Updated civworld implementation Released under the GPL. *** Table of Contents *** 1. Introduction 2. Installing/Compiling 3. Usage 3.1 Editing a map 3.2 Manipulating units 3.3 Using your created map 3.4 Using secrets 4. Troubleshooting 5. Other Notes *** 1. Introduction *** Civworld is the map and scenario editor for Freeciv. The goal of the project is an easy to use user interface that enables a user to edit any part of a freeciv savegame. That goal is approxiately 90% complete. See TODO.civworld for details. This was updated on 6 Sept 2004 for Freeciv 1.14.2 This has been tested on linux. Testing has been done on Solaris and Cygwin. Your mileage may vary on those systems. You must be willing to compile the GTK-1.2 client to make this work. Civworld for 2.0 will be for GTK2 only. Coming soon. Read *** 3.1 Editing a map *** for help with new features. Read *** 5. Other Notes *** for a general overview of new features. Read *** 4. Troubleshooting *** if something doesn't go right. See the civworld/ChangeLog for details about changes. __________________________ if you need to use earlier code, you might look in: ftp://ftp.freeciv.org/freeciv/contrib/utils/civworld/old you obviously might find fewer features (and a lot more bugs!) NOTE: the created maps will also only work on servers >= 04 Jan 2001, sorry. *** 2. Installing/Compiling *** 1 bunzip2 the patch. 2 in your freeciv source directory execute patch -p1 < <...>/civworld-1.14.1.diff-against-freeciv where <...> is the path to the patch. 3 in the freeciv source directory execute ./autogen.sh --enable-client=gtk && make you can give your normal options to ./autogen.sh (generally you won't need any), but you must compile the gtk 1.2 client (which --enable-client=gtk does) _and_ you must also compile the server (or at least its object files). *** 3. Usage *** *** 3.1 Editing a map *** Start the editor as "./map" in the source directory. You may use different tilesets using the "-t tiles" command line option. You can then either: o Load a map from a savegame (in the game menu) or "-f file" from the command line o Start editing For manipulating the map you use the toolbar. o draw one tile o draw onto all tiles in a rectangle o select a city or unit o place a city o place a unit o delete a city or unit o copy from the map o paste onto the map from the clip board (you must have copied something first) o flip or rotate the tiles on the clip board o undo last action o place a starting position (if you place one, you've got to use it) You may add, edit or delete a player from the Editor/Manage Nations dialog. The Manage Nations dialog is powerful: For example, to edit a player's tech, click where it says "Technology". To edit a nationality, click in the "Name" or "Nation" column. To change which player is active, click in the "Active" column left of the desired player's number. You may view a player's private map using the View/Private Map toggle. To edit the private map, that player must be active. Other features in the Editor menu can: o manipulate start positions o set initial server settings - save & load scripts of server settings o set the defaults for new units/cities/players o set a more complete list of units/cities/players The Map menu has functions to: o operate on terrain or specials en masse o generate random maps Once you are finished you can save the map in the main menu. *** 3.2 Manipulating units *** You may change a unit's actions by using the "Orders" menu or using the shortcut keys. You can change a unit's attributes (movement, hp, etc) by selecting a unit (switch to the 'select' or 'arrow' tool and click on the unit) and then using the Attributes Dialog. Note: You can press 'Esc' to get out of "home-ing" a unit. Note: To delete a certain unit in a stack of units, click on the stack and select a unit, then use the orders menu to delete it. *** 3.3 Using your created map *** With a map names mymap.sav just start civserver: civserver -f mymap.sav From there it works just like if the map was created by the map generator. Starting positions are auto generated if you didn't place any. N.B. if you load only a bare map without players, you'll get some warnings: ignore them. Note that the created savegames only work on servers from the date mentioned at the top of the file. It is possible to modify savegames by hand, and it shouldn't be too hard to use the map part of a map file generated by civworld to create a map compatible with older versions, though I haven't tried (and as far as I know, neither has anybody else). *** 3.4 Using secrets *** What I call "secrets" is another feature to civworld. Say, for example, that you want to edit a game 'in progress', but don't want information about your enemies _and_ don't want to risk sneaking a peak. You can do: map -f savegame -s 2 which sets the secret level to "2". Right now there are 4 levels They do: 0: normal and default, no secrecy 1: the find city dialog doesn't show the capital of non-active players. You could still find out of course by popping up city dialogs. 2: The overview map is blanked out and the active player's private map is active on startup. (harder to see where the enemy is) The find city dialog doesn't show the cities of non-active players. 3: terrain, coastlines, pollution and specials are turned off too. You change some of the options in the View menu. Otherwise, there is a dialog to change the secret level in the Utils menu. *** 4. Troubleshooting *** 1. help! 'autogen.sh' told me I don't have the right versions of some stuff! Well, then get the right versions. 2. I get all sorts of errors when I run 'patch' Check that you're in freeciv/ and that you used '-p1' as your switch to 'patch' Are you sure you're using the correct version of freeciv? If you're using an updated CVS with an older civworld, recent commits probably screwed things up. Email me to let me know. 3. Something else went wrong. Email me. ******* 5. Other Notes/Changelog Excerpts ****** 6 Sept: added --enable-client=gtk switch to this README. NOTE: there is a bug somewhere in the tech dialog that sometimes causes techs to become unlearned after you close the dialog. The way to check this is after saving your work, open the dialog and see. NOTE: if after examining this document, you think it's missing something, "...if only I had known _that_ before I began using civworld..." drop me a line. NOTE: If you run into _any_ problems or bugs whatsoever with civworld, don't think, don't hesitate, email me. I will attempt to help you with joy and enthusiasm (or at least I'll act like it). Even if it ain't a _problem_ persay, but it's just the layout, or the default keyboard shortcuts, or missing features (you get the picture). Mike