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Freecol roads
Freecol roads












freecol roads
  1. FREECOL ROADS MANUAL
  2. FREECOL ROADS PATCH
  3. FREECOL ROADS CODE

You could play through an entire turn, save the game, load the save file, and play another turn without letting any other nation get to play. In addition, save games did not keep track of which units had already used their turns, so long as you still had at least one unit who had a move left.You'd have to end a unit's turn when it's loaded into the ship, but other than that you can go VERY far. A ship could carry cargo halfway across the map if you have an ocean railroad in place for it. You could also put this same Settler on a transport and use this bug to build a road and then a railroad in the middle of the ocean.

FREECOL ROADS MANUAL

Sure, it's a lot of manual clicking but it allowed you to fully irrigate/mine the area around AND build roads your city in a few turns, which is crucial at early stages when every Settler counts. This trick could be repeated until the task was complete. However, if you canceled its current action and then ordered it to do it again, the engine would interpret it as if the Settler already spent a turn doing it and continue from where it "stopped". in case of mining a mountain would take up to 9 turns.

  • The original Civilization had the Settlers bug: if you ordered a Settler unit to perform some multi-turn task (like irrigating or mining a square), it'd usually stay inactive until the task is completed, which e.g.
  • In fact, the open-source clone FreeCol reproduced this as an optional rule.
  • FREECOL ROADS PATCH

    Naturally, most players don't bother installing the patch to fix this bug, as it makes the game a good deal easier towards the end.

  • Colonization has a bug on the trading screen which lets you sell resources that have been forbidden through a Customs House.
  • There is usually a significant chunk of the level missing afterwards.

    FREECOL ROADS CODE

  • Worms: With quick fingers it is possible to switch to the rocket launcher and the mini gun at the same time, causing the minigun firing code to fire rockets.
  • freecol roads

    Ranting may be feel good, but there is so little here that is helpful or productive. Please consider opening a bug report, with the saved game from the turn before so we can reproduce the problem. You will need to provide a detailed example of where we are wrong to be convincing here.Ĩ+9. FreeCol implements a production bonus for roads, and people have put in a lot of effort comparing the Col1 production. I understand it was like this in Col1, but suggested improvements are of interest.ħ. I am not saying you are wrong, but I am saying that we have other people disagreeing. partly because of multiple contradictory claims about the them. The amount of native settlements is configurable. What is needed are real numbers from experimenting with Col1.ĥ. Too often these turn out to be due to mistaken memories. These are unsupported quantitative assertions. There have been several recent bug fixes to unit selection and movement recently.ģ+4. I have a town producing 15 liberty bells with a printing press and it has 0% rebel sentiment.ġ+2. The build queue was now empty, no cathedral to be seen anywhere. Next turn I was warned my town was producing nothing.

    freecol roads

    My town was 99% of the way to producing a cathedral. In the original game, roads offer a +1 production bonus on all resources. There seems to be no production bonus for roads. A new player might think: hmmm, since I don't trade in Tools I can suffer a boycott. It doesn't inform the player that rejecting the tax will result in goods being destroyed. Also that village teaches Sugar planter but no land suitable for sugar is to be found anywhere here. In the screenshot above, in an area of about 100 squares there is 1 village. Quality of immigrants waaay lower than in the original game. By a factor of 10 or more I would say it grows without bounds. The tax rate is waaaay higher than the original game. And make left-clicking only select units not terrain. Click next to unit, area is selected in green. In general selecting a unit is anywhere from frustrating to impossible:Ĭlick unit, nothing happens. Try dragging a piece and it sometimes moves and sometimes you move some other piece: Or, you think it's selected (piece is displayed in bottom right of screen) but some other piece is actually selected. It quite often moves a piece which is not selected.

    freecol roads

    Very often the goto function (be it "G" or by rightclicking a square) is buggy. In general moving and selecting is a nightmare. In general the game shows much promise but is let down by a few basic things which I'm surprised aren't killing the fun for other players. As a long time player and fan of the original Colonization from 1995 I have the following feedback about freecol.














    Freecol roads