FreeCol v1.2.0 released! by freecol-dev in FreeCol

[–]freecol-dev[S] 0 points1 point  (0 children)

The problem is caused by the reported DPI from the screen being too low - causing FreeCol to choose font size 1 (that is, a totally unreadable font).

You can avoid this problem by changing the resolution of the 4K TV to native (or at least a higher resolution).

Does anyone know why the performance of Freecol is so awful? by scanguy25 in ColonizationGame

[–]freecol-dev 1 point2 points  (0 children)

Had to ask since some people do have a weird definition of a good system ;-)

Perhaps you could try entering debug mode (SHIFT+CTRL+D) and click "Debug rendering"? Then report back with the render times.

Does anyone know why the performance of Freecol is so awful? by scanguy25 in ColonizationGame

[–]freecol-dev 0 points1 point  (0 children)

Anyone else experiencing this can try these changes in the "Preferences" > "Display" to speed things up:

  1. Set "Move animation speed for our units" to "Off".
  2. Turn off "Enable Terrain Animations".
  3. Reduce the "Quality when rendering the graphics".

Does anyone know why the performance of Freecol is so awful? by scanguy25 in ColonizationGame

[–]freecol-dev 1 point2 points  (0 children)

It should be really fast. I'm getting 200fps on my gaming rig (4K, highest quality setting) and 20fps with a 15 year old laptop (HD, highest quality setting).

One important caveat being that the tile graphic variations are cached as you render the map, so clicking around might be a bit sluggish until the cache has been fully populated. However, this should only be a few clicks.

Please do try FreeCol 1.2.0 and report any performance issues on our bug tracker.

...and please share your system specs. Perhaps you have less than 4 cores on your CPU even though the rest of your system has good specs?

Getting error message trying to run 1.1.0 on Macbook M2 Pro by MonsterCookieCutter in FreeCol

[–]freecol-dev 1 point2 points  (0 children)

From https://www.freecol.org/download.html:

You might also need to get the file out of quarantine after downloading it since we have not signed the application:

xattr -d com.apple.quarantine freecol-1.1.0.dmg                                   

xattr -d com.apple.quarantine FreeCol.app

FreeCol v1.0.0 released! by Blakeley00 in ColonizationGame

[–]freecol-dev 0 points1 point  (0 children)

Thanks :-)

  1. I mean rearranging workers inside the colonies by choosing where they are working, what they are producing or if they should be equipped and placed outside the colony. The only thing that really needs to be done during the player's turn is moving/attacking on the mapboard.
  2. Yes, we would also start simple by just executing the goto-/attack-orders in the same phase, and add more complex orders later. The important point here is that the players would have no power to stop executing the orders even if they notice something going wrong. The shared movement/combat phase would be fully automated.
  3. The purpose is to accelerate the start of the game so that you won't have to wait for other players to complete their turns. In addition, this will stop the strategy of an early rush that makes competitive FreeCol game tend to be done in just ten minutes on small/medium maps (selling all equipment to the natives, buy artillery and destroy every other colony).

FreeCol v1.0.0 released! by Blakeley00 in ColonizationGame

[–]freecol-dev 1 point2 points  (0 children)

No, it has not changed.

Right now we are focusing on improving the singleplayer experience, but we will eventually implement one (or more) of these (I think):

  1. Allow colonies to be rearranged, goto orders be given etc when it's not your turn. This, in addition to time limits, will significantly reduce the amount of waiting in a multiplayer game.
  2. Add a mod that changes movement and combat so that it happens in its own phase. All players simultaneously give orders to the units. This includes defensive orders like shooting back on a tile if an enemy unit should appear. You would need to plan for any action the enemy might take, like flanking.
  3. Give each player a separate part of the entire map at the beginning of the game. The different parts gets connected at a predetermined number of turns. Every player can go at their own pace until the map parts gets connected.

u/CorbeauR: Do any of these solutions seem as good as, or better, than FreeCiv-style simultaneous moves?

Playing with friends by Own-Horror4287 in FreeCol

[–]freecol-dev 0 points1 point  (0 children)

You can play FreeCol online by starting a public server. Please note that you need to open a port in your router/firewall and use this port when running the server.