Greatly reduces the time needed by the AI (the wait time after ending the turn). The displayed occupation string on a pioneer now shows "C" for clear forest instead of "P". The chat panel (start game panel in multiplayer) is now placed directly below the list of players making the dialog work better on small screens. The start game panel can now be resized to smaller than the initial size. Panels/dialogs are now automatically resized and relocated when changing the size of the application window (including when switching between full screen and windowed mode).Īllows the player to easily view all files while loading savegames/maps. The default values are initially displayed for all new games. Game options and Map generator options are no longer automatically saved and loaded. Units in Europe are no longer included in the list of possible active units. ![]() The number of rivers generated can now be properly controlled using the "Number of rivers" map generator option even when changing map sizes and/or amount of mountains.Įnabled generation of rivers that are only two tiles long (the previous limit was three). Great rivers (ocean like, navigable by ships only) are no longer generated by default, but can still be generated if enabled using the Map Generator Options. Jesuit Missionary can now recommision itself in colonies without a church.Īdded the mod "Hitpoints and Combat" that adds hitpoints and ranged combat to the game. The standard panel background image is now both brighter and without obvious tiling artifacts on larger screens. Updated the old tracks with new updated versions. User visible changes since version 1.0.0 Music In addition, we have included a new mod that adds hitpoints and ranged combat:Īll savegames from 0.12.0 and up should continue working with 1.1.0. Six new musical tracks have been added to the game. We have been working on the main parts of FreeCol since our last release. The FreeCol project was launched on January 3 rd, 2002.The next official release of FreeCol is finally ready! Natives can be valuable trade partners, or hostile enemies. ![]() For example, they can eventually be upgraded to forts, shipyards, and other buildings. Towns can be upgraded through time, with the necessary wood and tools. Not enough liberty bells will eventually lead to more "tories", which means the player will be further away from his/her goal of independence from their monarch. If, for example, the player does not have enough food, his/her colonists will starve. The player will also need to balance food production, and produce liberty bells, among other factors. Plowing improves the productive capacity of farming while roads improve the productivity of mining. The player can also improve the terrain by plowing or building roads. ![]() However, a forest is limited in capacity as far as food production is concerned. ![]() For example, a forest will produce woods and furs while grassland is suitable for farming. The tile that the colony is located on will produce resources automatically with no colonists. Terrain types determine what kind of resources your colony can produce. To win FreeCol, the player must either defeat all the other players or start a revolution and defend his/her colony against his/her former country. Similar to the original game, FreeCol involves building up a strong economy while defending it with a decent military. The development team consists of numerous developers, along with contributors which are too many to name here.
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