CivOne - An Open Source remake of Civilization 1

Get me a towel please - I appear to be drooling...

This is sexy =]

Is the change of difficulty 2 (or technically, 1) from "Warlord" to "Warlock" deliberate? Also Caesar is spelled "Ceasar" if you pick Romans but thats just pedantry!

I'm looking forward to getting my teeth into this one!

btw, thanks for TF register Dack. I'll be playing about with that later too =]

EDIT:
- Units move very slowly for me but that could just be my system.
- Menus (toolbar I mean, advisors etc.) only stay open on click-hold, where I think you could get them to stay open on just click.(Otherwise tricky to play on a touchpad on a laptop)
- No space between population number (under palace image) and little dude figure on original.
- As mentioned above, building a city adjacent to an existing one causes a crash.
- On the city screen (select what to build, etc.) the minimap which shows resources surrounding ought to show the city square as well.
- Units belonging to city or occupying city don't show in city screen (WIP?)
- The civilization the current unit belongs to isn't surrounded by brackets in the original (at least the version I'm comparing against; not sure how picky you want me to be =]).
- Roads currently buildable over rivers before discovering bridge building (testing purposes?).
- Movement over roads shows as decimal on original (ie. 0.2). Actually I prefer what you've done but it IS different =]
- On city screen, city resources per turn don't 'stack' as the city expands - they spill over into the minimap (actually behind it). It DOES appear to stack in the food storage window, however.
- Resources on city screen don't have a split to show used and excess resources (testing purposes?)
- Once a city reaches double digits, the number isn't _quite_ central. That's a game-breaker... =]
- Select next tech window has a black band underneath when the list is shorter.
- Contrary to an earlier changelog, I can't seem to activate units by clicking (or right-clicking). This only applies to settlers atm obviously, as militia can't sentry or fortify yet.
- Settlers should not be allowed to be added to cities with a size of 10 or more (testing purposes?)

I assume that other more obvious things, troop orders, no advancement indicator bulb, etc are WIPs at the moment? I need to refamiliarise myself with the changelog to see what is meant to work and what doesnt yet =]

Otherwise, I'm loving it and its going to be excellent when done!

EDIT #2:

Yep, I see that most of what I listed above is already on your to-do list =], the rest is aesthetics =]
 
Get me a towel please - I appear to be drooling...

This is sexy =]

Is the change of difficulty 2 (or technically, 1) from "Warlord" to "Warlock" deliberate? Also Caesar is spelled "Ceasar" if you pick Romans but thats just pedantry!

I'm looking forward to getting my teeth into this one!

btw, thanks for TF register Dack. I'll be playing about with that later too =]

The Warlock and Caesar things are not intentional, I can't believe I hadn't noticed that. :crazyeye: (Edit: Fixed)

- Units move very slowly for me but that could just be my system.
While intentional at the moment, I have a fix for that planned. Should work faster soon.
- Menus (toolbar I mean, advisors etc.) only stay open on click-hold, where I think you could get them to stay open on just click.(Otherwise tricky to play on a touchpad on a laptop)
I believe that is as it should be, but I might make a configuration setting to keep the menus open. Would be better for touch screens as well. (Edit: No, actually, you can keep the menu open in the original game by clicking without moving the mouse, never knew that... I have created a GitHub issue for this, will be fixed soon)
- No space between population number (under palace image) and little dude figure on original.
Already fixed that a couple of hours ago, will be correct in the next preview.
- As mentioned above, building a city adjacent to an existing one causes a crash.
Will get fixed, that is an obvious bug. :)
- On the city screen (select what to build, etc.) the minimap which shows resources surrounding ought to show the city square as well.
Already fixed that a couple of hours ago.
- Units belonging to city or occupying city don't show in city screen (WIP?)
Fixed couple of hours ago. :D
- The civilization the current unit belongs to isn't surrounded by brackets in the original (at least the version I'm comparing against; not sure how picky you want me to be =]).
Right about this picky is perfect. I need it to be as exact as possible. (Edit: Fixed)
- Roads currently buildable over rivers before discovering bridge building (testing purposes?).
Will get fixed soon.(Edit: Fixed)
- Movement over roads shows as decimal on original (ie. 0.2). Actually I prefer what you've done but it IS different =]
Yeah, I thought something looked odd but I didn't see it. Thanks for mentioning it, I will fix it.(Edit: Fixed)

I assume that other more obvious things, troop orders, no advancement indicator bulb, etc are WIPs at the moment? I need to refamiliarise myself with the changelog to see what is meant to work and what doesnt yet =]

Otherwise, I'm loving it and its going to be excellent when done!
Yeah, will all get implemented. I actually got Fortify and Sentry working too now, I will try to make a couple more fixes and post a new binary. Check back in 2-3 hours.

Thank you so much for testing, it helps a lot and it really motivates me to keep going!
 
Glad I can do something helpful. I don't want to be too nit-picky cos it can come across as just decrying your work, but if you ask for picky I certainly will be =].

I'll have some more time to playtest tomorrow evening (GMT/DST) so I'll do that on the new release.

Fantastic work!

EDIT: visited the repo via your links above and was somewhat pleased that I was able to read (and comprehend!) the code pretty well! I still think I lack expertise to assist there though.
 
Ok, new features are working great! There's still some bits:

From my last post (don'tknow if you saw these, I was editing and re-editing like a maniac!)

- On city screen, city resources per turn don't 'stack' as the city expands - they spill over into the minimap (actually behind it). It DOES appear to stack in the food storage window, however.
- Once a city reaches double digits, the number isn't _quite_ central. That's a game-breaker... =]
- Select next tech window has a black band underneath when the list is shorter.
- Contrary to an earlier changelog, I can't seem to activate units by clicking (or right-clicking). This only applies to settlers atm obviously, as militia can't sentry or fortify yet. (EDIT: Fortified or sentried military units CAN be reactivated - no little blue window yet, WIP? - Settlers cannot be reactivated whilst building roads, irrigation etc.)
- Settlers should not be allowed to be added to cities with a size of 10 or more (testing purposes?)

And:

= General Gameplay
- Sorry, but still a space next to population counter!
- Oooh, first enemy civ encountered! Aztec settler near where I started. Doesn't move yet and no conflict with my units - can occupy same map square without fighting. Visually stacks properly if my unit is on top but also does not appear on minimap in city management screen. Understand this will be like this until AI is implemented but thought I'd mention!
- Sidebar minimap does not move on click.
- Now getting varied hut rewards, but scrolls of wisdom not yet working (WIP?).
- Famine in a city size 1 destroys city and and home units but produces a Settlers of NONE. (My) original game is more buggy than this - famined city is effectively destroyed after the famine notice, but doesn't actually disappear until clicked on or the map refreshes (move a non-central unit, visit another screen etc).
- Unable to build fortresses with settlers even after discovering construction (WIP?)
- Odd crash with frigate several squares away from home city. Game crashed when map jumped back to it to begin its turn. Will investigate further.
- Linked to above, trireme was not lost after ending turn away from land but crashed game on move 2 of 3 when 1 square away from new continent; I _think_ frigate above was also 1 space away from new continent. Will investigate further.
- Game crashed after this: New game, settler moved 1 space to pick up a hut which had mercenaries inside. Next turn settler built city on same square (where hut was and mercenaries are) and game crashed after the 'meadow' screen, before showing city management. Will investigate further.
- Crash when screen jumped back to start settler turn after trireme moved. Will investigate further.
EDIT:: Ok, above 3 crashes appear to be the same and related to the screen jumping to or from a naval unit to begin the next unit's move. Crash can be replicated by moving a naval unit out of screen range of another unit (only so far tried with land units) and completing the turn. When the screen should jump to the next off-screen unit, the game will crash. Land to Land unit does not cause crash. EDIT: This is now not occurring. Only difference I can think of is that this is a custom world...?



= City Management Screen:
- There should be spaces between Happy, Content, Unhappy, Entertainers/Tax collectors/scientists (not between these 3) and citizens. Also entertainers in city size 1 (like you ever would!) also have a space first, then the entertainer.
- Unable to change entertainers into taxmen or scientists. Clicking leaves management screen (WIP?)
- Creating entertainers does not (yet) create luxuries or happy citizens.

- Nearby cities are currently able to share map squares for resources.
- City management screen does not show food deficits (black icons). Also shields. Not yet sure about trade. (deliberate for now?)

- Food consumption maths is off. Should be 2n+1 where N is city size (at least on chieftain - yet to test other difficulties).
- After 'buying' a unit, clicking change before leaving (or building the unit, ie while production window for the unit is full of shields) shows cheaper units as taking 0 or negative amounts of turns - this should read 1.
- Clicking on the city square on resource minimap resets all entertainers and seems to prioritise shields over food. Thought you could do this in original game too (wanted to see if original prioritised food) but screen just blinked with no change? EDIT: Original game DOES reset resource fields when clicking an empty square when all citizens are workers. Original seemed to prioritise food for growth, leaving a shortage of shields for unit support under monarchy govt. when it was possible to have a balance and no shortages of food OR shields.

= Resource errors (found so far and compared to terrain chart on civfanatics here: http://www.civfanatics.com/civ1/refcharts/civ1terchart.htm ):
- Goverment appears to be monarchy at all times - ie no resource penalty for despotism at start of game(testing?)
- Grasslands 1 (without the nubbin =]) incorrectly displays and gives 1 shield instead of 0.
- Grasslands 2 (nubbin included!) correctly displays resources but gives 2 shields instead of 1.
- River 2 (assuming same staircase-looking terrain pattern implemented from original as River 1 and River 2 look the same =]) displays correct resources but gives 2 shields instead of 1.
- Cities always seem to produce a minimum of 1 shield even if city is on a square giving no shields.
- Ocean incorrectly displays only 1 food. Should also have 2 trade. Incorrectly gives 1 shield and no trade. Food ok.
- Irrigated Grass 2 displays correctly but give 3 shields instead of 1.
- Irrigated grass 1 incorrectly displays (assuming i'm right about the starting govt. and based on grass2 giving 3 food) 2 food and 1 shield. Should be 3 food with no shield. Also incorrectly gives 2 shields.
- Forest displays correctly but gives only 1 shield instead of 2.
- Hills displays correctly but incorrectly gives 1 shield instead of 0.
- Irrigated Hills incorrectly displays 2 food instead of 3 and incorrectly gives 2 food instead of 3 and 2 shields instead of 0. EDIT: Actually the terrain chart on civfanatics is incorrect - original game gives 2 food for Irrigated Hills, but still no shields.
- Game(tundra) correctly displays 3 food, but gives 3 shields instead of 0.
- Mountains and Mined Mountains display correctly but gives 0 shields instead of 1 and 2 respectively.
- Oasis(desert)displays correctly, but gives 3 shields instead of 1.
- Irrigated Oasis displays correctly, but gives 4 shields instead of 1.
- Desert displays correctly but gives 0 shields instead of 1.
- Mined Desert displays correctly but gives 0 shields instead of 2.
- Irrigated Desert is fine.
- Horses (plains) displays correctly but gives 1 shield instead of 3.
- Irrigated Horses displays correctly but gives 2 shields instead of 3.
- Gold(mountain) displays correctly at 6 trade and 1 shield(confirming a fixed monarchy or communist govt.) but gives no shield.
- Oil(swamp) displays correctly but gives 1 shield instead of 4.
- Game(forest) displays correctly but gives 3 shields instead of 2.
- Coal(hills) displays correctly but gives 1 shield instead of 2.
 
Hi DracoNoir,
I'm typing from my mobile now so I'll keep it short.
Thanks again for testing. Today I'm going to spend some time with my wife so I won't commit a lot of code. I have the black band under tech window fixed already. Also, very, very basic AI is implemented, and number of turns no longer goes below 1. I'm working on building improvements in cities atm. After that I will focus on taxes, boarding sea units and I will attempt to work through all your points. Trying to get a new build out tomorrow or monday.
Again, thanks a lot, you feedback is really helpful. :-)
 
Hi DracoNoir,
Today I'm going to spend some time with my wife so I won't commit a lot of code.

So I should think with the hours you must have been putting in on this! Seriously, family is the most important thing and you should definitely enjoy some family time! My 2 year old daughter is currently napping but you can bet I won't be testing CivOne while shes awake!

If it's ok, I'll keep adding anything I find to the list above rather than making new posts until you're next on for a stint.
 
DracoNoir your bugsearching abilities are braggable. I've also added some issues on the project's github page.

I seem to remember that when building a settler in a city sized 1, the city disappears and only a settler is left there. But now that I've run the old Civ in dosbox again it seems that the city won't allow you to build a settler there. Or was that in Civ2?
 
I remember that as well.
It could be a difference between one of the versions of Civilization... I am testing on 475.01. My game just temporarily grows the city to 2, builds the Settler and then shrinks back to 1.
I will buy a virtual beer for anyone who is able to explain this in detail. :D

Edit: Thank you both for your bug hunting. And @axx, thank you for making the GitHub issues. I've fixed some of them already.
Keep testing and reporting, it's the only way we're going to get a near exact replica. :goodjob:
I'm off again, will be back to fixing bugs and implementing features tomorrow.

Edit2: Heheh... tomorrow, yeah right. DracoNoir, I have created issues from your list, and added comments to some existing issues, and re-opened some older issues. All your points that seem relevant are now processed into the issue list at GitHub. Here's the milestone list for the first real alpha version:
https://github.com/SWY1985/CivOne/milestone/1
A lot of these issues are actually really easy to fix, so the list should soon be a lot shorter again.

Now, some features will not (yet) get implemented for the first alpha version. I need to stop somewhere... wouldn't be a real alpha version if everything already got implemented. ;)
I might move some features over to the next version, but at least I'll try to fix everything marked as a bug.

Edit: Also, here's the list of issues that are already closed: https://github.com/SWY1985/CivOne/milestone/1?closed=1
 
DracoNoir your bugsearching abilities are braggable.

Thanks, but really I'm just a pedantic sod!

If I can't help with the coding then I'll throw my whole-heartedness into helping any other way I can. I think this is a brilliant project that allows me to relive a little bit of my childhood =].

Hey Swy, fancy doing Theme Park and Magic Carpet after this? :lol:

Is it more helpful to post my findings straight on the git or have them vetted here first? My id over there is iStruggle.
 
Actually I'll just start a new post with anything further as it looks like you've added (and closed) most of these issues on the repo but I'll add them there too. I've struck what you've added and already fixed in my list above and I'll add the rest to the repo and strike here.

Correcting myself though, food consumption is correct in CivOne at twice the city level. I am sure I was using a save where a city of level 4 needed 9 food, though - I'll see if I can find it and find out why. EDIT: I know why. I had settlers. Silly arse... I had bugfind fever thats all =]
 
Right.

=General Gameplay
- Crash when settler builds a city on top of a mercenary from a hut. No crash on other huts or other units. Maybe something to do with showing occupying unit (of NONE - possibly relevant?) immediately in manager as crash happens when manager screen should be shown? EDIT: Yep, crash when opening City manager when city is occupied by a NONE unit. reported.
- I also think (don't quote me) that finding mercs makes them usable that turn. In CivOne, there is a turn end after finding the merc before you can use them.
- End Of Turn permanently on? Mega annoying at the beginning of the game =] EDIT: I think this one causes the one above so thats a booboo on my part =]

- Sidebar needs to show other units on the same square (also in ships when implemented).reported
- Able to build Nuclear without Manhattan ProjectReported
- Units that should be lost at end of turn are not lost (Trireme, fighter, bomber, nuclear)Reported
- Submarine costs too much - maybe a typo to require 500 instead of 50? =pReported
- Crash after discovering Fusion Power when asked which tech to pursue next (Future Tech. 1 should be here but window is blank).Reported
- Unable to sentry settlers

=Aesthetics
- Naval units don't yet go grey when sentried.
- Tech discovery screen doesn't change to "Roman Scientists.." instead of "Roman Wise Men..." after (is it?) Industrialization.
- Fusion Power info screen after discovering and in Civilopaedia says "Allows:" after its prerequisites. This should not be here.
- Tied in with losable units - Sidebar should show split moves for some of these units, ie 8(16) on the first turn, both numbers count down, then 8(8) on the second. Can't remember if there's a space between though.Reported
- Sidebar updates before unit moves; when a unit moves to a different terrain type, the sidebar the terrain after the keypress, just as the unit starts to move, whereas the original stays the same until the following move.
- Sidebar should also show (Road) or (Railroad) under terrain type. Possibly even (Fortress) and (Pollution)? EDIT:: should also show irrigation and mine. Not fortress but yes to pollution. Order is terrain type, road/rr, irrigation/mine, pollution.
 
Wow, you're on a roll... thanks for all the work at the GitHub issue list.
You're doing an amazing job with the extended research on how the game behaves. :clap:

I'm going to try and get a new preview done today.
 
Sounds great! Well I just play about in CivOne until something doesn't look or feel right, then just compare to the original =)
 
I've just finished implementing the Game Options menu, with one option available: End of Turn. Default = off. That should help. :)
Once I finish city improvements and boarding sea units, I'll post a new versions. Lots of changes and fixes already. :)
 
hmmm it seems that your game can make much more than build settlers and militia :-) I always tested about 5 minutes..And here I've read about sea units, another civilizations))) great progress then!
 
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