FreeCol is an open source, multiplatform and freely distributed graphical video game that aims to provide a perfect replica of the commercial Sid Meier's Colonization game, which was released in 1994. However, the gameplay is very similar to the Civilization game. In other words, FreeCol is a turn-based strategy (TBS) game where the player needs to build an independent nation and conquer the New World.
Requires no installation
Being written in Java, the game requires no installation, so all you have to do to get started, is to download the latest release from either the project’s official website (see the homepage link at the end of the article) or from Softoware, save the archive on your Home directory and unpack it.
Open the extracted directory and double click on the FreeCol.jar file. Alternatively, if the game doesn’t start, open a terminal emulator, go to the location where you’ve extracted the archive file (e.g. cd /home/softoware/freecol) and run the ‘java -jar FreeCol.jar’ command.
Runs on Linux, Microsoft Windows and Mac OS X
FreeCol is a cross-platform game that runs well on all Linux distributions, as well as any other computer OSes where the Java Runtime Environment (JRE) is supported, including the Microsoft Windows and Mac OS X operating systems.
Under the hood
Taking a look under the hood of the FreeCol project, we can notice that it has been written entirely in the Java programming language and use the JavaSwing technology for the graphical user interface. The software is compatible with both 32 and 64-bit computer platforms, and translated into several langauges.
Bottom line
Install the FreeCol game today and see if you can lead your nation and achieve the ultimate goal: colonize the New World! The game received Editor’s Pick award from Softoware, as well as a “Project of the Month” award in February 2007 from the SourceForge website.
What is new in this release:
- Map region generation has been fixed
What is new in version 0.11.5:
- Map region generation has been fixed
What is new in version 0.11.3:
- Windows installer fixes BR#2790
- Blocked settlements no longer shown as destinations, BR#2791
- Plural rules were not loading correctly in automatic language mode
- Colony tiles can be reclaimed by neighbours when the colony is captured
- Native settlement alarm indicators are always shown after contact BR#2798
- Multiplayer mode works again BR#2811
- Trade routes are suspended if a stop is lost BR#2797
- Lost city rumour messages are displayed more reliably BR#2802
- Added better image for meeting the Inca BR#2804
- Prevent duplication in the Military report BR#2807
- Fixed disagreement between recruit turns and Religious Advisor BR#2808
- Fix trade logging amounts BR#2814
- Reduced chance of game window being too large and partially hidden behind the task bar
- Improved AboutDialog, from Calebrw
What is new in version 0.11.2:
- Common problems:
- On Windows in full screen mode multiple users have reported that the main window flashes or minimizes when a dialog pops up. This is BR#2729 and is discussed here. Thus far it appears to be a peculiarity of Windows Java. Some mitigation has been added in this release, but the easiest work around is to use windowed mode which is now the default.
- We now require at least Java 7 to build FreeCol. However it appears that the legacy Java 6 package needs to be installed to run FreeCol on MacOS. We would welcome further clarification of this situation.
- Bugs:
- Since the 0.11.1 release, 45 new bugs have been reported. 4 are open, 8 are open but need more information, 24 were fixed, 7 were invalid, 1 has been reclassified as a Pending Feature, and 1 was out of date when reported. Four older bugs have also been resolved. There are 51 open bugs in FreeCol, with UI issues being the main source of problems.
- User-visible changes since 0.11.1-release:
- Windowed mode is now the default
- The default window size in windowed mode now tries harder to avoid operating system menu bars and decoration
- In FreeCol rules, Pocahontas now overrides the mission-ban
- Buying land from the natives now actually requires funds again, BR#2748
- Build queue dialog correctly updates the current buildable progress display
- Custom difficulty setting and loading should work again (several bugs)
- Adjacent settlement restrictions loosened
- Add "stock accounts for production" client option
- Include equipment in all unit labels where it can vary in quantity, BR#2749
- It is no longer possible to give foreign units a goto order, BR#2759
- Minerals production fixes, BR#2762
- Autosave directory is now always a subdirectory of the save directory
- Several improvements to menu sizing, BR#2763
- Exploring regions works with goto commands, BR#2761
- Mod preferences should work again
- Improvements to map font scaling
- Mission establishment should work immediately, BR#2775
- Added --full-screen command line option
- Europe panel resizing, BR#2320
- Allow first contact by sea with amphibious moves enabled, BR#2780
- Goto paths are cleared on completion, BR#2785
- Developer issues:
- All the trade route logic is now in the client, the server only provides persistance
- All user commands now return success/fail, except those that do not return
- Resource and window initialization disentangled, contributed by wintertime
- Reworking of localization routines is underway
What is new in version 0.10.7:
- This is a bug fix release to correct some serious gameplay problems in 0.10.6.
- The only new feature present is some improvements to the graphics.
What is new in version 0.9.3:
- This release fixes several bugs, including a combat bug that made it possible to capture colonies that still had armed defenders.
- Keyboard accelerators are now available for virtually all mapboard actions, including movement.
- Keyboard accelerators are now localized.
What is new in version 0.9.2:
- The increased native land claims in 0.9.1 have been reverted to the more moderate 0.9.0 behaviour, following comment that this made the game too difficult. This feature will be back in a later release, but only after implementing the feature that at least exempts your *first* colony from having to buy its land (as was the case with the original Colonization).
- Fixed a serious bug in privateer combat.
What is new in version 0.9.1:
- This is purely a bug-fixing release that does not add any new features.
- The most notable bug squashed is one that prevented the REF from landing in the New World after you declare independence.
What is new in version 0.9.0 Alpha:
- Graphics:
- building graphics (thanks to NewCol and the defunct SweCol project)
- prettier panels and dialogs due to the use of MigLayout
- more useful for small displays (1024x600)
- pretty borders
- some more anti-aliasing
- AI:
- AI breeds horses more effectively
- AI uses pioneers more effectively
- AI distributes workers more effectively
- AI creates and assigns soldiers more effectively
- AI builds constructs more advanced buildings
- Rules:
- stockades no longer prevent abandoning a colony
- together with a custom house, de Witt circumvents boycotts
- the Treaty of Utrecht
What is new in version 0.8.0:
- Allow the game to be customized using XML-files.
- Units now slide between tiles while moving.
- New terrain graphics.
- Menu music added.
- Sound effects for dragoons, artillery capturing a colony, building complete, church and blacksmith.
- New sound effects for artillery and buying/selling goods.
- Short music clips for Aztecs and fountain of Youth.
- Named regions and nicer placement of native settlements.
- New nations added: Portuguese, Swedish, Danish and Russian
- Games with up to eight European players are now supported.
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