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Programming Languages: Java

License: GNU General Public License (GPL)

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browse code, statistics, last commit on 2009-11-21 svn co https://freecol.svn.sourceforge.net/svnroot/freecol freecol

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  • Portuguese translation

    It seems that the interface messages for Portuguese (Portugal - pt-PT) in translatewiki.net have not been integrated in your releases for quite some time. This problem can be duplicated by instaling 0.8.4, setting language to Portuguese (Portugal), exiting, restarting, selecting "Opções" and the fourth tab says "Jogos salvos" - this was changed to "Jogos gravados" on 31 Jan 2009...

    2009-11-22 03:01:51 UTC by hamilton-abreu

  • Followup: RE: Bug: choosing Founding Fathers

    just writing cause i'd like to monitor comments.. thx.

    2009-11-22 00:40:26 UTC by invaderbravo

  • Followup: RE: Bug: choosing Founding Fathers

    could not find out how to start a new topic If a moderator could please name this a new topic for me I'd appreciate it.. Title: Indian Trade / AI hard mode I noticed something off in all of the versions of freecol. When trading with indians they originally rotated what they sold back to you and only used to offer you one path to choose for what you bought from them.. in freecol you can...

    2009-11-22 00:38:12 UTC by invaderbravo

  • Followup: RE: Movement Points

    ty for testing as I go on memory of civ although i've of course re installed after buying it first time around.. yeah i remember the gamble of trying to pass a mountain with only a 1/3 of a move remaining after traversing a river or road.

    2009-11-22 00:21:28 UTC by invaderbravo

  • Followup: RE: Bug: choosing Founding Fathers

    I noticed a bug where some f.f.'s were "finished" in a very very short turn time...this was semi late in my game.. i have the game saved btw.. and realize each new F.F should increase in research time.. so after getting these results im assuming theres a bit of a dice roll ? involved in the F.F research progression process?.

    2009-11-22 00:16:19 UTC by invaderbravo

  • Followup: RE: Invisible Roads

    Good point. The original sentence I read, something on the order of "no multithreaded program is fully tested until it is tested on a true multiprocessor system", was something I read long ago. Since there were no systems quite like today's "quad-cores", I think it refered to separate complete processors sharing the same memory. However, what I needed to ask about for this bug is "system's...

    2009-11-21 23:43:39 UTC by dragondecade

  • Followup: RE: Winning by Domination

    I won by domination yesterday, It's posible. Nations are hard to die, they continue creating new colonies until their last breath, and these small colonies are hard to find. But if with your fleet you keep destroying every new attempt to raise a colony and sinking their ships (easy when ships carry goods), the moment arrives when the nation decides to abandon their interest in the new world.

    2009-11-21 21:00:02 UTC by heraclito27

  • Followup: RE: Alpha Version Issues?

    AI nations are strong at the beggining but later in the game they moderate development and are easy to beat. Do not be intimidated in the beggining just continue building your colony with intelligence, you're bound to be succesful if you persevere.

    2009-11-21 20:45:02 UTC by nobody

  • Followup: RE: Alpha Version Issues?

    First of all a great thank you for developing this. Th egame looks really awesome. My frustration is that it plays very difficult indeed. I used to play the original Colonization at Viceroy (hard). I have started a few games with the 0.9 alpha at normal difficulty and AI nations always get population and military power up very quickly. Also, there is always a hostile European settling very near...

    2009-11-21 19:52:29 UTC by nobody

  • Comment: Trade dialogue errors (different than #2893801)

    Also, it's one Arawak, one Iroquois village... by the English settlement.

    2009-11-21 19:33:40 UTC by malamute20

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