftp directory.
BUGS/UNIMPLEMENTED FEATURES
---------------------------
[ Old notes by ksingh ]
o No computer players
o [ People get unhappy in cities, but cities don't civil disorder
shouldn't be hard to fix, look in City::Update ]
Fixed by MarkM in City::ComputeEcon - now building does not progress
(tho finished buildings still will be built) and no science or
money is produced by the disordered city. Still need to arrange for
a disorder icon for the city though.
o No pollution
o [ Caravans don't do anything, nor do diplomats, nuclear units
just have huge attack but don't destruct things. All these
should be pretty easy to fix. Look in Units.cc.]
Simple caravans implemented: disband one in a city and the
city's current accumulation of build resources is increased 50.
Diplomats and Caravans both ignore enemy zone of control.
o [science advances a bit too fast, need to tweak Player::UpdateCities]
MarkM made cost of sciences be 15 lightbulbs times recursive number
of skill dependencies. (The dos civilisation game seems to have
the cost be 15 times the nubmer of skills already possessed, or
perhaps only those one researched oneself, not sure which.)
That ws too fast still, so now changed to 15 times number of
sciences you already have.
o if you irrigate or build roads, it works but doesn't draw the
pictures for them. Need to add different pictures for each
terrain type to do this, and I'm too lazy right now. If you fix
this, send me the patch. [ Both now drawn, also railroads. ]
o [ Sometimes civ can't create a world because it gets a bad random
number. In this case you have to kill it and restart. ]
This is mostly-fixed now; not proven never to happen perhaps?
lots and lots of other bugs which I either don't remember or don't
know about, send me bug reports or fixes
anyways, have fun :-)
Kirat
email: ksingh@fas.harvard.edu
home ftp site: ksingh.student.harvard.edu
in /pub/civ.tar.gz
NOTE: ksingh seems unavailable. Some people currently working on it can be
reached via the mailing-list civ@knotwork.com so send patches there
and check there for latest fixes before reporting bugs in case the
bug is already known and perhaps fixed.
[ Continuing the list... ]
o No display of happy population in city display.
o No way to un-fortify units fortified in cities.
o No "unit not at home" penalties (eg for Republic, Democracy).
o No "we love our ruler" festivals. (These last two hopefully
balance one another to some extent.)
BUILDINGS IMPLEMENTED (Not including Wonders)
---------------------
Aquaduct: Required in order to grow above 10 population.
Bank: Multiplies luxuries and coins by 1.5.
Cathedral: Keeps 4 population content.
City Walls: Multiply defense by 3; prevents loss of population when units
in city are killed.
Colosseum: Keeps 3 population content.
Factory: Multiplies resource production by 1.5.
Fusion Plant: A type of Powerplant (see).
Granary: Retains half of stored food when increasing population or building
settlers.
Hydro Plant: A type of Powerplant (see).
Library: Multiplies science by 1.5.
Marketplace: Multiplies luxuries and coins by 1.5.
Mfg. Plant: Multiplies resource production by 2.0, replacing Factory.
Nuclear Plant: A type of Powerplant (see).
Power Plant: If a Factory or Mfg. Plant is present, multiplies
resource production by 1.5. Requires Factory.
Temple: Keeps 1 population content (2 if have Mysticism).
University: Multiplies science by 1.5. Requires Library.
UNIMPLEMENTED BUILDINGS (Not including Wonders)
-----------------------
(These buildings may be built but do nothing.)
Courthouse
Mass Transit
Palace
Recycling Ctr
WONDERS IMPLEMENTED
-------------------
(Below, each/all means all belonging to that player, not to all players.)
Colossus: Adds 1 trade to each trade square for each city.
Copernicus' Observatory: Multiplies science by 1.5 for city it is in.
Cure for Cancer: Adds one happyface in each city.
Hanging Gardens: Adds one happyface in each city.
Hoover Dam: Acts as powerplant for all cities that have no powerplant.
Isaac Newton's College: Multiplies science by 1.5 for all universities.
J.S. Bach's Cathedral: Adds two happyfaces in each city.
Lighthouse: Adds one to movement for all sea-units.
Magellan's Expedition: Adds one to movement for all sea-units.
Michaelangelo's Chapel: Adds two to effect of each cathedral.
Adds two happyfaces in each city.
Oracle: Adds two to effect of each temple.
Pyramids: Allows choice of any government type up to democracy.
SETI Program: Multiplies science by 1.5 for all cities.
UNIMPLEMENTED WONDERS
---------------------
(These wonders may be built but do nothing.)
Darwin's Voyage
Great Library
Great Wall
Manhattan Project
SDI Defense
United Nations
Women's Suffrage