Revisions of freecol
Dirk Stoecker (dstoecker)
accepted
request 1087006
from
Carsten Ziepke (Kieltux)
(revision 27)
- Update to version 1.1.0 Music * New tracks: El Dorado, Free Colonist, Lost City, Rainy Day, Royal Troops, Wagon Wheels * Updated the old tracks with new updated versions. Graphics * New graphics for hills and mountains. Rule changes * Jesuit Missionary can now recommision itself in colonies without a church. * Added the mod "Hitpoints and Combat" that adds hitpoints and ranged combat to the game. Map Generator * 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. * 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. * Enabled generation of rivers that are only two tiles long (the previous limit was three). User Interface * Units in Europe are no longer included in the list of possible active units. * Game options and Map generator options are no longer automatically saved and loaded. The default values are initially displayed for all new games. * 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). * Allows the player to easily view all files while loading savegames/maps. * The start game panel can now be resized to smaller than the initial size. * 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 displayed occupation string on a pioneer now shows "C" for clear forest instead of "P". AI/computer players * Greatly reduces the time needed by the AI (the wait time after ending the turn). * The AI now gets less benefits on lower difficulty levels to make everything easier. * Escort unit missions are now immediately aborted if the protected unit gets destroyed. * More efficient transportation of goods and units (better utilization of the capacity of ships and wagon trains). * The AI now produces fewer and better colonies. Mod development * Allow mods to be loaded when making maps in the map editor. This allows maps to be made with new terrain types, and other resources, added by mods. * New types of mountains and hills defined by mods are now used when generating maps. The specific type of hill/mountain is determined by the latitude. * Partial modifications to the specification is now possible again. This fixes a regression introduced in 0.11.x that prevented the "partial" flag from working. * Mods can now define new order buttons (and have them applied without having to restart the game). * Bugfix: Mods are no longer loaded twice (thereby causing varius problems in the colony panel and other places when modifications were made). * Bugfix: Units that are not available to a player can now be captured if a valid "unit-change" exist. Bug fixes * Fixed a bug that caused the same maps always being generated when starting a new game. * Fixes game hangs on end turn in some specific cases. * Fixed scaling and placement of goods production icons on colony tiles. * A unit in a building is no longer drawn at the top of the building (that is, the area for showing goods production) if the production is zero. * Sound effects are now properly played when attacking. * Fixed a bug that prevented the map shortcut buttons on the Map Generator dialog from working properly. The bug caused the button to have no effect the first time it was clicked after restarting the application. * Fixed an issue that sometimes prevented mods from being deactivated in the Preferences. * The game now fails gracefully if the server cannot be started. This prevents an application freeze when failing to start a new game or failing to load a savegame. * Revenge mode is now working again. * Fixes an issue that allowed a malicious client (in a multiplayer game) to attack with a unit that had no moves left. * The "Train" panel in Europe now has five columns of unit buttons instead of just three. * Fixes a bug that sometimes stopped trade routes / goto orders from working. For example, this happened if there was a lost city rumor in the search area of a wagon train on a trade route. * Fixes activation of tile improvement actions (like "Plow") after reconnecting. * Allows the founding father selection to be postponed without an error message. * Fixed a bug that sometimes prevented the map from being redrawn properly after a unit move/attack animation. * Highscores can now be stored and displayed again.
Dominique Leuenberger (dimstar)
accepted
request 1085281
from
Carsten Ziepke (Kieltux)
(revision 26)
- Update to version 1.0.0 Graphics * New nation specific colony graphics. * New forest graphics * New graphics for deserts. * New transitions between the base tiles. * Minor changes to other graphics. Rule changes * Major changes to the tile goods production so that the actual values matches the original game. Mod development * It's now possible to define nation specific unit types that can be recruited and purchased in Europe. * Added tools for easily making new base tiles from a single tiling texture. * A bug that prevented certain images from being overridden by mods has been fixed. AI/computer players * The AI now chooses better locations when constructing colonies, and also avoid placing the colonies too close to one another. * The AI colony development and expansion have been improved. * The AI can now construct docks. * More efficient transportation of goods. * The AI can now buy units from Europe without cheating. * The computer players will now use more advanced tactics when defending and attacking. * The AI no longer defends its colonies with scouts. * Adding a new escort mission for protecting units. This mission is used for dragoons that are escorting artillery when attacking. * National advantages will now change how the AI utilizes its military units. For example, the conquest advantage (spanish) will make the player focus on destroying the natives. * The AI will no longer equip specialists (like Elder Statemen) with muskets. * AI ships should no longer get stuck outside native settlements. Bug fixes * Several bugs that might cause the game to crash have been fixed. * Fixed several issues with goto-orders that made the game hang after end of turn. * Fixed several issues that forced a server reconnect. * Reduces the amount of jumping around on the map while animating the moves of enemy units. * Accelerator keys can now be changed, saved and loaded in the preferences. * It's now possible to add the same goods multiple times to the same stop in the trade route panel. * Fixes the scaling of several different panels (preferences). * Scrolling on the map should now be smoother. * Units should no longer have their graphics clipped on the map. * Smoother playback of audio. * The colony panel is now properly updated when clearing the speciality of a worker. * Recursive autosave directories should no longer be created. * Several text template fixes. * Lots of other minor bugfixes. Other changes * The escape key can now be used to close most panels. * There are now separate volume sliders for music and sound effects. * Added a mod where basic buildings (level 1) needs to be constructed (except Town Hall and Carpenter's house). * Added a mod for having 19th century nations. * Treasure trains are now displayed in the cargo report panel. * A malfunctional AI should no longer stop the game. * Better handling of severe errors like out-of-memory and stack-overflow. * Translation updates (a total of 5191 translation strings updated in 53 different languages). - Run spec-cleaner - Update to version 0.13.0: * In-game music by Alexander Zhelanov. * Graphics and performance improvements. * Many other fixes and enhancements... - Changes from version 0.12.0: * Major graphics rework including new images, animations and support for high-DPI screens. * Many other enhancements. * Over 150 bugs fixed. * FreeCol requires Java 11 at minimum. Java 11 is a "Long Term Support" release, but later releases are also known to work.
Dominique Leuenberger (dimstar)
committed
(revision 25)
Dominique Leuenberger (dimstar)
accepted
request 596934
from
Robby Engelmann (robby81)
(revision 24)
Update to version 0.11.6, it does not build for Leap due to java 1.10 is not available there, could anybody with more experience try to fix that or advise me how to do? Is it possible to submit to factory again?
Dominique Leuenberger (dimstar)
committed
(revision 23)
- Build using JRE 1.6 (change source/target from 1.5 to 1.6).
Dirk Stoecker (dstoecker)
accepted
request 160857
from
Joop Boonen (worldcitizen)
(revision 22)
Corrected the License
Dominique Leuenberger (dimstar)
committed
(revision 21)
fix
Dominique Leuenberger (dimstar)
committed
(revision 20)
Update to 0.10.7
Dominique Leuenberger (dimstar)
committed
(revision 19)
Update to 0.10.5
Jan Engelhardt (jengelh)
committed
(revision 18)
Remove redundant/unwanted tags/section (cf. specfile guidelines)
Dominique Leuenberger (dimstar)
committed
(revision 16)
No more service
Pavol Rusnak (prusnak)
accepted
request 89354
from
Ryan Bach (ryanbach)
(revision 15)
Updated to latest version 0.10.3
Dominique Leuenberger (dimstar)
committed
(revision 14)
- Fix freecol.desktop: The wrapper script has been changed to be installed as /usr/bin/freecol instead of freecol.sh [bnc#719622].
Pavol Rusnak (prusnak)
committed
(revision 13)
cleanup
Pavol Rusnak (prusnak)
committed
(revision 11)
- added freecol wrapper - don't create desktop file in .spec, rather add it to sources * This release fixes some problems with translation keys being * This release fixes several bugs and includes new or updated translations for 36 languages.
Dominique Leuenberger (dimstar)
committed
(revision 10)
Update to 0.8.3
Dominique Leuenberger (dimstar)
committed
(revision 9)
Update to 0.8.1
Dominique Leuenberger (dimstar)
committed
(revision 8)
Update to 0.8.0
Displaying revisions 1 - 20 of 27