Feel free to ask questions or better yet, join our discord server to be able to ask the developers it when you have questions about developing your own mod.. David On Sat, Dec 9, 2023, 23:48 Trekkerman francois004@users.sourceforge.net wrote: Thank you so much for this mod man. Well, all your mods really. I haven't been able to find many FreeCol mods and thus it has been a great help to me by providing clues while making my own mod. A new freecol mod complete. New nations https://sourceforge.net/p/freecol/discussion/141200/thread/658935e76f/?limit=25&page=2#7bac/1119...
Let's take that discussion to discord because I want to understand a little bit more about what you are trying to accomplish and the different options that we could explore.. can you ping me on discord? David On Wed, Nov 1, 2023, 15:48 Lone_Wolf lone_wolfsf@users.sourceforge.net wrote: two of my main annoyances : - finding room for students - ugly red numbers for trade goods in Trade Advisor I usually have atleast one city with a university & cathedral . It's main job is teaching colonists and this...
That's awesome!! I'm excited to see and play with the end result!! You're doing amazing work!
Out of curiosity, is your goal an optional graphics pack/mod, or to have these graphics included in the core game? The reason I'm asking is that to include them in the core game as graphics, we'll have to apply a specific coherent style guide, but if it's just an optional mod, those can be created for any imagination.
I created a new repository on GitHub that has it set for large file storage (lfs), You're welcome to use this repo for storing all your source files. https://github.com/FreeCol/freecol-source-data let me know what your github username is and I can add you directly to the repo as a collaborator. David
I'm truly impressed with the dedication you've shown towards this project. Your enthusiasm and creativity are infectious! The drafts and examples you've provided certainly show that you've put a lot of thought and effort into your work. However, I'd like to discuss some style guidelines with you to ensure that the new designs blend seamlessly with the existing game aesthetic. The FreeCol game has a distinctive art style and it's important that we maintain consistency across all visual elements if...
I'm deciding to avoid shadows for now. So I don't create them. I think this will be faster than doing the 3D models, which is also the path I was originally going down. I get less control, but can generate permutations 1000x faster.
Hi Robin, best to create a new topic or join us and ask on Discord: https://discord.gg/wVvGKugNFy
Hi all, just a reminder that Freecol has a very active Discord server. This is a great place to discuss gameplay, new features, participate in the current and ongoing development of FreeCol with our FreeCol devs, and also participate in our future FreeCol storylines features!! Here's a link to join us: https://discord.gg/wVvGKugNFy Would love to see you there! - David / Jedi
I absolutely LOVE the work you're doing!! I'm doing a bunch of this kind of work as well and didn't realize you were working on it too. Can you join us on Discord? I'd love to collaborate with you and also make sure that we're not overlapping our efforts. Link to join Discord: https://discord.gg/wVvGKugNFy
Forgot to include the veteran soldiers.
Feedback Requested!! In FreeCol, we're able to supply unique graphics for different roles: Standard Colonist, Equipped with Tools, Equipped with Muskets (Soldier), Mounted (Scout), and Dragoon (Armed and Mounted). So each unit can have 5 graphics depending on it's role, and it can also have unique graphics for each nation. For most units, it doesn't make sense to have a unique graphic for each nation, take the Lumberjack for example, making that unit unique for each nation is largely pointless. However,...
Feedback Requested!! In FreeCol, we're able to supply unique graphics for different roles: Standard Colonist, Equipped with Tools, Equipped with Muskets (Soldier), Mounted (Scout), and Dragoon (Armed and Mounted). So each unit can have 5 graphics depending on it's role, and it can also have unique graphics for each nation. For most units, it doesn't make sense to have a unique graphic for each nation, take the Lumberjack for example, making that unit unique for each nation is largely pointless. However,...
These are great!! They look like they're melting into the sea though. 😆
Not difficult at all, it would just be a matter of updating the spec or even creating a mod that would add these factions.
All of the freecol mods will only work in freecol
probably one of the most helpful things to do would be to go through the bug reports and see if you'd like to take one on. thank you so much for the offer to help!
If you think about it, there's only two kinds of missions. standard missionaries, and missionaries who are Jesuit. Since petty criminals and indentured servants and free colonists all establish the first kind of mission, it would stand to reason that with Jean in office that it converts all of the standard missions to the expert mission status.
31 is a ship based upon the image of Titania, from Shakespeare’s “Midsummer’s night dream”. following the idea of what would happen if the queen of fairies from said play had had a ship for herself and her subjects. Number 4 is an Asian pirate ship. Somewhat similar to this artwork.
Added a few more...
I've finally had a bit of time I got back to this. Here's a number of ships we could use, would love your input and feedback.
There's now a "Shippable Wagons" mod that allows you to load a wagon train on to a Galleon. The "space taken" for each wagon is currently 6 in the mod, so you cannot load it onto a ship smaller than a Galleon, and it takes the entire Galleon. I'm considering changing that to 4 so then you could load a fully-loaded wagon (2 cargos) on to the Merchantman, Frigate, and Galleon. The Galleon would additionally be able to carry 2 more units or goods.
FreeCol: Ships Traversing Great Rivers. There have been some questions around traversing rivers in Colonization and FreeCol. Here's a screenshot in FreeCol that shows the difference between Rivers and Great Rivers, which ships can travel up and down. You'll also see a pair of canals highlighted in this screenshot, a single canal (single colony), and a double canal (two colonies side-by-side), ships are able to traverse all of these great rivers to get to other great rivers, lakes, or oceans. Ships...
In general, FreeCol v1.0 was designed to be "as close as possible" to Colonization, but it is not identical. There is still a dataset that is designed to enable you to always have settings that apply as close as possible FreeCol to the original Col1. Bugs in Col1 and weird quirks make this a challenge to have high accurancy. Such as how Col1 does calculations, which in some cases is a bit of a black box unless someone goes through and creates a detailed study on a particular subject. Beyond FreeCol...
The English have the national advantage of "people" essentially, immigration is much faster for the English, and there's also the "AI Cheating" adjustable attribute that causes any AI to get extra units to compete better with the human player.
14th Day of Summer, Anno Domini 1511 Deare Journall, I write to thee from Amsterdam, where I have recently been on a mission from the Crown. To my disappointment, the Crown has decided to send some criminals to the new world, as their prisons are overflowing. Though I am displeased with this decision, I am also in desperate need of people to populate this new world, and nobody else is yet eager to tame this wild land. I have therefore sent these criminals to be ordained as missionaries and established...
13th Day of February, Anno Domini 1502 Deare Journall, This day bringeth with it great news and joy. The native inhabitants of this land, the Charokee, have made the trek from their villages to meet with us. They number 56 villages spread across this land, and have graciously gifted us the land we now occupy as a gesture of goodwill. We have accepted their terms of friendship and peace, and I am hopeful that this will mark the beginning of a long and prosperous relationship between our peoples. The...
9th Day of February, Anno Domini 1493 Deare Journall, Todie marks a day of great import for our noble civilization. After many a sennight at sea aboard the Niew Neerlantsche Fortuyn, a fine Merchantman class vessel, we have at last found a new land, one that beareth promise of abundance and great opportunity for trade. I have named this land Newe Holland, and the first town we have established shall be called Nieuw Amsterdam. The Niew Neerlantsche Fortuyn proved to be an excellent vessel for our...
year 1505, so 13 turns? the OP appears to be playing as the Portuguese and these extra units appear to be coming from the English unless they've been recolor-coded.
year 1505, so 13 turns?
Yes, this is due to that war declaration. The crown will supply you with a set number of military units. This generally open, only happens once then I'm aware of and on the early in the game. If you already have a number of military units, I'm not sure that the crown would grant you any additional ones.
Yes, this is due to that war declaration. The crown will supply you with a set number of military units. This generally open, only happens once then I'm aware of and on the early in the game. If you already have a number of military units, I'm not sure that the crown would grant you any additional ones. David On Fri, Jan 6, 2023, 13:15 Anthony Micari mutiny76@users.sourceforge.net wrote: Hi! I'm new to FreeCol and it's been a while since I played the original Colonization. I was playing a game with...
Yes, translations are still supplied by translatewiki.
I didn't, but would love to. Do you still have the link somewhere?
Critical feedback welcome. What are your thoughts? These are made from CC-BY licensed 3D models.
Critical feedback welcome. What are your thoughts? These are made from CC-BY licensed 3D models.
One thing I would have loved to see with this is additional nation types added with new buffs rather than re-using existing bonus nation types. If you know what they would be, I could help get that added to the spec. David On Wed, Sep 21, 2022 at 6:04 PM David Lewis highwayoflife@gmail.com wrote: I'm sorry it took so long to get to this! I've added the additional nations and renamed it to "19th Century Nations", I've added it to the optional 3rd party mods area. The code has been merged to master...
I'm sorry it took so long to get to this! I've added the additional nations and renamed it to "19th Century Nations", I've added it to the optional 3rd party mods area. The code has been merged to master and should be available momentarily in the development build. https://github.com/FreeCol/freecol/pull/123 David On Wed, Jun 8, 2022 at 6:08 AM Blake blakeley00@users.sourceforge.net wrote: This is very cool.. presumably if these 2 plus your original finished mods are activated that allows for 20...
Add Mazim EA's 19th Century Nations Mod
Add Mazim EA's 19th Century Nations Mod
Add Mazim EA's 19th Century Nations Mod
In my mind, it would be the same as a mini-river. Most irrigation canals are constructed this way, just a very fast moving and larger volume creek. So one obvious requirement is that you'd need to build it next to and extending an existing river, essentially being able to split that river, so you couldn't do it from the ocean or lake.
Hammers relate directly to building, so it would be a little weird to have them convert into something else such as either Gold or Trade Goods. I could see an argument made for a way to produce Trade Goods from some other raw material, but Hammers doesn't really fit this. I'm surprised you wouldn't just continually build artillery units if you've run out of buildings? I think there are a couple of other interesting points brought up in this thread. 1. Trade exhausted: The natives consume and produce...
There is currently a Mod that allows a Pioneer to "plant" or "grow" a forest. You could do this on a cleared or plowed tile. I'm not completely sure what the goal or benefit would be to destroying a road though.
Add the word "gold" after gold amounts in texts
Update the basic Buildings mod based on Mike's review
Update the basic Buildings mod based on Mike's review
[BR-164] Add Treasure trains to the cargo report
Conditionals should have braces. This isn't Python
Limit the scope of the basicBuildings mod
Basic Buildings Mod
Basic Buildings Mod
Gifts improve relations with natives more
Create preference option to show region naming dialog
BR3092 New Game Options for Trading with Natives
BR3093: Col1 Changes to Lost City Rumours
[BR-164] Add Treasure trains to the cargo report
[BR-164] Add Treasure trains to the cargo report
#BR-246 Add gold to strings when referencing gold amounts
Additional strings found missing 'gold'
IR-246: Add the text "gold" after gold amounts
The following individuals are some notable characters missing from the above list. Founding Father Description Proposed Benefit Category Anne Hutchinson Anne Hutchinson was an influential Puritan spiritual leader in colonial New England who challenged the religious doctrines of her time. Through the popularity of her preaching, and her unorthodox beliefs, Hutchinson garnered the disapproval the elders of the Massachusetts Bay Colony. In direct violation of Puritan doctrine and church structure, she...
Add the word "gold" after gold amounts in texts
Yes, that was exactly my rationale as well. ... wait, Rangers? What's a ranger? Do you have a link to your original ticket or topic of discussion? Would like to read over it.
Yes, that was exactly my rationale as well. ... wait, Rangers? What's a ranger?
"A Stockade also reduces the chance of a settlement being raided by natives." ... reduces, or eliminates? This just reduces the probability they'll attack, or reduces the effect or probability of having goods stolen and/or units killed? I'm working on adding the ability to the Stockade, but need to have an idea of the effect of the ability. Is someone able to look this up?
Created Pull Request: https://github.com/FreeCol/freecol/pull/121
List treasure chests somewhere.
Created Pull-request: https://github.com/FreeCol/freecol/pull/120
Add the word "gold" after gold amounts in texts
The following individuals are some notable characters missing from the above list. Founding Father Description Proposed Benefit Category Anne Hutchinson Anne Hutchinson was an influential Puritan spiritual leader in colonial New England who challenged the religious doctrines of her time. Through the popularity of her preaching, and her unorthodox beliefs, Hutchinson garnered the disapproval the elders of the Massachusetts Bay Colony. In direct violation of Puritan doctrine and church structure, she...
Military Founding Father Description Benefits Ethan Allen Fort Ticonderoga was key to American victory in the Revolution, not simply for its strategic location on Lake Champlain, but also for its stock of cannon and artillery, essential for the continued campaign against the well-armed British forces. Ethan Allen and his compatriots, the Green Mountains Boys, decided the fort needed to be taken. In 1775, sneaking to the fortress under cover of darkness, Allen's men took Ticonderoga with little struggle,...
Trade Founding Father Description Benefit John Jacob Astor John Jacob Astor was a young German immigrant who made the move to the New World shortly after the Revolutionary War and would become the richest man in the United States. Astor's first job was as a flute salesman in the employ of his elder brother in England. How Astor was inspired to enter the fur trade we do not know. What is known is that once in the fur trade, Astor thrived. A shrewd businessman, Astor created the largest fur trading...
Religion Founding Father Description Benefits William Brewster Pilgrim and respected elder, William Brewster arrived in the New World with his fellow Pilgrims on the Mayflower. Brewster's flight from persecution had led him and his fellow Puritans from the main room in Scrooby, England to Leiden in the Netherlands. During this time, Brewster was selected as the Elder of the Puritan Congregation. Yet English pressure again forced the Puritans to migrate, traveling on the Mayflower to the New World....
Exploration Founding Father Description Benefit Vasco Nunez de Balboa Vasco Nunez de Balboa, a Spanish conquistador, found his way into history as being the first European to see the Pacific Ocean from its western shore. Balboa, along with Francisco Pizarro and Fernandez de Enciso, founded the first Spanish mainland colony in the New World, Nuestra Senora de la Antigua, in what is now modern Panama. Balboa quickly took control of the colony, despite its poor location, setting up decent relationships...
FreeCol Founding Fathers Proposal and Discussion Thread: FreeCol's Founding Fathers list is based upon the 1994 Sid Meier's original Colonization Founding Fathers. Civilization IV: Colonization (2008) expanded that list greatly and changed the rules to allow for founding fathers to be recruited when a sufficient number of points in a specific field (trade, exploration, military, etc) were accrued, and I believe could be "spent" on a Founding Father to recruit that person. The other major rule change...
I can confirm that FreeCol latest 0.13, and 0.13+dev work on Mac OS Monterey 10.5 and on the M1 Processor. That is what I'm running and developing on.
I like the idea of tiered workers. Initial question I have is on the multiplicative modifier, if a float value (1.5) is a viable value? My Mod idea was on the concept that experts can be additionally good in a related field. In your scenario, with 4 tiers, it'd probably need to be: Colonist -> Expert Field Worker -> Expert Planter -> Expert Tobacco Planter. Colonist = Default production. Expert Field Worker = Default Production + Field work +25%, such as Grain, Sugar, Cotton, Tobacco. I would make...
In Colonization 1994, the Stables were always unattended. In Civ IV: Col, the stables could be manned by up to 2 colonists each capable of producing 2 horses from 2 grain. The only extra Unit that Civ IV: Col had that I know about was the Rancher who was capable of producing +100% horses. I'm going through and adding units from the megapack and giving them abilities. One of the first units I'm working on is the Cowboy. Makes sense that he ought to be able to increase the production of horses, but...
Do we still have the PSD's for the models somewhere? I used to have those some years ago.
I'd like to talk about Canals for a minute. There are two major types of Canals: Large locks to allow ships to travel, and smaller, but more common irrigation canals which also allowed power to be supplied to mills. Canals, you say? In FreeCol? ... David, do you know when this time period was? Yes, but let me explain. The earliest known Canals were irrigation canals, constructed in Mesopotamia, circa 4000 BC in what is now Iraq. The Indus Valley civilization of ancient India had sophisticated irrigation...
Since we now have nation specific units capability, I'll start working on some of these for a new Mod set. Would also love to see the mounted units images updated to something better.
Awesome!! GitHub Actions!! Also the change worked beautifully on enabling the nation-specific units!! Great work!!
Built the latest version and now purchasing (training) a person-unit now works with the required-ability!! Awesome!! I haven't tested the non-person unit type yet. However, it's not working for recruiting. Playing as a nation without the ability, I was still able to recruit the unit. BTW, I can just build the version locally, so we won't need to release development builds to test continued development. Thanks so much for the quick change!!!
Awesome, I saw the commit logs this morning. I'll give it a try. i had used that required ability flag a few days ago on the unit but was still able to recruit and purchase the unit as a nation without that ability.
I've been exploring and experimenting with attempting to create nation-specific units, and my experiments have so far failed to produce the desired results. Does anybody know if this is possible within the specification, or are some code changes needed to support this?
These are fantastic new graphics!!! Lot of new units as well, I can help create some Mods for them if I can get some stats on a few of them.
I see this mod in there but doesn't look like it currently works correctly. I can try and fix this if there's interest in this Mod.
Hi all, finally getting my FreeCol fix!! Been away much too long! I'm working on some new Mods, this topic will cover a new Multi-talented experts Mod, and I'd like to get some feedback before releasing it. This Mod allows "experts" to be able to create production in related units. As an example, an Export Ore Miner has x2 Ore production, and that's it. This Mod adds the ability to produce +2 Silver. The Silver Miner by default produces x2 Silver. This Mod adds the ability for him to produce +2 Ore....
This is great! I used to work in 3D design about 15 years ago, but haven't used it since. It will take some time but also if we can work on getting FreeCol to be more popular and increase contributions, more people will start participating with 3D work.
This is great!! Can you send a pull request to the mods repo? I can also add it later when I get some time.
Awesome!! Are you able to show a screenshot of the new models? When you're ready, feel free to submit a pull request to the mods repo.
Oops, yes. Just the slim branch is the nightly release. I do the merges regardless of if they may or may not work, since the idea is to essentially test the integration as continually as possible. Also I'm open for improving the process if anybody has thoughts on it. On Sat, Jan 25, 2020, 4:19 AM wintertime wintertime@users.sourceforge.net wrote: The automatic updating from SF master seems to be broken since a long time; the travis tasks are erroring out. Manual pushes to GH master do not trigger...
I'm on vacation and will trigger once I get back. For anyone with write access to GitHub, it triggers automatically from a merge / commit to slim or master branch. On Fri, Jan 24, 2020, 8:31 AM Marcin berduchwal@users.sourceforge.net wrote: Can someone be kind enough to trigger weekly release please? Few patches awaiting testing :) Weekly Releases any time soon? https://sourceforge.net/p/freecol/discussion/141200/thread/a901bd2e4d/?limit=25#f24a Sent from sourceforge.net because you indicated interest...
Merge remote-tracking branch 'upstream/master'
Best thing to do would be to watch the GitHub repo for releases, which will send a notification each time one is posted. On Tue, Dec 17, 2019, 5:41 AM Marcin berduchwal@users.sourceforge.net wrote: Good news! Perhaps announcement of each Weekly release can be made notified here in the forum perhaps in separate thread only for this or as part of Blake’s sticky? I do not know if this can be automated or has to be done by hand but would be useful. Weekly Releases any time soon? https://sourceforge.net/p/freecol/discussion/141200/thread/a901bd2e4d/?limit=25#ac04...
I think @Michael T. Pope mpope@computer.org will have to do it, I don't appear to have permission to edit the project settings on SF. David On Fri, Dec 13, 2019 at 2:42 AM Blake blakeley00@users.sourceforge.net wrote: Have created a mofifed version of the welcome/info text and links for the main front page summary here on sourceforge. FreeCol is a turn-based strategy game based on the old game Colonization, and similar to Civilization. The objective of the game is to create an independent nation....
It can be both. I changed it.
I got the releases back on track. Was blocked with broken builds when TravisCI dropped support for JDK8.
Would also love your help in spitting out the website code from the main freecol git repo into the dedicated Github repo so that we can make faster website updates.