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From: D B. <d_b...@ya...> - 2024-07-11 09:44:03
|
Hi Jonas, Not sure myself, so if none of the devs have got back to you then I recommend you drop by the FreeCol channel on the Colonization discord as main dev Stian and a few modders are very active there and will be able to help as I think I've seen Stian discuss the possibility of stories, missions & achievements in the past. :)Join the Sid Meier's Colonization Games Discord Server! | | | | Join the Sid Meier's Colonization Games Discord Server! Check out the Sid Meier's Colonization Games community on Discord – hang out with 280 other members and enjoy fr... | | | Regards Blake On Monday, 8 July 2024 at 06:01:19 am ACST, Jonas Stumph Stevnsvig <jo...@st...> wrote: Greetings Freecol Devs, and congratulations on a very polished looking 1.2.0 release. I have had an opportunity to binge freecol on a couple of different PCs, since I found myself forced to rest. Audiobooks and Freecol is a good combination. I have a question regarding the mod system. I found myself thinking that some sort of helt to get a lead on your european counterparts sould be an interesting twist - e.g. a mission system where a mission could be :"1000g bonus for being first to discover 5 tribes" or "first to unearth 5 lost city rumours", or maybe an investment mod: seeking investors in your home country that demand (e.g. a minimum annual number of furs from year 15xx tp year 15yy in exchance for providing two pioneers and some tools early on...) My question is this: could this be achieved with the current mod system? or is it too extensive? I wouldn't want submit changes like these as PRs to the main code. Best regards Jonas Stevnsvig _______________________________________________ Freecol-developers mailing list Fre...@li... https://lists.sourceforge.net/lists/listinfo/freecol-developers |
From: Lone_Wolf <lon...@kl...> - 2024-07-11 08:59:26
|
On 07-07-2024 22:14, Jonas Stumph Stevnsvig wrote: > Greetings Freecol Devs, and congratulations on a very polished looking > 1.2.0 release. > > > I have had an opportunity to binge freecol on a couple of different > PCs, since I found myself forced to rest. Audiobooks and Freecol is a > good combination. > > I have a question regarding the mod system. I found myself thinking > that some sort of helt to get a lead on your european counterparts > sould be an interesting twist - e.g. a mission system where a mission > could be :"1000g bonus for being first to discover 5 tribes" or > "first to unearth 5 lost city rumours", or maybe an investment mod: > seeking investors in your home country that demand (e.g. a minimum > annual number of furs from year 15xx tp year 15yy in exchance for > providing two pioneers and some tools early on...) > > My question is this: could this be achieved with the current mod > system? or is it too extensive? I wouldn't want submit changes like > these as PRs to the main code. > > Best regards > > Jonas Stevnsvig > > > _______________________________________________ > Freecol-developers mailing list > Fre...@li... > https://lists.sourceforge.net/lists/listinfo/freecol-developers Hi, there is a spec for events, but the 2 existing events (declare independece & spanish succession ) both need code to work. Also the AI would need to be taught how to deal with these new options. https://www.freecol.org/roadmap.html does state > Campaign and scenario mode with a tutorial being the first campaign. Maybe your idea could be implemented using the techniques used for that ? You may have noticed this list doesn't see much activity. https://sourceforge.net/p/freecol/discussion/ and especially https://discord.gg/pZsGD5Bu are better options. Lone_Wolf P.S. i'm not a developer, just a contributor. |
From: Jonas S. S. <jo...@st...> - 2024-07-07 20:31:08
|
Greetings Freecol Devs, and congratulations on a very polished looking 1.2.0 release. I have had an opportunity to binge freecol on a couple of different PCs, since I found myself forced to rest. Audiobooks and Freecol is a good combination. I have a question regarding the mod system. I found myself thinking that some sort of helt to get a lead on your european counterparts sould be an interesting twist - e.g. a mission system where a mission could be :"1000g bonus for being first to discover 5 tribes" or "first to unearth 5 lost city rumours", or maybe an investment mod: seeking investors in your home country that demand (e.g. a minimum annual number of furs from year 15xx tp year 15yy in exchance for providing two pioneers and some tools early on...) My question is this: could this be achieved with the current mod system? or is it too extensive? I wouldn't want submit changes like these as PRs to the main code. Best regards Jonas Stevnsvig |
From: Stian G. <sti...@st...> - 2024-07-05 06:24:43
|
Hi everyone, FreeCol 1.2.0 has now been released. Please report any problems you might encounter. Read more at: https://www.freecol.org/news/freecol-1.2.0-released.html Best wishes, Stian Grenborgen |
From: Stian G. <sti...@st...> - 2023-10-29 21:26:00
|
Hi Niklas, I have checked the logs for the freecol-bot (the bot that automatically synchronizes between SF.net and github.com) ... and there seem to have been some problems with SF.net between September, 7th and October, 21st. The issue seem to have be fixed now, but I have no idea what caused it. Please do tell if you encounter any more issue. Best wishes, Stian ________________________________ From: Niklas Laxström <nik...@gm...> Sent: 15 October 2023 17:55 To: freecol-developers Subject: [Freecol-developers] Problems with the sourceforge repository Since a couple of days ago, translation synchronization with the SourceForge git repository is frequently erroring out with this error: fatal: remote error: access denied or repository not exported: /p/freecol/git Sometimes it works though, so the issue is intermittent. I don't see any status issues on sourceforge.net<http://sourceforge.net>, so maybe it's specific to the freecol repository. Would anyone have any ideas what is going on? -Niklas |
From: Niklas L. <nik...@gm...> - 2023-10-15 15:56:07
|
Since a couple of days ago, translation synchronization with the SourceForge git repository is frequently erroring out with this error: fatal: remote error: access denied or repository not exported: /p/freecol/git Sometimes it works though, so the issue is intermittent. I don't see any status issues on sourceforge.net, so maybe it's specific to the freecol repository. Would anyone have any ideas what is going on? -Niklas |
From: Lone_Wolf <lon...@kl...> - 2023-09-30 08:58:41
|
On 27-09-2023 19:11, Lone_Wolf via Freecol-developers wrote: > Hi, > > > While attempting to add something to an existing bugticket I > encountered a 500 internal server error, Testing with multiple > browsers and OSes gave the same result . > > > I filed https://sourceforge.net/p/forge/site-support/25055/ with SF > support to hopefully get this solved. > > > Lone_Wolf > > > > > _______________________________________________ > Freecol-developers mailing list > Fre...@li... > https://lists.sourceforge.net/lists/listinfo/freecol-developers The issue has been solved, editing tickets is possible again. I even was able to approve some older additions to bug tickets that were 'waiting for moderation' but never were visible for me until now. LW |
From: Lone_Wolf <lon...@kl...> - 2023-09-27 17:37:03
|
Hi, While attempting to add something to an existing bugticket I encountered a 500 internal server error, Testing with multiple browsers and OSes gave the same result . I filed https://sourceforge.net/p/forge/site-support/25055/ with SF support to hopefully get this solved. Lone_Wolf |
From: Lone_Wolf <lon...@kl...> - 2023-08-07 09:53:16
|
On 07-08-2023 11:05, Lone_Wolf via Freecol-developers wrote: > Hi, > > I don't know if it is mentioned somewhere, but from freecol 1..0.0 on > the used java version changed to java 11 . > > Looking for java.target.version in > https://sourceforge.net/p/freecol/git/ci/master/tree/build.xml > confirms it still is java 11 . > > Install java 11 and test. > > Lone_Wolf Ooops,according to the changelog freecol 0.12.0 was the first version that required java 11 so it's been a requirement for over a year. LW |
From: Lone_Wolf <lon...@kl...> - 2023-08-07 09:23:25
|
On 26-07-2023 18:13, Seweryn wrote: > I'm not sure is this the right place for asking about my problem, but > i will try because it's not a problem in gameplay. Ok so, i installed > Freecol 1.1.0 with java, i have a Java version 8 and JDK version 20 > installed on my desktop too, and i can't run the game. It appears for > a moment on task manager, and then disappears. I also tried to repair > files, and run .exe file as Administator and nothing helped. I checked > if maybe my antivirus blocked some files but nothing like that > happend. What i am supposed to do? > > > _______________________________________________ > Freecol-developers mailing list > Fre...@li... > https://lists.sourceforge.net/lists/listinfo/freecol-developers Hi, I don't know if it is mentioned somewhere, but from freecol 1..0.0 on the used java version changed to java 11 . Looking for java.target.version in https://sourceforge.net/p/freecol/git/ci/master/tree/build.xml confirms it still is java 11 . Install java 11 and test. Lone_Wolf |
From: Seweryn <sse...@gm...> - 2023-07-26 16:14:16
|
I'm not sure is this the right place for asking about my problem, but i will try because it's not a problem in gameplay. Ok so, i installed Freecol 1.1.0 with java, i have a Java version 8 and JDK version 20 installed on my desktop too, and i can't run the game. It appears for a moment on task manager, and then disappears. I also tried to repair files, and run .exe file as Administator and nothing helped. I checked if maybe my antivirus blocked some files but nothing like that happend. What i am supposed to do? |
From: Niklas L. <nik...@gm...> - 2023-05-26 11:32:56
|
to 25. toukok. 2023 klo 20.14 Stian Grenborgen ( sti...@st...) kirjoitti: > There are two translation files per source: > > > 1. The file "FreeColMessages.properties" that only contains > translation keys that are unique. This is used for translating stuff that > should always be non-overriding, like the name of a specific map. All these > strings have translation keys that are prefixed with the ID of the > mod/ruleset/scenario/map. > 2. The file "ModMessages.properties" that may contain strings that > override translations from the main game. > > > > Would you prefer to handle these files separately (easier for us) ... or > should we just merge them all into one file as part of our build script? In > the latter case, we would add a prefix on the translation keys in > "ModMessages.properties" -- for example: "override.mod.MODID.". > You can keep them separate. We have a flexible system to prefix messages to avoid name conflicts and to group multiple files together. More info if interested: Docs: https://www.mediawiki.org/wiki/Help:Extension:Translate/Group_configuration Example: https://gerrit.wikimedia.org/g/translatewiki/+/a6af2d264f4ab2cf49e88e549a329eb5a9bc61ba/groups/Ajapaik/Ajapaik.yaml -Niklas |
From: Stian G. <sti...@st...> - 2023-05-25 17:27:43
|
Hi Niklas, There was a discussion a few years back about supporting multiple translation files ... and I do want to continue this discussion: > [Niklas: ] > From our (translatewiki.net) side, we are happy to support mods/maps > etc. with their own FreeColMessages.properties files. We just need to > be informed about them and make sure we have permissions to add > translations to git. Can mods override strings from the master game > strings? Yes, mods can override strings from the master game. The same is true for alternate rulesets, savegames/scenarios and maps. There are two translation files per source: 1. The file "FreeColMessages.properties" that only contains translation keys that are unique. This is used for translating stuff that should always be non-overriding, like the name of a specific map. All these strings have translation keys that are prefixed with the ID of the mod/ruleset/scenario/map. 2. The file "ModMessages.properties" that may contain strings that override translations from the main game. Would you prefer to handle these files separately (easier for us) ... or should we just merge them all into one file as part of our build script? In the latter case, we would add a prefix on the translation keys in "ModMessages.properties" -- for example: "override.mod.MODID.". > Relatedly, is SF git still the correct place to send translation > updates, or should they go to GitHub now? Yes, SF is still the correct place to send translations. (Commits that are added to the "sf-auto-merge" branch on Github are automatically sent to SF, but this should only be used for stuff like pull-requests and not automated commits.) Best wishes, Stian ________________________________ From: Niklas Laxström <nik...@gm...> Sent: 28 April 2020 15:03 To: Michael T. Pope Cc: FreeCol Developers Subject: Re: [Freecol-developers] not dead yet ti 28. huhtik. 2020 klo 13.39 Michael T. Pope (mp...@co...) kirjoitti: > > 2. As for Rafael's changes and storing Author and description in the map file... > > The issue here is that we can not store the description in the map > iteself because it needs to be translated. The author is fine. > Currently we effectively do neither. Rafaels patch does both. If we > can get the author into the map, a bunch of the stuff you have been > wrangling in the strings file can go from: > > map.Africa=Large Africa by J.Bloggs > > to > > map.Africa=Large Africa by %author% > > which does not help your work much now, but is more maintainable. > There would have to be code support of course to pull in the %author%, > but that is straightforward. > > I have a note on the todo list to think more about the whole > translation setup, but that is post-release. We already have extra > standalone FreeColMessages.properties files in the mods, which are > currently not getting translated AFAICT. If we can fix that, we can > probably handle having similar files in the .fsm map bundles. That > would probably be a better design than having the above map.<foo> > entries in the master strings file. The major concern with any change > to how we do translations is to not mess with the volunteer > translators. Keeping things easy for them is mandatory. >From our (translatewiki.net) side, we are happy to support mods/maps etc. with their own FreeColMessages.properties files. We just need to be informed about them and make sure we have permissions to add translations to git. Can mods override strings from the master game strings? Relatedly, is SF git still the correct place to send translation updates, or should they go to GitHub now? -Niklas _______________________________________________ Freecol-developers mailing list Fre...@li... https://lists.sourceforge.net/lists/listinfo/freecol-developers |
From: Michael T. P. <mp...@co...> - 2023-01-03 06:19:32
|
On Mon, 2 Jan 2023 23:32:44 +0000 Stian Grenborgen <sti...@st...> wrote: > FreeCol 1.0.0 has now been released. Congratulations and thanks to all involved. (Hope to be back to the bug list soon:-) Cheers, Mike Pope |
From: Stian G. <sti...@st...> - 2023-01-02 23:33:04
|
Hi everyone, FreeCol 1.0.0 has now been released. Please report any problems you might encounter. Read more at: https://www.freecol.org/news/freecol-1.0.0-released.html Best wishes, Stian Grenborgen |
From: Stian G. <sti...@st...> - 2023-01-02 18:37:07
|
Hi everyone, We've finally reached the set release date for FreeCol 1.0, and there does not seem to be any release blockers. I'm working on preparing the news / release notes: https://sourceforge.net/p/freecol/git/ci/f862818de9ba40b85c06e7952157a7c4868bdb9a/tree/www.freecol.org/_posts/2023-01-02-freecol-1.0.0-released.html https://github.com/FreeCol/freecol/blob/f862818de9ba40b85c06e7952157a7c4868bdb9a/www.freecol.org/_posts/2023-01-02-freecol-1.0.0-released.html Please do tell if you have any suggestions on how to improve the text/presentation. Best wishes, Stian Grenborgen |
From: D B. <d_b...@ya...> - 2022-10-29 06:26:51
|
I very much like both of these. I'd suggested the Bartolome change in a ticket years ago so it's great to see someone agreeing and making it happen! :) On Saturday, 29 October 2022 at 06:42:15 am ACDT, David Lewis <hig...@gm...> wrote: I've submitted a pair of pull requests that I'd love to get a review/feedback on. - The ability for FreeColonists to gain experience from indoor production: https://github.com/FreeCol/freecol/pull/129 - This PR changes how Native Converts are converted to Free Colonists after Bartolome is recruited: https://github.com/FreeCol/freecol/pull/130 - David _______________________________________________ Freecol-developers mailing list Fre...@li... https://lists.sourceforge.net/lists/listinfo/freecol-developers |
From: David L. <hig...@gm...> - 2022-10-28 20:12:09
|
I've submitted a pair of pull requests that I'd love to get a review/feedback on. 1. The ability for FreeColonists to gain experience from indoor production: https://github.com/FreeCol/freecol/pull/129 2. This PR changes how Native Converts are converted to Free Colonists after Bartolome is recruited: https://github.com/FreeCol/freecol/pull/130 - David |
From: D B. <d_b...@ya...> - 2022-10-20 02:50:15
|
David's invite expired after a few days so here's one that won't: https://discord.gg/4XP4S9yfJ8 If anyone from the dev team joins, let me know who you are and I'll give you the dev team title which gives you access to the private FreeCol chat channel. Hope to see more of the old guard (eg Mike & Winter) join as there's been lots of great dev chat going on there between Stian, David, Caleb and fans resulting in votes and decisions on various issues. Regards Blake On Saturday, 24 September 2022 at 07:54:28 am ACST, David Lewis <hig...@gm...> wrote: Hey ya'll just a reminder that we have a Discord group for Freecol and Freecol devs: https://discord.gg/pZsGD5Bu Good place to go if you're interested in more frequent Freecol development discussions. David_______________________________________________ Freecol-developers mailing list Fre...@li... https://lists.sourceforge.net/lists/listinfo/freecol-developers |
From: Stian G. <sti...@st...> - 2022-10-12 19:10:59
|
Hi! I have been looking into the correct tile production formula, and have arrived at this result after verifying a lot of different outputs: normal production = ( base production + additive expert production + additive resource production + additive expert resource production ) * multiplier resource * multiplier expert tile improvement production = additive tile improvements (plow, road, minor river, major river) * multiplier expert colony efficiency bonus = MAX(rebel bonus number, ( rebel bonus number * multiplier resource * IF(expert at producing goodstype, 2, 1) )) total production = normal production + tile improvement production + colony efficiency bonus Note that the colony efficiency bonus gets multiplied even for expert types that only have additive bonuses (Expert Farmer). The current production numbers in FreeCol deviates rather heavily from this formula, and I have built an acceptance test based on the above formula and verified a few hundred production variations in the original game as well. Best wishes, Stian Grenborgen ___________________________________ From: Stian Grenborgen Sent: 03 September 2022 10:51 Hi again, I have found that getPotentialProduction/getMaximumPotential for Tile/BuildingType produces different results than the actual production (ColonyTile/Building) even when the results should be the same. When looking into the code I have noticed all sorts of issues with modifiers not being applied. Some of these issues only affect methods used by the AI, while other issues affect the actual production. For example, an expert farmer never gets the additional (expert) bonus from the grain resource. I think the best solution for these problems is having a separate class for calculating production/consumption -- and that this class gets the list of modifiers for the colony and player as parameters. This way, we can use the same code everywhere (potential, maximum and actual production) and Tile+ColonyTile+Building+Colony gets simplified. The main problem with the rewrite is lack of tests for the correct tile production values ... so it would be really helpful if someone would make tables/lists with the correct values for each combination of: * Tile type * Resource * Tile improvements (plow, minor river, major river and/or road) * Worker type (unattended, petty criminal, indentured servant, colonist, convert, expert) * Liberty bonuses (-2, -1, 0, +1, +2) That's lots of combinations and numbers ... but only having a complete set for one resource (grain) would help immensely. Please do tell if you can help make these tables/lists :-) Best wishes, Stian Grenborgen |
From: Michael T. P. <mp...@co...> - 2022-09-25 23:10:06
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On Sun, 25 Sep 2022 17:46:42 +0000 Stian Grenborgen <sti...@st...> wrote: > I have noticed that some of the game/client options could have been implemented using a mod ... and some of the mods (like convertUpgrade) seem more suitable for an option. > > Perhaps we should make a SpecificationChangeOption with a specification as a child element? The option could be displayed as a checkbox for enabling the change. > > Another possible solution would be having an option called AlternativeModOption where the player could choose from a dropdown list of mods. Mods like this would be hidden from the normal mod list. This could be used for functionality like choosing between "Default map controls", "Small Map Controls" and "Compact Map Controls". > > Would a change like this make stuff easier to find/understand ... or do you think it might make it unnecessarily complex? I am not seeing a big win here, other than (apparently) we have useful mods[1] that could have better visibility. There have been a few whinges that we have too many options so I am hesitant to endorse opening up a whole new category:-). Cheers, Mike Pope [1] IIRC the Casas mod was a mod because: - someone wanted to play a "classic Col1 but with obvious bugs like Casas fixed" game, but did not want all the extras in the freecol-ruleset - the unit type change code was pretty new/volatile at the time so it was less likely to cause general bugs if it started as a mod ...so notwithstanding my above reservations, by now it is probably a good candidate to graduate to an option. |
From: Stian G. <sti...@st...> - 2022-09-25 17:46:54
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Hi everyone, I have noticed that some of the game/client options could have been implemented using a mod ... and some of the mods (like convertUpgrade) seem more suitable for an option. Perhaps we should make a SpecificationChangeOption with a specification as a child element? The option could be displayed as a checkbox for enabling the change. Another possible solution would be having an option called AlternativeModOption where the player could choose from a dropdown list of mods. Mods like this would be hidden from the normal mod list. This could be used for functionality like choosing between "Default map controls", "Small Map Controls" and "Compact Map Controls". Would a change like this make stuff easier to find/understand ... or do you think it might make it unnecessarily complex? Best wishes, Stian Grenborgen |
From: Stian G. <sti...@st...> - 2022-09-25 17:12:20
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Hi everyone, I have added functionality to allow Github pull requests (PRs) to be merged directly. The default branch in Github (and the default for PR merges) is now called "sf-auto-merge" ... and anything pushed to this branch is automatically pushed to SourceForge (unless there are conflicts). The master branch on Github directly mirrors the one in SourceForge. Conflicts on push to SourceForge can be solved entirely on Github by merging the master branch into sf-auto-merge. Best wishes, Stian Grenborgen |
From: David L. <hig...@gm...> - 2022-09-25 16:28:03
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My mistake. 🙈 I should know, I try to include a README with every mod. David On Sun, Sep 25, 2022, 03:39 Lone_Wolf via Freecol-developers < fre...@li...> wrote: > On 25-09-2022 05:42, David Lewis wrote: > > I think I wrote that mod a few years back? > > > > https://sourceforge.net/p/freecol/git/ci/master/tree/data/mods/convertUpgrade/ > > nope, looks like mike wrote it. > > LW > > > > > _______________________________________________ > Freecol-developers mailing list > Fre...@li... > https://lists.sourceforge.net/lists/listinfo/freecol-developers > |
From: Lone_Wolf <lon...@kl...> - 2022-09-25 10:38:53
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On 25-09-2022 05:42, David Lewis wrote: > I think I wrote that mod a few years back? > https://sourceforge.net/p/freecol/git/ci/master/tree/data/mods/convertUpgrade/ nope, looks like mike wrote it. LW |