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Free Conquest & Colonization of America 0.07
Free Conquest & Colonization of America is a remake of the old Microprose game Colonization. more>>
Free Conquest & Colonization of America project is a remake of the old Microprose game Colonization.
Free Conquest and Colonization of America is a remake of a fantastic old game from Microprose called Colonization. Those who have played Civilization will find the game style very similar.
In Civilization, the game time goes from pre-history to the future, but in Free Conquest and Colonization of America, all action happens during the exploration age, from 1492 to 1800. The goal of the game is to build a colony in America and make this colony grow big enough to be able to achieve independence from the motherland.
A player can choose among the English, French, Dutch, and Spanish nations, each having its own qualities and problems. During colonization, the player will face many challenges, such as negotiating (and making war, if necessary) with other European colonies and native tribes.
Winning the hearts of the colonists (by making they feel that the colony is their home) is the key to getting enough support to fight for independence. Allowing religious freedom in your colony will attract more colonists persecuted for their faith in Europe.
KEYSTROKES:
Numpad arrows -> movement
SPACE -> new round
W -> change the focus
C -> choose unit (when theres more than one unit in the same square)
E -> see Europe status
F -> fortify
S -> sentry
Q -> quits the game
Enhancements:
- beach shores
- hidden tiles
- the screen now centers on the unit
- indians
<<lessFree Conquest and Colonization of America is a remake of a fantastic old game from Microprose called Colonization. Those who have played Civilization will find the game style very similar.
In Civilization, the game time goes from pre-history to the future, but in Free Conquest and Colonization of America, all action happens during the exploration age, from 1492 to 1800. The goal of the game is to build a colony in America and make this colony grow big enough to be able to achieve independence from the motherland.
A player can choose among the English, French, Dutch, and Spanish nations, each having its own qualities and problems. During colonization, the player will face many challenges, such as negotiating (and making war, if necessary) with other European colonies and native tribes.
Winning the hearts of the colonists (by making they feel that the colony is their home) is the key to getting enough support to fight for independence. Allowing religious freedom in your colony will attract more colonists persecuted for their faith in Europe.
KEYSTROKES:
Numpad arrows -> movement
SPACE -> new round
W -> change the focus
C -> choose unit (when theres more than one unit in the same square)
E -> see Europe status
F -> fortify
S -> sentry
Q -> quits the game
Enhancements:
- beach shores
- hidden tiles
- the screen now centers on the unit
- indians
Download (0.15MB)
Added: 2007-01-11 License: MIT/X Consortium License Price:
1024 downloads
Foundation 0.2.0
Foundation project is a real-time multi-player space conquest game. more>>
Foundation project is a real-time multi-player space conquest game.
OpenGL hardware support is recommended. Goals include researching new technology, colonizing distant planets, and fighting intense 3D fleet battles for survival.
Main features:
- colonization
- production of new units, facilities and ships
- research new technology to give you an edge
- space battles
Enhancements:
- more high-level network code (can now transfer fleet info)
- can now build ships
- wont crash if youre not connected to a server but try send a msg
- texture caching system
- fixed check for if a planet is building a certain structure
- slight changes to planetview and fleetview layout
- added more components to fleetview
- moved id to platform class, fleets and planets now both have IDs
- fleet movement mostly complete, still have to deal with deleting fleets
- fixed production bug, need resources now
<<lessOpenGL hardware support is recommended. Goals include researching new technology, colonizing distant planets, and fighting intense 3D fleet battles for survival.
Main features:
- colonization
- production of new units, facilities and ships
- research new technology to give you an edge
- space battles
Enhancements:
- more high-level network code (can now transfer fleet info)
- can now build ships
- wont crash if youre not connected to a server but try send a msg
- texture caching system
- fixed check for if a planet is building a certain structure
- slight changes to planetview and fleetview layout
- added more components to fleetview
- moved id to platform class, fleets and planets now both have IDs
- fleet movement mostly complete, still have to deal with deleting fleets
- fixed production bug, need resources now
Download (MB)
Added: 2006-11-22 License: GPL (GNU General Public License) Price:
1066 downloads
FreeCol 0.7.1
FreeCol is a Civilization-like game in which the player has to conquer the New World. more>>
FreeCol team aims to create an Open Source version of Colonization. At first well try to make an exact clone of Colonization.
The visuals will be brought up to date with more recent standards but will remain clean, simple and functional. Certain new features will be implemented but the gameplay and the rules will be exactly the same as the original game. Examples of modern features are: an isometric map and multiplayer support.
This clone will be developed incrementally and result in FreeCol 1.0.0 which will be an almost exact Colonization clone. Incremental development basically means that well add features one at a time. This allows us to have a running program at all times and also to release an unfinished but working game once in a while.
Once FreeCol 1.0.0 is finished well start working towards FreeCol 2.0.0. FreeCol 2 will go beyond the original Colonization and will have many new features, it will be an implementation of our (and our users) image of what Colonization 2 would have been.
Enhancements:
- This release fixes a bug that caused native units to be frozen on the map board and adds a few new features.
<<lessThe visuals will be brought up to date with more recent standards but will remain clean, simple and functional. Certain new features will be implemented but the gameplay and the rules will be exactly the same as the original game. Examples of modern features are: an isometric map and multiplayer support.
This clone will be developed incrementally and result in FreeCol 1.0.0 which will be an almost exact Colonization clone. Incremental development basically means that well add features one at a time. This allows us to have a running program at all times and also to release an unfinished but working game once in a while.
Once FreeCol 1.0.0 is finished well start working towards FreeCol 2.0.0. FreeCol 2 will go beyond the original Colonization and will have many new features, it will be an implementation of our (and our users) image of what Colonization 2 would have been.
Enhancements:
- This release fixes a bug that caused native units to be frozen on the map board and adds a few new features.
Download (MB)
Added: 2007-08-21 License: GPL (GNU General Public License) Price:
796 downloads
Xconq 7.5.0-0pre.0.20050612
Xconq project is an empire-building strategy game. more>>
Xconq project is an empire-building strategy game.
Xconq is a general strategy game system. It is a complete system that includes all the components: a portable engine, graphical interfaces for several platforms, multiple AIs, networking for multi-player games, and an extensive game library.
The games in the library range from ancient civilizations to the far future, from simple to very complicated.
Xconqs forte is turn-based strategy with overhead map views, using a hexagonally-tiled world.
It includes a game design language GDL, which is a declarative language that lets you define the units, terrain, etc, then fill in tables defining their interaction.
Literally hundreds of different properties and tables are available to the game designer.
This release is mostly geared towards game designers, since a number of new features were added for game design.
There are some bug fixes in this release as well. You are advised to keep in mind that this is snapshot release; some things may be broken.
Enhancements:
- A crash in Sdlconq that came about from trying to display the title of module that had no title. (Thanks to Lincoln Peters for the report.)
- Improper unit property assignments in the network receive code.
- A crash in Skelconqs argument parsing. (Thanks to anonymous for the report.)
- Here are some of the new features:
- More materials consumption restrictions can be imposed upon construction and repair.
- Operational roles are starting to take over for plans. The various support plans and the colonization plan, as well as the random plan no longer exist. The Construction and Repair oprole now plays an important role.
- Some games in the games library that were mostly broken and were not being maintained by anyone have been moved to a "bit rot" archive.
- Creation, building, repair, and tooling up actions can now all be ACP-less or be performed by ACP-indep units.
- Much old cruft in the code has been removed. some of the action-handling code has been significantly rewritten.
- Support for treating the unit task agenda as a FIFO. This will be used in updated UI code later on.
- Occs-on-completion feature allows for complete or incomplete units to be automatically placed in an unit once it has been completed.
- Some additional notes:
- Operational roles are not saved/restored with games yet.
- iplayer, the so-called independent player is broken. It will be replaced by the mplayer, and a number of side-configurable (not limited to indepside) attributes to tailor what a particular side can and cannot do.
- Demand-based construction of mobile transports is currently not happening. This is not as bad as it might sound. It will be fixed
<<lessXconq is a general strategy game system. It is a complete system that includes all the components: a portable engine, graphical interfaces for several platforms, multiple AIs, networking for multi-player games, and an extensive game library.
The games in the library range from ancient civilizations to the far future, from simple to very complicated.
Xconqs forte is turn-based strategy with overhead map views, using a hexagonally-tiled world.
It includes a game design language GDL, which is a declarative language that lets you define the units, terrain, etc, then fill in tables defining their interaction.
Literally hundreds of different properties and tables are available to the game designer.
This release is mostly geared towards game designers, since a number of new features were added for game design.
There are some bug fixes in this release as well. You are advised to keep in mind that this is snapshot release; some things may be broken.
Enhancements:
- A crash in Sdlconq that came about from trying to display the title of module that had no title. (Thanks to Lincoln Peters for the report.)
- Improper unit property assignments in the network receive code.
- A crash in Skelconqs argument parsing. (Thanks to anonymous for the report.)
- Here are some of the new features:
- More materials consumption restrictions can be imposed upon construction and repair.
- Operational roles are starting to take over for plans. The various support plans and the colonization plan, as well as the random plan no longer exist. The Construction and Repair oprole now plays an important role.
- Some games in the games library that were mostly broken and were not being maintained by anyone have been moved to a "bit rot" archive.
- Creation, building, repair, and tooling up actions can now all be ACP-less or be performed by ACP-indep units.
- Much old cruft in the code has been removed. some of the action-handling code has been significantly rewritten.
- Support for treating the unit task agenda as a FIFO. This will be used in updated UI code later on.
- Occs-on-completion feature allows for complete or incomplete units to be automatically placed in an unit once it has been completed.
- Some additional notes:
- Operational roles are not saved/restored with games yet.
- iplayer, the so-called independent player is broken. It will be replaced by the mplayer, and a number of side-configurable (not limited to indepside) attributes to tailor what a particular side can and cannot do.
- Demand-based construction of mobile transports is currently not happening. This is not as bad as it might sound. It will be fixed
Download (6.7MB)
Added: 2006-11-06 License: GPL (GNU General Public License) Price:
1083 downloads
Mars, Land of No Mercy 0.2.1
Mars, Land of No Mercy is a turn-based strategy game setting on Mars during the early stages of human colonization. more>>
Mars, Land of No Mercy is a TBS game setting on Mars during the early stages of human colonization.
The player embodies the leader of a mercenary team, landed on Mars to take advantage of conqueror battles between the Worldwide Colonizer Corporations.
The main purpose is to command his team trying to find them commissions, training and leading them in battle, while still being aware of financial and instrumental resources by administering them.
The Mech is the fundamental craft used by mercenaries, but they wont lack of other kind of units, as well as troops.
The game most remarkable point is the incredible liberty given to the player and therefore the great strategic side that derives.
It is indeed up to the player to decide how to behave towards the one who recruited him, and the enemies of turn.
Basically every action leads to a reaction, so it is strongly recommended to keep a good and consistent behavior to achieve confidence from Corporations, and avoid being excluded by them.
Engine:
The game is programmed in C++ upon the SDL layer and a few sublibraries. Its isometric-based engine has been inspired by games of a recent past such as the X-COM serie from Microprose or the latest editions of Civilization.
A multiplayer functionality is not scheduled as of yet. But it is likely to be added in the future.
Main features:
- Greatest level of liberty given to the player
- High strategic component
- Charming Plot
- Original Soundtrack
- Wide variety of Mechs available
<<lessThe player embodies the leader of a mercenary team, landed on Mars to take advantage of conqueror battles between the Worldwide Colonizer Corporations.
The main purpose is to command his team trying to find them commissions, training and leading them in battle, while still being aware of financial and instrumental resources by administering them.
The Mech is the fundamental craft used by mercenaries, but they wont lack of other kind of units, as well as troops.
The game most remarkable point is the incredible liberty given to the player and therefore the great strategic side that derives.
It is indeed up to the player to decide how to behave towards the one who recruited him, and the enemies of turn.
Basically every action leads to a reaction, so it is strongly recommended to keep a good and consistent behavior to achieve confidence from Corporations, and avoid being excluded by them.
Engine:
The game is programmed in C++ upon the SDL layer and a few sublibraries. Its isometric-based engine has been inspired by games of a recent past such as the X-COM serie from Microprose or the latest editions of Civilization.
A multiplayer functionality is not scheduled as of yet. But it is likely to be added in the future.
Main features:
- Greatest level of liberty given to the player
- High strategic component
- Charming Plot
- Original Soundtrack
- Wide variety of Mechs available
Download (2.4MB)
Added: 2006-12-26 License: GPL (GNU General Public License) Price:
1033 downloads
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