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- =======================
- Welcome to Freeciv 1.12
- =======================
-
- This is release 1.12.0.
-
- Thanks again to all our developers, who continue to work so hard.
-
- This release includes lots of changes, outlined below. Those who
- are interested in seeing the detailed changes should check the
- ChangeLog file.
-
- WHAT'S CHANGED SINCE 1.11.4
-
- - Internationalization extended. Still needs improvement.
- Current localizations: de en_GB es fr hu it ja nl no pl pt pt_BR
- ro ru sv.
- - Isometric view in gtk and amiga clients using the mostly civ2-
- compatible HiRes tileset. This is on by default, but the old non-
- isometric tiles are still available by giving a --tiles argument to
- the client, fx "civclient --tiles trident".
- - While planning a goto (after hitting "g") a line will be displayed
- showing the route from the selected unit to the mouse pointer.
- Hitting "g" will insert a waypoint at the mouse pointer.
- - The server now has readline completion. This works at all levels,
- fx "cu<TAB>" completes to "cut", and if there exist a player named
- "paulz" "cut pau<TAB>" will complete to "cut paulz".
- - Players can agree to give shared vision, which means that you
- automatically see everything the other player sees.
- - Layer view menu items allow you to only display some map info on the
- main map. Fx you can choose to not show roads.
- - The server will ping all connected clients and cut off those too slow
- to respond.
- - Smarter placing of partisans.
- - The server no longer automatically starts when the maximum number of
- players have been reached.
- - If commandlevels are used and the controlling player disconnects a
- connected player can assume the "first" level with the "/firstlevel"
- command.
- - "Restrictions and Limitations" section added to the README.ruleset
- - Caravans, diplomats and spies can move into allied cities.
- - Elephants, Crusaders and Fanatics activated in civ 2 ruleset.
- - The size of the city foodbox is now controlled by the ruleset
- variables "granary_food_ini" and "granary_food_inc".
- - Limit on number of improvement types in rulesets removed.
- - Capitalization is available from the start of the game in the default
- ruleset. (renamed coinage)
- - Cities can have 0 trade. (used to be at least 1)
- - Settlers can only be added to cities less than size 8, as in civ 2.
- - If you paradrop a unit into unknown terrain and the terrain contains
- an enemy unit the paradropping unit is lost. If you drop into terrain
- you thought was land, but which has changed to water, the unit is
- also lost.
- - diplomats/spies can't take action from a ship.
- - Refueling air units at turn update will refuel units with only 1 fuel
- first. Secundary criteria is unit cost.
- - Trireme loss percentage depends upon known technologies.
- - Leonardo's workshop will upgrade a random unit each turn, and not
- just the next one.
- - Allied cities count as friendly when determining whether a unit is
- being agressive. (gives unhappyness under some govs.)
- - Deserts are created primarily 15 to 35 degrees off the equator.
- - Only arctic tiles generated at poles.
- - The server will report when a new government becomes available.
- - Changed wording of message "famine feared" to "famine occured". New
- "famine feared" message just before food runs out.
- - "wonder soon build" message when another player is about to complete
- a wonder.
- - Players are notified when one of their wonders has become obsolete.
- - In the players dialog it is now reported which nations have an
- embassy with you. Your embassies are also listed.
- - Wonders being built are listed in the "wonders of the world" popup.
- - Server "save" command saves to <auto-save name prefix><year>m.sav[.gz]
- if it is not given any arguments.
- - "quitidle" server commandline option makes server quit if there has
- been no connected players for the specified amount of time.
- - When turning on the autotoggle option existing human nations without
- a connected player will be put on AI.
- - Server doesn't block as long when writing to a slow host, controlled
- by variables "tcptimeout" and "netwait".
- - "savename" server variable controls the prefix of autosaves.
- - "allowconnect" server variable lets you control which types of
- players (new players; human players; AI players; dead players;
- barbarian players) can connect.
- - More nations added.
- - New maps in data/scenario: british-isles-80x76-v2.51.sav,
- iberian-peninsula-136x100-v0.9.sav,
- hagworld-120x60-v1.2.sav (earth map).
- - Amiga internationalization/localization.
- - Amiga client: history added to chatline.
- - Lots of bug fixes and code cleanups.
-
- WHAT'S CHANGED SINCE 1.11.0:
-
- - Readline support added to the server.
- - May now disperse initial units over specified area. See "dispersion"
- server option.
- - May now arrange for first client to connect to have a higher cmdlevel
- than the following clients. See "cmdlevel" server option.
- - Save files now transparently (un)compressed when (loaded) saved.
- - Now requires a minimum number of ocean tiles to be adjacent to a land
- tile wished to be transformed into ocean. Default is 1.
- - Added Nuclear Fallout. Industrialization and population still
- generate Pollution. Dropping a Nuke generates Nuclear Fallout, which
- is distinct from Pollution. There is a new command to clean Fallout
- vs. cleaning Pollution. Fallout contributes to Nuclear Winter --
- which also changes terrain, but tends to Desert, Tundra and Glacier.
- Added a new "cooling" icon to the info area to indicate the progress
- towards Nuclear Winter, and also an icon for Fallout on the main map.
- AIs are now more aggressive at cleaning up Pollution, but not Fallout.
- - Ported to OpenVMS.
- - Moved most of the dependencies on the "civstyle" server option to
- separate values in game.ruleset files.
- - Fixed bugs in "turns to build" displays.
- - Fixed bug whereby Diplomat/Spy investigations of cities did not
- reveal the correct supported and present unit lists.
- - Fixed multiple bugs in go-to code.
- - Fixed bug where starting a revolution, saving the game and restarting
- the server would allow switching governments without anarchy.
- - Fix bug that you could paradrop into cities you were at war with even
- if they contained enemy units.
-
- WHAT'S CHANGED SINCE 1.10.0:
-
- - Internationalization extended. Still needs improvement.
- Current localizations: de en_GB es fr hu ja nl no pl pt pt_BR ru.
- - Added full Fog of War. Controlled by "fogofwar" server option.
- - Added explicit Diplomatic States between civilizations: war, neutral,
- no-contact, cease-fire peace and alliance.
- - Allow terrain changes to/from land/ocean. Default ruleset allows
- Engineers to Transform Swamp to Ocean and Ocean to Swamp. Also
- allows Forest to be Mined into Swamp.
- - Increased maximum number of players to 30.
- - Fortifying now takes a turn to complete (like Civ1/2).
- - Added correct Civ2 style of Apollo wonder (shows entire map, rather
- than just cities). Selected by "civstyle" server option.
- - Aggressive sea units no longer cause unhappiness when in a city.
- - Added Civ2 rule that firepower is reduced to 1 for both the defender
- and the attacker when a ship bombards a land unit.
- - When changing current research, if user changes back to what was being
- researched, the penalty is not applied (you keep all your bulbs).
- - Added pop-up of more details when clicking on info box in GTK+ client.
- - Improved the global warming danger indicator.
- - Added warning of incipient city growth.
- - The server "remove <player>" command is no longer available after the
- game has started.
- - Added "fixedlength" server option to make all turns exactly "timeout"
- duration.
- - The "timeout" time may be much longer (up to a day).
- - Added goto for air units. If destination is beyond range, they will
- stop in cities/airfields/etc. to get there.
- - May now select a unit by clicking on the unit pile display on the left.
- - Diplomats/Spies moving by goto now do pop-up the Diplomat/Spy command
- dialog when they reach a city.
- - Improved goto algorithm and implementation.
- - Help dialog displays which buildings an advance will obsolete.
- - Optionally show city food/shields/trade productions on main map.
- - Added server option "autotoggle", which toggles AI status on and off
- as players connect and disconnect.
- - Allow Hoover Dam to be built anywhere, to conform to Civ2.
- - Show turns per advance in Science Advisor dialog.
- - Improved map and unit movement drawing code.
- - Added "End Turn when done moving" local option.
- - City production penalties now applied more correctly.
- - Added Sentry and Fortify to Present Units' City Dialog pop-up.
- - More nations added.
- - Added a resource file for the GTK+ client.
- - Improved network code for more reliable connections.
- - Split nations.ruleset into individual <nation>.ruleset files.
- - Extended registry file format to allow including files and overriding
- entries.
- - Added --with-xaw and --enable-client=xaw3d options to ./configure
- script.
- - Lots of bug fixes and code cleanups.
-
- WHAT'S CHANGED SINCE 1.9.0:
-
- - Internationalization extended. Still needs improvement.
- New ./doc directory for localized versions of README and INSTALL.
- Current localizations: de en_GB es fr hu no pl pt pt_BR ru.
- - Added Civ1/2-like Barbarians. Controlled by two server options.
- - Many more nations added.
- - Worklists -- Players can now specify a list of things to be built in
- a city.
- - The AI now utilizes diplomats/spies aggressively.
- - Added a variant (1) of Michelangelo's Chapel.
- - Initial rates after Revolution will try to maximize Science.
- - Rapture-triggered city growth will no longer empty the foodbox.
- - Map generator improvements:
- - Gen 1 hills more uniform north/south.
- - Gen 2+ will tend to make fewer length-one rivers.
- - Added unit-death explosion animation.
- - No longer will cities with exactly 0 (zero) production surplus be given
- a "free" shield every turn.
- - Command-line arguments made more consistent between server and client.
- - Caravans now provide a research benefit when initially establishing a
- trade route, equal to the monetary benefit.
- - Diplomat/Spy changes:
- - Changed all actions to more closely conform to Civ2 rules.
- - Changed "diplchance" to be %-chance of success. Used in many ways.
- - Diplomat/Spy may attempt action with any movement left.
- - Added "At Spy's Discretion" selection to steal and sabotage dialogs.
- - Allow Spies to steal tech from a city more than once (gets harder).
- - May only poison towns of size greater than 1 (one).
- - May only sabotage units that are alone on a square.
- - When a city is subverted, only nearby units change sides.
- - Veteran status improves defense against other Diplomats/Spies.
- - Added production display of number of turns remaining to build.
- - Small, shield-like flags tilesets (trident_shields, engels_shields).
- - Airbase changes (for Civ2 compliance):
- - Ground units can attack Air units when they are parked on an Airbase.
- - Units are defeated only singly when on an Airbase (like a Fortress).
- - Revised and improved the server 'help' command.
- - New intro graphics.
- - Ships may now have their movement reduced after a combat in which they
- are damaged.
- - Added display of production values to main map "city tiles" display.
- - Increased the Add-To City size limit to 9 to conform to Civ2.
- - Settler's "Connect" feature -- Automatically connect two points with
- Road, Railroad, Irrigate or Fortress.
- - Several AI improvements.
- - New ruleset support for CITIES, most notably cities are now drawn in
- different sizes and styles.
- - Allow specifying unambiguous player name prefix, instead of full
- player name, for server commands taking a player name argument.
- - Added multi-client configuration support.
- - Added 'read' and 'write' server commands.
- - Added "best nation" column to Demographics report.
- - Changed Fighters and Stealth Fighters to not cause unhappiness (Civ2).
- - Cities on mountains will produce an extra food (Civ2).
- - Fixed bug where Lighthouse was not producing veteran sea units.
- - Ported to Amiga. (This is not included with a "distribution"; get it
- directly from the CVS <http://www.freeciv.org/contribute.html#SetupCVS>,
- or from a CVS Snapshot <http://www.freeciv.org/latest.html>.)
- - Lots of bug fixes, code cleanups, and help-text improvements.
-
- WHAT'S CHANGED SINCE 1.8.1:
-
- - Internationalization added. Some aspects still need improvement,
- and in particular currently only works well if client and server
- both use the same language. Initial (partial) translations
- included are: de es fr hu pl pt pt_BR.
- - Improvements to "trident" tileset, and this set is now the default.
- - New ruleset support for NATIONS, and many new nations added --
- there are now 32 nations in the default nations file. Also allow
- multiple leaders choices for each nation, allow longer player
- names, and allow specifying/choosing sex of leader.
- - New ruleset support for TERRAIN, and changes to allow Civ2 style
- terrain with more specials, multi-terrain rivers, and new farmland
- infrastructure. Moved some server options into terrain ruleset,
- and added new rule option regarding movement along rivers.
- - New ruleset support for GOVERNMENTS, and more general unit upkeep.
- - The contents and layout of the graphics files is now described in
- user-editable 'spec' files, instead of being hardwired into the
- code; see README.graphics for details.
- - Changes to city graphics: can now see cities grow. Also, code
- support for different city styles for different nations, and for
- technology dependent styles, but lacking good graphics except for
- the default style. Cities show a small flag when occupied by one
- or more units.
- - From Civ2, added Paratroopers unit and Airbase infrastructure.
- - Initial window size of Gtk+ client is smaller, to fit better on
- smaller screens, and can now resize detached chat/output window.
- - City report enhancements: New "Change All" dialog to convert all
- production of a given item to some other item (both clients); can
- select multiple cities and issue commands (Gtk+ client only); can
- sort by different columns (Gtk+ client only). Can also select
- multiple items in the Trade Report (Gtk+ client only).
- - In Civ2 style, can select which infrastructure item to pillage, and
- multiple units can pillage together. Can now pillage fortresses,
- as well as new farmland and airbase infrastructure items.
- - More fields added to Demographics Report, and now configurable from
- a server option.
- - Added more information to "Active Units Report", and renamed to
- "Military Report".
- - New cursors added for Goto, Nuke and Paradrop modes; <Escape> key
- cancels Go-To/Paradrop/nuke mode; pollution on city squares is now
- always clearly visible; improvements to refresh method for pixmaps
- in Gtk+ client; various other improvements to both clients.
- - Autosettlers no longer convert Plains/Grasslands to Forests, but
- will now Transform terrain.
- - AI can build spaceships, although does not do so very aggressively
- or intelligently yet.
- - Server and client may specify a different metaserver to use. There
- is now a metaserver running on www.freeciv.org, and that is now the
- default metaserver (http://www.freeciv.org/metaserver).
- - New server option for "turn blocking" mode, in which players will
- never miss a turn even if sometimes disconnected.
- - More flexible rulesets for units and techs (advances) allowing
- variable number of items in each (up to 200) and no longer any
- techs with hardwired effects depending on position in ruleset file.
- - Appropriate helptext now appears in ruleset files, allowing
- modpacks to give modified help to correspond to modified items.
- - Format of ruleset files is changed, no longer compatible with
- those for 1.8.0 and 1.8.1.
- - Removed science bonus of +1 per city per turn.
- - In Civ2 mode, overflight of a hut causes it to disappear, and can't
- build cities next to each other.
- - Rapture_size now 3, to conform to Civ2.
- - Settlers and Engineers now cost shield upkeep as well as food
- upkeep (depending on government type) as in both Civ1 and Civ2.
- - Helicopters do not lose hitpoints when over an airbase.
- - The amount of food required for a city grow is now ((citysize+1) *
- foodbox), instead of (citysize * foodbox); new behavior matches
- both Civ1 and Civ2.
- - Some re-organization of data directory, in adding data/scenario,
- and graphics now in data/trident, data/engels and data/misc.
- - Preliminary support for compiling the server on Mac (but networking
- code not yet ported).
- - Progressively moving code out of client gui-dependent directories.
- - Lots of bug fixes, code cleanups, and help-text improvements.
-
- WHAT'S CHANGED SINCE 1.8.0:
-
- - The biggest change is a new client which uses the popular Gtk+
- toolkit. The old Xaw client is still included as well.
- - A new alternate (30x30) tileset: the "trident" tileset.
- Start the client with "--tiles trident" to try it out.
- (This replaces the "classic/brunus" tileset, which is still
- available separately from the Freeciv ftp site.)
- - In the Gtk+ client, parts of the main window can be detached.
- Detaching them all allows a full-screen map window!
- - The data directory can now be specified as a "path" ($FREECIV_PATH),
- instead of a single directory. By default, ~/.freeciv is now in
- the path, so if you download new tiles, modpacks, etc, you can now
- simply put them in ~/.freeciv
- - Server console improvements: can abbreviate server command names,
- and server option names. Better prompt handling - eg, server no
- longer prints an unnecessary prompt each turn.
- - Server commands can now be issued from the client chatline.
- There is a new server command "cmdlevel", to control access to
- this feature on a per-player basis.
- - Some of the "small" graphics have been improved.
- - Added a nice cursor for selecting the destination for "goto".
- - New column "corruption" in the city report.
- - Implemented Marco Polo's Embassy wonder.
- - New command to explode Nuclear units at an empty square.
- - Improved behavior of Caravans and "goto": the Caravan dialog will
- now popup when the Caravan arrives, whether moving by goto or by
- the keyboard.
- - Allow connecting to metaserver (in client) via $http_proxy.
- - Minor "Zone of Control" (ZOC) rules changes to better match Civ2.
- - Improved debug logging.
- - Server will refuse to run as root, as a security measure.
- - As always: lots of bug fixes, code cleanups, and help-text
- improvements.
-
- WHAT'S CHANGED SINCE 1.7.2:
-
- - Space race! Be the first player to build a space ship and colonize
- Alpha Centauri.
- - Civil war! Capturing the enemy capital may split his empire. Half
- of his towns will join a new AI leader!
- - Two tile sets in this release! The "big" ones are from Ralph Engels.
- I hope you will enjoy them. The second set is an enhancement of the
- classic ones. The server option -tiles allows to choose a subdirectory
- of the data directory to use different tiles. (The data directory can
- be set with the DATADIR environment variable.) Also, diagonal roads
- and railroads are now drawn. Changed some of the national flags
- (especially changed Soviet flag to the Russian flag for Russians).
- - Rulesets can be used to customise units, advances, wonders, and
- improvements without recompiling -- see README.rulesets.
- - Units in a town can be put in auto-attack mode. In this mode, they
- will attack any enemy units which come nearby.
- - New city options for each city, controlling whether new citizens are
- workers or specialists, whether to allow disbanding a size 1 city by
- building a settler, and options for units on auto-attack mode in the
- city.
- - Mapgen 4 (selected with the server command "set generator 4") is a new
- map generator which generates a map with 2 players on each island.
- - Cities can be a traded in diplomatic treaties. This effectively
- allows you to exchange, sell or buy cities.
- - The AI now builds diplomats to defend against enemy diplomats.
- - Settlers and engineers can do teamwork. With enough manpower, all
- terrain improvements can be done fast!
- - With engineers, the terrain type can be changed using the new Transform
- command ('O'). For example, hills can be turned into plains.
- - Units only regenerate hit points if they have not moved at all for a
- full turn.
- - Gamelog option. The whole history of a game can be stored in the
- gamelog file.
- - One can select a unit with 0 moves left from the main map.
- - City workers can be adjusted from the main map, with shift+button1.
- - Changed the order of libraries to fix problems on IRIX and Cygwin.
- - Changed the client-server protocol to use network byte order.
- - Other bug fixes and code and help text cleanups.
-
- WHAT'S CHANGED SINCE 1.7.1:
-
- - Improvements to the configure script, so it should now work
- properly on all systems.
- - Ability to configure to use Xaw3d instead of the normal Xaw.
- - New "easy" AI mode, which is now the default.
- - Improved "City Report" dialog, with configurable columns.
- - Improved "Message Options" dialog, with customizable filtering and
- selection for the different message types.
- - Improved "Messages" dialog, with a scrollbar, and a "Popup City"
- button.
- - Improved multi-column "Unit Select" dialog when there are lots of
- units.
- - In city dialog, middle-click unit icons to "activate and close".
- - New client command "t" to show tiles used by city under mouse.
- - New metaserver dialog to make connecting to metaserver games easier.
- - Ability to save and re-load client settings.
- - Clearer Yes/No toggle buttons in various places in the client.
- - Reduced color usage (but looks almost identical), so the client should
- now work fine on systems with 8 bit color displays.
- - Ability to use "scenarios", that is, pre-designed maps. Scenarios
- for Earth and Europe games are included in the data directory.
- (Use them with the server command-line option -f, like savegames.)
- - More city names, so you're less likely to see "City 41" etc.
- - Saving large games is now much faster, and the savefile is smaller.
- - Improvements to the documentation and online help system, including
- a new help section on the "Zones of Control" game concept.
- - Detect repeated log messages and print repeat counts.
- - New server options randseed and aqueductloss.
- - Many other enhancements and bug fixes.
-
- WHAT'S CHANGED SINCE 1.7.0:
-
- - Removed two C++-style comments, the most reported problem with 1.7.0!
- - Tweaks to the configure script for Solaris, although it's still not
- perfect.
- - Spy and diplomat improvements.
- - Added the "W" command, which Wakes up sentried units.
- - Added the "scorelog" command, which can be read by a script to generate
- power graphs after the game.
- - Loading games is now MUCH faster.
- - AI improvements from John Stonebraker.
- - Visual improvements to dialogs and the map screen.
- - Settlers may not fortify.
- - Numerous bug fixes.
-
- WHAT'S CHANGED SINCE 1.6.3:
-
- - Massive AI changes. It plays smarter, and the AI uses seagoing vessels.
- - The contents of the help system have been improved substantially.
- - Many bugs fixed.
- - We now recommend you use "configure" instead of Imake.
- - Settlers have a new "e"xplore mode.
- - The makefiles now contain auto-generated dependency information.
- - Units within the radius of the city to which they belong no longer
- cause unhappiness. This will allow much more realistic defense
- scenarios.
- - The tax/lux/sci rates are now limited by your government type.
- Also, they can modified by clicking on the rate status icons.
- - The behaviour of spies and diplomats has been greatly improved.
- - Freeciv now needs to transmit a lot less data (<25%!) when playing
- over the Internet. This will greatly speed up games.
- - Preliminary support for compiling Freeciv under Windows and OS/2,
- when used in conjunction with the GNU tools.
- - From now on, it will be possible for different Freeciv versions to
- talk to each other if they're able.
- - Tracy Reed (who provides www.freeciv.org) reports that our site is
- getting over 6,000 hits per month. He was quoted as saying "Cool!
- Now my computer is doing something!"
- - Lots, and Lots, and Lots of donated patches. Thanks guys, keep 'em
- coming!
-