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#THE LIQUID WAR UPDATE#
Posted by ufoot, Sun 02:00:21 PM UTC - 0 repliesĪfter some time without using Savannah's services (mostly I had switched from CVS to GNU Arch), I decided to come back to it, and update it regularly. a fix in the core algorithm, of a long-standing 9 years-old bug, this might prevent unexplained crashes on some platforms. game win32 binaries are now compiled with MinGW instead of MSVC
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a setup program for Microsoft Windows (using NSIS) Posted by ufoot, Thu 09:16:26 AM UTC - 0 replies License: GNU General Public License v2 or laterĭevelopment Status: 6 - Mature Liquid War 5.6.4 released A single player mode is available, but the game is designed to be multiplayer, and has network support. You control an army of liquid and have to try and eat your opponents. Liquid War is a unique multiplayer wargame. This project is not part of the GNU Project. Liquid War was also distributed by various download portals, for instance counted 20,000 downloads.
#THE LIQUID WAR SOFTWARE#
In 2002, Liquid War received the " Most Original Linux Game" award by The Linux Game Tome, and in 2003 it was nominated for the Les Trophées du Libre, an International Free Software Competition. In 2000 a CNN article on Linux games highlighted the fun with Liquid War. Most parts of the game and engine are finished, and playing hotseat and/or against bots works fine, just like version 5.x. Version 0.0.7 beta, a testing version, was released in October 2009. Version 6.0 is a part of the GNU project and was expected to be released in 2008.
#THE LIQUID WAR FULL#
Its author, Christian Mauduit, has announced that a complete rewrite is in progress to produce version 6.0, which will abandon the Allegro used for 5.x releases for a full OpenGL implementation.
#THE LIQUID WAR MAC OS#
(As of 2008), the current stable version is 5.6.4 and is available under MS-DOS, Microsoft Windows, Mac OS X, Linux and FreeBSD. Network support was introduced in version 5.4.0, released on 7 July 2001. It was a complete rewrite and used the Allegro library. Version 5.0 was released on 26 September 1998. It was a "barely usable" MS-DOS game with no network support. Liquid War 3.0 was released on 1 July 1995. Colcombet's friend, Christian Mauduit, enhanced the algorithm and coded the game. The game came as a result of the algorithm, when he realized its applicability to gaming. The Liquid War shortest path algorithm was invented by Thomas Colcombet before the game itself in Spring 1995. The computer AI's "strategy" is to constantly choose a random point in the enemy and move its cursor to it. A single player mode is available in which the opponents are controlled by the computer. Liquid War is a multiplayer game and can be played by up to 6 people on one computer, or over the Internet or a LAN. These obstacles may affect the strategies of the game. There are multiple maps which affect the obstacles in the battlefield. When the time runs out, the player with the most particles wins. The game ends when one player controls all of the particles or when the time runs out. Since a particle can only fight in one direction at a time (towards its team's cursor), a player that surrounds its opponents will have a distinct advantage. As particles cannot die but only change teams, the total number of particles on the map remains constant. When a particle moves into a particle from a different team, it will fight and if the opponent particle fails to fight back (it is not moving in the opposite direction) it will eventually be assimilated by its attacker. A player may have several thousands particles at a time, giving the collection of particles a look of a liquid blob. Each particle follows the shortest path around the obstacles to its team's cursor. The players can only move their cursors and cannot directly control the particles. The objective of the game is to assimilate all enemy particles. Each player (2 to 6, computer or human) has an army of particles and a cursor. Gameplay takes place on a 2D battlefield, usually with some obstacles. On the right is an information bar showing the relative size of the armies and a clock showing the time until the game expires.
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