CivOne - An Open Source remake of Civilization 1

Just gone to reload a game and this:
upload_2017-12-1_14-24-14.png


Not sure if loading was meant to beworking or not so not added to the GH.
 
I've already made a lot of fixes to loading/saving... but it's still work in progress. This issue may have been solved, but I need the save game to be sure. Can you attach the save game to your forum post, or post it to GitHub here: https://github.com/SWY1985/CivOne/issues/153

I will post a new version this weekend, that should be more reliable with loading and saving.

Edit: I'm not sure if I'll be able to post a new version today. We have Sinterklaas (the original Santa Claus :santa2:) celebrations today. With a bit of luck, I will find some time tonight to commit some code and post a new version.

I'm also making progress on the macOS build, as well as 32-bit Linux and ARM Linux (Raspberry Pi) builds. I think some time next week, all the new flavours will be available on the website.

Edit 2: For the fun of it, I have added an experimental patch, allowing the game to be played with alternative map sizes: Tiny (40x25), Small (60x40), Normal (80x50), Large (120x75), Huge (160x100).
When selecting anything other than Normal, the savegame/autosave function will be disabled, because the original save game format doesn't allow other map sizes.
The world map (F10) is, of course, not very useful with larger map sizes.
There are probably other bugs with this patch as well. I will play around with it and try to squash any bugs I find.

There's several bugs with save games that I want to fix before posting a new version. It's probably going to be next wednesday, so if you're waiting for a new version, please be patient. In the meantime, here's the changelog since r1279:
  • ...changelog moved to later post...
These are the breaking issues for the next version, and should be fixed on wednesday:
  • Load/Save game: Wonders are incorrectly loaded or saved (fixed)
  • Save game: Fortified units in cities are incorrectly saved/loaded (fixed)
  • SDL: Correctly handle mouseclicks in blurry & fixed aspect ratio in SDL runtime (fixed)
 
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Nice list of changes. I haven't noticed significant bugs lately, so this tells a lot...
So from what I've read on the website, once you get the save/load system fully functional, does that mean you can import saved games from the original into CivONE (& vice versa)?
Also, is there a way to check which version of CivONE I have on my comp?
 
There is no easy way to check which version, except checking the name of the ZIP file that you last downloaded. Or you could compare the date of CivOne.dll in the bin folder with my forum posts.

Yes, the intention is to be able to exchange games from the original DOS game and CivOne. Any incompatibilities will be treated as a bug. If you find any bug, please post them here:
However, several fixes have already been made since the latest version. Please with with bug hunting until I post a new version, hopefully later today.
 
Preview version r1300 can now be downloaded from the website. Here's the changelog since version r1279:
  • Several code refactorings/reorderings
  • Implemented: Save Unit Type Data (needed for original game compatibility)
  • Implemented: Blurry scaling in SDL runtime
  • Implemented: Load tribal hut state
  • Implemented: Made SDL runtime compatible with macOS (work in progress)
  • Implemented: Corruption in cities
  • Implemented: Experimental support for custom map sizes
  • Fixed: Save city positions on visibility layer (fixes invisible cities in original game)
  • Fixed: Game crash when units from short city name are present in City Manager
  • Fixed: Incorrect palette on Civilopedia fade out (after discovering new tech)
  • Fixed: Credits screen was too fast compared with original game
  • Fixed: Wonders are correctly saved
  • Fixed: Load/Save city fortified units
  • Fixed: Load game screen did not update properly
Known issues are:
  • Map improvements/cities sometimes move horizontally in save games. This is very annoying and I will try to fix is ASAP
  • Veteran status is not saved for some fortified units in cities
  • World Map only shows a part of the world on map sizes "Large" and "Huge"
  • Several artifacts, ghost units and wrong colour issues
  • Everything on this list: https://github.com/SWY1985/CivOne/issues
Now, just to be sure, to enable larger maps, start Setup.bat or run CivOne.AppImage --setup and go to Patches, Custom map sizes (experimental).
I'd also like some feedback on the "Enable (no keypad) arrow helper" patch for laptop and small keyboard users. I want to know if I should include this new feature in the final Alpha.1 version.

Downloads available here:
Edit: My first set of fixes will handle ghosts, artifacts and wrong colours. After that I will attempt to fix the moving map improvements. I'm trying to get another build out by sunday...
 
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Edit 2: For the fun of it, I have added an experimental patch, allowing the game to be played with alternative map sizes: Tiny (40x25), Small (60x40), Normal (80x50), Large (120x75), Huge (160x100).
This sounds like a great idea!

Would it also be your eventual intention to release CivOne players from the originally hardcoded 'max. 8 Civs per map' rule, at least for those Large/Huge maps? If so, then presumably you would also need to give each of the 16 default-Civs a unique colour and/or allow players to mod the Civ-colours? (e.g. we could make the Russians red, instead of the Barbarians... But Babylon must stay green! Let the Zulus be ... something else! ;) )
 
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The alternative map sizes are already working in the latest build, please try it for yourself. I've already played several games on tiny and small maps, and I'm currently playing a game on large. It's really fun.

Yes, I want to eventually support playing the game with more than 8 Civs. Most logical choice seems to be 16 Civs max.
The extra colours will be a bit of a puzzle. They need to make variations of existing colours (like yellow and red), or currently unused colours like orange, purple and brown. The game is limited to an existing 256 colour palette though, so it's not easy to just pick any colour and start using it. Another possibility would be to add flags to the units, like FreeCiv, but that's difficult at the low resolution.
But... I guess that this development is not going to happen any time soon, so I'm not going to decide what the best options are right now. Feel free to share any ideas you might have.

What I may do in the short term: Unbind preferered Civilization colours so that Roman and Russia or Germany and France can be in the same game at the same time.
 
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Well huge is really huge. Had one crash during autosave, but otherwise game runs great, really impressed by what you can do with the game.
 
Well huge is really huge. Had one crash during autosave, but otherwise game runs great, really impressed by what you can do with the game.

I think I found why the game crashes during save. At least, I solved an issue with it.

Edit:
Changelog since r1300 (growing list):
  • Implemented: Initial Replay Data recording (Civilization destroyed data)
  • Implemented: Load/Save when civilizations were destroyed
  • Fixed: Trailing artifacts when enemy unit moves to an unexplored tile
  • Fixed: Do not show boat carge when moving
  • Fixed: Game crash when a city was destroyed during the game

Edit 2:
Sorry, some delays this weekend. Had to make a snowman with my wife and son. I'll aim for next Wednesday.
 
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hello to everyone, I just joined and everything looks amazing. I'd have a suggestion, that basically copies what they've done with OpenXCom: make it possible to directly sell what you're building in a city. I love to destroy everyone but the very last city of the very last civ and then fill the world with cities, irrigations, railways etc.; during this most of my well-developed cities repeatedly build city walls which then I sell, having it done automatically will save an awful amount of time and clicks...
in XCom I produce and sell motion scanners...and in the Open version all is automated and beautiful...

thanks!
 
that's a good idea. Even better is to implement something like capitalism (like in Civ2).
 
I'm not sure about an auto sell feature, I don't know where it would fit in the game. The capitalism thing might work as a mod.... I'll think about it.

Edit: Sorry for the lack of updates, I have a very busy week and I'm not feeling well. I am just trying not to be ill before we go on holiday next week. New build before the end of the year is not likely, I'll try to get back to work on CivOne in January though.
 
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The alternative map sizes are already working in the latest build, please try it for yourself. I've already played several games on tiny and small maps, and I'm currently playing a game on large. It's really fun.

Yes, I want to eventually support playing the game with more than 8 Civs. Most logical choice seems to be 16 Civs max.
The extra colours will be a bit of a puzzle. They need to make variations of existing colours (like yellow and red), or currently unused colours like orange, purple and brown. The game is limited to an existing 256 colour palette though, so it's not easy to just pick any colour and start using it. Another possibility would be to add flags to the units, like FreeCiv, but that's difficult at the low resolution.
But... I guess that this development is not going to happen any time soon, so I'm not going to decide what the best options are right now. Feel free to share any ideas you might have.

What I may do in the short term: Unbind preferered Civilization colours so that Roman and Russia or Germany and France can be in the same game at the same time.

A few ideas:

regarding colors, one of the simple solutions is to let the player choose the colors from a customize menu that can be an extra feature. This way you can have some predefined color list that would work, and maybe with a unit preview in that menu. I have always played with the Romans because their units were white so they had the best visibility.

However, the reason for which you have max 8 civs, is that if you destroy one during a game, the "back-up" civ from the other 8 will respawn somewhere else on the map. So what will happen if you play with more than 8, say 16?

It would be nice to have a flexible veteran unit status, for mods, like in other Civ games where units gained stars/levels. Maybe you could keep this in mind?
 
More than 8 civs is probably not something that's going to be implemented soon... but my idea is that respawning of Civs will be optional, making it possible to play with 14 civs + barbarians.

Another option would be mods that add additional civs. This will allow the respawning of civs to stay in place.

I might add a patch that allows any civ to play with any colour soon, so you could start a game where (for example) France is white, Egypt is green and Mongols are blue. Free colour choosing may also be nice to add.

The dynamic veteran status should be possible. Modding will eventuatlly make it possible to add custom properties to game entities (like units, civilizations, cities, advances, etc).

BTW: I'm expecting to resume working on CivOne in February, so please be patient for any new versions.
 
That message usually means that FONTS.CV is actually missing. Can you check the "data" folder for the game?
The game works without FONTS.CV, so you could start the game without it. Do other graphics work?
The data folder is empty, I think I'm doing something obvious wrong :)
It doesn't start. Am I missing something?
 
The data folder is empty, I think I'm doing something obvious wrong :)
It doesn't start. Am I missing something?

When the data folder is empty, you should get a folder open dialog. If that doesn't happen, something else may be wrong.

Okay, can you give me some details?
  • What Operating System are you using?
  • 32 or 64 bit?
  • Can you copy the entire game data from CivDOS to the data folder and see if that works?
  • Did you start the game using the .bat file?
  • If you get an error message, can you make a screenshot?
 
Win10, think it's 64bit.
But what do you mean with the rest? I just downloaded your file and tried to open it. Is there more I should do?
 
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