CivOne - An Open Source remake of Civilization 1

@SWY
I'm really not good with how C/C++/C# works, but could source codes from one language be translated to another?
There would be no way to automatically translate the source code from c# to c++. A manual translation would be a non trivial amount of time.

There is already an Amiga version though.
 
@SWY
I'm really not good with how C/C++/C# works, but could source codes from one language be translated to another?

C# and C/C++ look alike, a bit, but they are very different. Automatically translating from C# to C/C++ is not possible as far as I know, and I agree with @hospital: It's going to take a long time, and there's already an Amiga version, so I don't think it's going to be worth the effort.

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Not a lot of work done on the game. I've been working on the website, mostly, which has received some updates. I'm going to roll out some more features to the website over the coming week(s)...

I've built a new version (r1256) because there were two very annoying bugs in r1252 that caused the game to crash. Here's the list of changes since r1252:
  • Added an icon to the game window (if the operating system supports it)
  • Updated the Windows, Linux and macOS icons
  • Fixed: Calculation of barbarian sea unit spawn point could cause the game to crash
  • Fixed: Only show "Ground units must be put ashore" message for human players
 
Thanks to @axx, the ways of the barbarians are no longer shrouded in mystery: https://forums.civfanatics.com/threads/barbarians-spawn-logic.630389/#post-15096489
I've started implementing his findings into CivOne, resulting in 'The Barbaric Preview' version, r1467. Here's the changelog:
  • Barbarians can now spawn Frigates and Knights units, depending on game year and civilization advances
  • Barbarians can spawn everyone on the ocean
  • Barbarians will move towards the nearest capital
  • Barbarian diplomats will now try to stay on/move to the same tile as barbarian soldier units
  • Fixed: Mistake in distance calculation caused the game to hang
  • Fixed: Barbarians ships can make more than 1 move per turn
 
I'll have a look at your code later on and see if I can help out....

The disasters issue hasn't been claimed yet, so be my guest. :)

Edit:
Small update today (r1475), most of the changes are preperations for the release builds and upcoming 32-bit/ARM Linux previews. Some nice fixes nonetheless. Here are the changes since r1467:
  • Stop spawning barbarian sea units after anyone has discovered Combustion
  • Fixed: Land units were sometimes visible when ships move
 
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lurker's comment: Nice updates. Checked out the website (as opposed to this thread/GitHub) for the first time in quite awhile, and I must say that while it may not have the Civ1-themed background it had before, it's much easier to read. I'm also pleased it still works in my default CFC browser, Opera Presto. The search is nifty too - from a bit of Dragonfly inspection, it looks like it makes an AJAX call to search the HTML files for the search term, and then returns links to the pages that match the query?
 
@Quintillus
Thank you for looking at the website. Some time has gone into making it, even though webdesign is not entirely my thing. I could have gone with a standard wordpress website, but that would take away the sense of accomplishment. Instead, I created the website from scratch in ASP.NET Core 2.0. It also helps me personally in expanding my knowledge of .NET Core and JavaScript/JQuery.

The search function does indeed make an AJAX call (json istead of xml, is that called AJAJ?), which will search through the in-memory indexes on the web server and return all web pages that contain (part of) the word(s) that you query. I'm still working on improving the search results, though my current focus is on getting automatic builds up and running. (right now, the process is still semi-manual) I also want to add user accounts to the website, allowing users to reply to posts and to upload their own plugins.

Please, if you have any questions or suggestions regarding the website, I am happy to discuss them. :)
 
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Does anybody have a screenshot of the message you get when there is a disaster at one of your cities? I have been trying to get it in the dos game but twice it's come up and twice I have dismissed it without thinking, doh.
 
I have a PR for pillaging. I have had a look at the other two but I am not sure if I have the skils/knowledge to do them.
 
This is so cool!! Once you've created a accurate reconstruction of Civ 1 do you plan for any nice improvements? Eg modern HD resolutions, custom maps, load savegames in-game without having to quit, easy 3rd party implementation of custom tilesets & graphics?
Sure! Let's make another Civilization 5 from scratch, lol )))

The idea of remaking the first Civ is in, as you said, ACCURATE reconstruction. Who the hell need hd graphics in Civ 1? Me neither.

But I want the enhanced diplomacy, better barbarians' AI and improved AI of partners: I remeber when they suddenly attack, without reason, well it can be fixed))
 
Sure! Let's make another Civilization 5 from scratch, lol )))

The idea of remaking the first Civ is in, as you said, ACCURATE reconstruction. Who the hell need hd graphics in Civ 1? Me neither.

wow.. I ask if the possibly of going above good old vga size to modern resolutions, something that changes NOTHING of the game itself or its graphics (other than a flexible side menu), except allow us to see more of the map and make everything nice & sharp on a modern screen while still enjoying all of the original mechanics and you somehow twist that into lets change the game to Civ 5? A completely different Civ game that's 3D... wow lol.

If he adds higher resolutions to the game you can still keep it down at 320x200 or wherever it is you want it at lol so don't trash someones suggestion just because its not what YOU want especially when it'll have no impact on the way you want to play.
 
wow.. I ask if the possibly of going above good old vga size to modern resolutions, something that changes NOTHING of the game itself or its graphics (other than a flexible side menu), except allow us to see more of the map and make everything nice & sharp on a modern screen while still enjoying all of the original mechanics and you somehow twist that into lets change the game to Civ 5? A completely different Civ game that's 3D... wow lol.

If he adds higher resolutions to the game you can still keep it down at 320x200 or wherever it is you want it at lol so don't trash someones suggestion just because its not what YOU want especially when it'll have no impact on the way you want to play.
CivOne can be whatever you want it to be. Just fork it on github and take your fork in any direction you want.
 
I want to take the plugin API pretty far in terms of modifying and improving the game, and I can see the appeal in HD graphics. I do wish to support HD textures in the future (after version 0.1), but it will be up to content creators to actually create the HD textures. Creating graphics is not entirely my speciality.
 
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