01-05-2021



War

The download version of Liquid War for Mac is 6.0. The 'suspicious' status usually means that the application includes optional adware components that you don't have to install. This download is absolutely FREE. Liquid War antivirus report. Liquid War 7 Project ID: 9519697. Star 2 248 Commits; 2 Branches; 0 Tags; 13.8 MB Files; 188 MB Storage; A distributed wargame. Read more master. Switch branch/tag. Author's Description: A multiplayer wargame, distributed as free software. Up to 6 players can play on a single computer, and network play is also possible. Liquid War's rules are very simple and original. You control an army of liquid with a cursor and your goal is to eat your opponent.

Group

Liquid War 5.6.4 released posted by ufoot, Thu 18 Oct 2007 09:16:26 AM UTC - 0 replies. This is a maintenance release. Changes include: - a setup program for Microsoft Windows (using NSIS). Liquid War 6 is a multiplayer wargame. Your army is a blob of liquid and you have to try and eat your opponents. Rules are very simple yet original, they have been invented by Thomas Colcombet. It is possible to play alone against the computer but the game is really designed to be played with friends, on a single computer, on a LAN, or on Internet.

  • Main
  • Support
    • Export
  • Source code
  • Bugs
    • Export
  • Tasks
    • Submit new
    • Export
  • News
    • Submit
    • Manage
Display Criteria

Release of Liquid War 6 0.6.3902
posted by ufoot, Thu 07 May 2015 04:46:08 AM UTC - 0 replies

This is a bug-fix release, network still only works at a prototype stage. However, a bunch of bugs have been fixed, including a good deal show-stoppers which were preventing the game from starting some os OS/hardware combinations.

Have a nice day,

Christian.

Release of Liquid War 6 0.4.3681
posted by ufoot, Thu 27 Mar 2014 04:00:33 AM UTC - 0 replies

This is a bug-fix release, network works at a prototype stage.

Have a nice day,

Christian.

Liquid War 6 0.2.3551 released
posted by ufoot, Sun 05 Jan 2014 01:17:17 PM UTC - 0 replies

After more than two years without a release, here's finally one. No revolution for now, but an important contribution from Epitech students (Epitech is a French IT school) who implemented a libcaca graphical (well, text, for that matter...) backend, ...


[Read more]Liquid War 6 0.0.12beta released
posted by ufoot, Sun 18 Dec 2011 06:02:48 PM UTC - 0 replies

0.0.12beta is out, quoting NEWS file:

Major improvements include help, tooltips and breadcrumbs displayed within the menus. The network remote node detection is enabled by default, even if network are not yet possible. Map can also have a proper ...


[Read more]Liquid War 0.0.11beta released

Dug Ww2 Relics For Sale


posted by ufoot, Tue 04 Oct 2011 07:43:10 AM UTC - 0 replies

Hello,

Liquid War 0.0.11beta has been released.

This releases introduces weapons, to complete the team profiles concept. It also has an exp system which unlocks the next level when you win a given level in solo games, two new bot engines, visual enhancements including a wave effect, a Russian translation, and fixes about 10 outstanding bugs.

Available on: http://download.savannah.gnu.org/releases/liquidwar6/0.0.11beta/

Have a nice day,

Christian.

Liquid War 0.0.10beta released
posted by ufoot, Fri 29 Jul 2011 11:31:15 PM UTC - 0 replies

After almost a whole year, a new LW6 release is finally out. Quoting the NEWS file:

This releases brings a new concept: 'team profiles'. Team can
act differently, some of them being more aggressive but weak,
some other being faster, and so on. Additionnally, bubbling ...


[Read more]Liquid War 6 0.0.9beta released
posted by ufoot, Mon 23 Aug 2010 11:13:24 PM UTC - 0 replies

Hi,

Quoting the NEWS file:

-----8<-------------------------------------------------------------

  • August 2010: release of 0.0.9beta. This releases fixes bugs 28030 (killing spree with small teams), 30409 (OS/X packaging), and 30354 (libpng ...

[Read more]Liquid War 6 0.0.8beta releasedLiquid
posted by ufoot, Mon 05 Jul 2010 01:54:51 PM UTC - 1 reply

Hello,

Liquid War 6 0.0.8beta has been released today, game is now packaged for GNU/Linux, Microsoft Windows and MaOS/X. Has a bunch of new features including multiple layers, auto speed-calibration, a (totally useless!) splash screen and comes with some music. Network still not working, but getting closer and closer.

Enjoy!

Christian.

Liquid War 6 0.0.7beta released
posted by ufoot, Sun 04 Oct 2009 01:23:16 AM UTC - 0 replies

This long waited release introduces a dedicated rendering thread, the idea being to use modern and common multicore CPUs at their best capabilities. Game has also been ported to Mac OS X, even if no package is yet available. Among the new features ...


[Read more]0.0.6beta, has layer support
posted by ufoot, Sat 10 Jan 2009 08:50:25 PM UTC - 0 replies

Hello,

Liquid War 6 0.0.6beta is out.

This release has a remarquable new feature, which is a good example of what was perfectly not doable with old Liquid War 5. Indeed, maps can now have several layers, that is, players can move on different ...


[Read more]
0.0.5beta, playable releaseposted by ufoot, Sat 20 Dec 2008 11:10:21 PM UTC - 0 replies
Liquid War 6 0.0.4betaposted by ufoot, Fri 19 Sep 2008 09:07:45 PM UTC - 0 replies
0.0.3betaposted by ufoot, Wed 30 Jan 2008 10:55:21 PM UTC - 0 replies
Cached
October 2007 newsposted by ufoot, Mon 29 Oct 2007 08:51:55 PM UTC - 0 replies
New release, GPL v3posted by ufoot, Fri 07 Sep 2007 09:42:48 PM UTC - 0 replies
Liquid War 6 packages availableposted by ufoot, Sat 30 Dec 2006 01:07:09 AM UTC - 0 replies
Liquid War 6 working demoposted by ufoot, Sat 25 Nov 2006 01:57:34 AM UTC - 0 replies
New Liquid War 6 snapshotposted by ufoot, Fri 13 Oct 2006 07:50:09 AM UTC - 0 replies
News from Liquid War 6, more & more codeposted by ufoot, Mon 15 May 2006 02:23:00 PM UTC - 0 replies
Liquid War 6 : refactoring done, let's talk about algorithmsposted by ufoot, Sun 26 Mar 2006 01:40:23 PM UTC - 0 replies
Dynamic linking and graphical backendsposted by ufoot, Wed 01 Mar 2006 08:22:07 PM UTC - 0 replies
Development snapshot 20060101posted by ufoot, Sun 01 Jan 2006 12:43:55 PM UTC - 0 replies
[Submit News]
[22 news in archive]

Copyright © 2019 Free Software Foundation, Inc.
Verbatim copying and distribution of this entire articleis permitted in any medium, provided this notice is preserved.
The Levitating,Meditating, Flute-playing Gnu logo is a GNU GPL'ed image providedby the Nevrax Design Team.
Source Code

Cached

The minimap in a strategy game shrinks a huge war into the size of a small window. At such a large scale, whether set in ancient Rome or a distant planet, any battle will look like thousands of multicolored dots running around. In a way, it boils the strategy game genre down to its most basic pieces – fighting dots.

Liquid War 5 totally embraces that reduction and runs with it. You control a liquid made up of hundreds of particles, fighting against other liquids. (Maybe it’s more like those web games where you play with a fountain of powder.) It gets the beats of a big battle in the simplest terms, mixed with the weird sensory experience of being a puddle of goop.

Liquid War started as the generic strategy game it resembles at first glance. Thomas Colcombet (Thom-Thom) created the first prototype of Liquid War in 1995 as a programming test for character path-finding; his friend Christian Manduit expanded on it, though by his own admission earlier versions were unstable and nearly unplayable. Liquid War 5, possibly the first good version, debuted in 1998 and stayed in development for about a decade before Manduit started on Liquid War 6. (This post is based on version 5.6.3, the penultimate release, because the final release has a strange graphics issue.)

Since those earliest versions, Liquid War has had the same core strategy. When two liquids collide, they try to consume each other. That’s easier when the liquids are thinner and moving around. If two liquids hit head-on, they stop, thicken, and clot, causing a stalemate. To really rough up another liquid, you need to attack it from multiple angles, forcing it to spread out and thin out.

On a wide-open map, a liquid war is a big frantic rush to clobber each other with little room for creativity, like a bunch of lions fighting in a coliseum. Most maps generally have more going on – more interesting geometry to navigate your cursor around. The default Liquid War stage (called “genuine” by the game) is a great example; it’s built out of pipes, alcoves, and obstacles, creating places for liquids to seep through, clog up, and fight around each other. You frequently have multiple ways to move and, consequently, multiple ways to be attacked.

The 150 maps in Liquid War 5 create slightly different strategies. Their variety defines the flow of the game. Map #25, Fish, has dozens of half-circle shapes that catch your cursor if you try moving against them. Pool and Pipes consists of small pods connected by wirey tubes that constrict the flow of your liquid as you trickle it through the web-like layout. In all of them, control of passageways equals control of the map and control of the game. See the brilliant map Computer, where a razor-thin grid on top of the usual obstacles gives liquids a tight path to go anywhere on the map; oozing into the grid is critical. (It must also be acknowledged that one map contains a racist drawing. It’s uncomfortable that the developers felt okay including it.)

Unique map patterns, like this sitting man, give every match its own playbook

Liquid War 5 is at its most energetic with four or five liquids trying to encircle each other. When just two liquids remain, they get in slow head-to-head standoff where every little movement or calculated decision to back off can upend the field. By the developer’s own admission, the computer opponent “has no strategy at all” [link] – maybe not an ideal fit for a game that ends like this, but the AI’s variable aggression levels (and other tweakable game logic factors, like how quickly liquid recovers from fighting) are surprising anyway. Worst case, it always ends after four minutes.

You start to think like a liquid after playing for a while, if that’s possible. The game sloshes back and forth with water sounds and a slightly nauseating visual effect as your liquid flows into whatever space it can reach. Maps have a corporate PowerPoint theme aesthetic that pulls you deeper into the game’s watery character (minus the wonderful, stranger maps, like a chart of the solar system).

Though you could turn off all the effects and play it like a minimap from a more straight-laced war game, all the embellishments give you a better idea of how the game should be played. Its strategy involves keeping track of where and how all your particles are drifting around. It’s easier if you imagine yourself as a puddle that can expand, split, spill over, and fill up nooks and crannies.

Trivia!

Liquid Warehouse

Normally, when you quit Liquid War 5, the game gives the polite message “Thanks for playing Liquid War! I hope you enjoyed it.” If the game crashes for some reason, it instead says “Thanks for trying to play Liquid War… I’m sorry for the trouble it’s causing you.”