CivOne - An Open Source remake of Civilization 1

Lol, well I won't get upset if you do get angry at me - I've a fairly thick skin =]]


Ok, apart from assuming city buildings have no effect coded yet, here is what I've found:

= General Gameplay
- Map jumps to unit after every move/turn. Original waits until unit is about 6 squares away from centre of screen and centres after keypress to move unit. Dont think this was the case in the last build.
- Game should be paused behind popups with sidebar blank.
- No auto build in manager yet.
- not sure on this, but auto resource doesn't update after irrigating a square if that makes it a better option. Will need to check original on this to ensure correct behaviour.
- Settlers are allowed to build railroad on top of existing railroad.

I've not had much chance to test ( about 15 mins) but I'll be on a bit later. None of these have been added to github yet.
 
- not sure on this, but auto resource doesn't update after irrigating a square if that makes it a better option. Will need to check original on this to ensure correct behaviour.

In the original it doesn't by itself unless you click on the map in the city screen.
 
@SWY Thanks again for the great work you are doing. :hatsoff: Civ1+2 are my favorite games of all time. When you release the first alpha this should at the very least be in the news section of Civfanatics main page. I'll try to contact the administrator regarding this.

I've been adding some random issues in the Github page. I haven't checked if they duplicate with the bugs DracoNoir has been spotting but I think it's best if we just post these issues in the Github page so that this forum doesn't get overcrowded with such posts. Anyway check out a rather strange issue #103 on Github.
 
@SWY Thanks again for the great work you are doing. :hatsoff: Civ1+2 are my favorite games of all time. When you release the first alpha this should at the very least be in the news section of Civfanatics main page. I'll try to contact the administrator regarding this.

+1

I've been adding some random issues in the Github page. I haven't checked if they duplicate with the bugs DracoNoir has been spotting but I think it's best if we just post these issues in the Github page so that this forum doesn't get overcrowded with such posts. Anyway check out a rather strange issue #103 on Github.

I'll have a look axx and see. I've started to just do a notepad list, then add them to GH after making sure they aren't already reported, but posting here perhaps helps those who are also testing but who don't have access to/wish to use GitHub to also see what has already been discovered?

In for a testing session now =]
 
I've implemented tax/luxury screens, closed three duplicates and I've solved 6 of the issues you reported.
I am so very glad for your help in testing. This is excellent team work and it really helps me a lot. Thank you!
 
Haven't yet found anything new that isn't understandable - no building effects etc are accepted at this stage.

To be honest, you're doing all the work. I'm just playing =]

How difficult is a save option to implement soon? Just thinking it would be easier to reproduce environments for testing specific things via an editor. Having said that, I suppose it would be better to make sure everything tested was native to CivOne - we don't want to be chasing bugs caused by dodgy edits...
 
It's already possible to load an existing Civilization game, however, that is not fully implemented and needs to be finished before the 0.1.0 release. For example: Discovered land, techs and city improvements are not yet loaded.
Saving the game is not on the short list of things to do. It's a bit more complex.
 
I've managed to implement a queueing system for game actions. This prevents two actions from trying to happen at the same time (like discovery made and new building finished). It's a very important feature because a lot of the reported bugs are caused by this and I can remove some workarounds I made before, making the overall code simpler and less prone to errors.

I wasn't really looking forward to making this, as I was afraid it would become very complex, but in the end it only took me about 3 hours and it works like a charm.

Now I need to start creating some tasks, remove some workarounds and clean up some code.

Edit: Finished the unit movement task, which greatly reduces the complexity of the code. I could remove the workarounds for the black border on cities and tribal hut messages appearing after the unit movement was finished. The sidebar updates and the new tiles are explored after the unit is done moving.
 
Good progress. I concur with DracoNoir that save option will be groundbreaking. Especially since I discovered some weird late-game bugs and crashes, but starting a game from scratch is difficult. But you take your time and do what you have to do, as it stands the game appears to be progressing nicely.
 
I've managed to implement a queueing system for game actions. This prevents two actions from trying to happen at the same time (like discovery made and new building finished). It's a very important feature because a lot of the reported bugs are caused by this and I can remove some workarounds I made before, making the overall code simpler and less prone to errors.

I wasn't really looking forward to making this, as I was afraid it would become very complex, but in the end it only took me about 3 hours and it works like a charm.

Now I need to start creating some tasks, remove some workarounds and clean up some code.

That's a major achievement, Swy, Congrats! I'm not going to be able to do as much testing as I hoped tonight, but I'll have a bash anyway =]

Quick one, over in the hub, #112 which is now closed should actually behave this way, but just for sentried units. Just wanted to make sure it wasn't closed prematurely =]]
 
Don't sweat it, I've got enough bugs/features to work on at the moment... next preview probably won't be finished until Thursday as I want to get the queueing system finished first. I'll still solve some of the smaller bugs in between. :D

Edit:
Unit movement is now smoooooooth...
Need to add a frameskip setting for slower computers though: It was smooth and slow on my tablet.

Edit 2:
I've rewritten turn (new/end/AI) handling to the new queue system and it works really well. There's also a busy indicator in the sidebar now.
Honestly, I can't wait to show off the new version but I need to squash some bugs first. One... more... bug... :crazyeye:
 
Preview version r527 now available: http://forums.civfanatics.com/showpost.php?p=13487171&postcount=1

Please read the change log and known issue list. :)

On it =]


EDIT:

Oh that event queuing is brilliant!

Couple issues put on the repo.

One that i didn't report and that I can't test atm is that if you perform SHIFT+5+6 cheat while map is on undiscovered terrain, terrain does not show (though minimap does) until map is moved/screen refreshed. Not sure if this is correct behaviour or not but will check when I can.

Soo much is working now and you've exterminated loads of bugs!

The only thing I would say is that gameplay is running a lot slower now and has been gradually getting slower with each release. I know its an issue you're aware of and one that will take a lot of work to fix, but its starting to get a bit sluggish to be playing through to later gameplay for testing the stuff available towards endgame.
 
Yes the units move faster. But waiting between turns takes more time. Still it runs ok on my comp. Will do more bugsearching.
 
The time between turns is the game processing city internals and AI moves. You can see the dark gray/white flashy square in the sidebar (just like the original game). Every time it changes colour, an action has been processed.

This can be faster, but that's low prio...

Overall, the game is slower on slower PCs. I notice that on my tablet as well. I'm working on a frame skip option, that should solve that.

On it =]


EDIT:

Oh that event queuing is brilliant!

Thank you, I'm really happy with the results.
It's not finished yet, some actions are still not timed correctly, but overall it makes the game feel a lot more like the original.
 
Well I'm running an i3 (can't remember the clock) with 8gb ram, win 7 ultimate 64 and ssd. I would say it runs around 65% speed and as I say, it's been getting noticeably slower with each release. Still excellent work though and really starting to feel like proper civ! Sometimes when testing and running the two side by side I catch myself out!

Edit: you have a tablet version? I could make use of that for easier testing if possible?
 
It's a Windows tablet: The Lenovo Thinkpad 8. It has a 2.4Ghz Intel Atom with 4GB memory, which is a lot slower than an i3. My goal is to get it to run fast on smooth on that so you should eventually be fine.
I saw I made a mistake in the drawing sequence and I need to work out a new plan. The next version should already be a lot faster. :)

Edit:
After playing this version a lot I realise that it is a lot less stable and slower than previous version. I will try to get a new, more stable and faster preview out by Friday.

Edit 2:
Yay! The city founding task is finished and it's glorious. It works nearly exactly like the original game and the source code is a lot simpler.
This fixes the unreported bug that, when you founded a new city, the Settlers unit that founded it is still visible in the City Manager.

Edit 3:
Fixed most (hopefully all) crash situations. Implemented the City Status screen (F1), implemented red and green message boxes and the Trireme unit can now get lost at sea. I've made improvements to the game speed, hopefully it's enough for decent performance, I'll test it tonight on my tablet.
I'm going to try and fix as many issues as possible before posting a new preview tonight.
 
Huh! Never even noticed this!

Awesome work yet again! Can't wait for the new release!

I understood that the graphics engine was still a work in progress, but it was getting really slow. Glad that there is something that you're aware of that will improve things in the meantime - Nobody expects a totally finished product at this stage!

I'm looking down the barrel of a really chilled out weekend (for a change) so if there's another release before then I should get some plentiful testing done! If not, I'll enjoy playing through 527 and revelling in its utter civ-ness =]

I'm running a bog standard android tablet so thats a no-go at the mo.
 
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