v2.5.02 tileset.spec: removed references to nonexistant /misc/ files v2.5.01 flags.spec updated (and saved this time) v2.5.00 Updated for 2.5 ruleset flags.spec updated amplio2hexbig.tilespec: [tile_black] changed to [tile_inaccessible] void.spec: changed 'black' tile layers to 'inaccessible' grid.png: small touchup to unworkable tile border unitextras.png: added miniature fortress, airbase, and buoy building images. unitextras.png: added miniature road, railroad, pavement, and monorail building images for ruleset editors unitextras.spec: added references to buoy, road2, railroad, pavement, monorail icons unitextras.spec: uncommented explorakill and autoattack icons v1.7d void.spec now properly looks in directory /data/amplio2hexbig rather than /data/amplio2hexbig2 units.png cleaned a little top section of unitcost.png edited to look (better) more like the bottom section v1.7c Converted units.png and units.spec into 64x64 format Reduced unit y offset to 26 in amplio2hexbig.tilespec v1.7b Referenced data/misc/wonders-large.spec Very slightly tweaked rivers.png to connect 'apparently' disjointed sections of river at the source v1.7a Minor Adjustments to units.png and units.spec (Including putting Amplio2 diplomat back in until I get word from Ngunjaca) Minor Adjustments to river outlet color in rivers.png and rivers.spec Added mine_sprite to all terrains in amplio2hexbig.tilespec v1.7 Trimmed and realigned grid.png and grid.spec (top, left, and border all reduced to 1) Realigned, Tweaked, & Added 'outside corner' darkening to darkness.png and darkness.spec (top, left, and border all reduced to 1) Merged darkness.png and darkness.spec into grid.png and grid.spec Reference to data/misc/buildings.spec changed to data/misc/buildings-large.spec mask.tile properly referenced and trimmed in terrain1.png and terrain1.spec Redid unit offset to improve visibility of unselected unitextras on military base (fortress) Added units.png and units.spec with all default units, using partially modified amplio2 units Added untested 2.5 alpha patch to apply AFTER the rest of 1.7 is applied v1.6 Deep Oceans blended (except with Lakes, which should not occur; same 'sand' appearing as with Ocean-Lake blending) Irrigation redone with translucent 'mud' rather than opaque Farmland transparency increased from 0 to 20% in terrain1.png Added Convert icon to unitextras.png Differentiated deep ocean(lighter) and fogged ocean(higher saturation) better in terrain2.png Added icons for (theoretical) AI commands 'Aggressive Exploration'(crossed swords) and 'Auto-Attack'(Sword on Shield) to unitextras.png Added monorails to terrain1.png v1.5 Added void.png and void.spec files Added starry 'void', starry(with stalactites hanging from land/water) 'void2', brown 'dirt', and 'black' tiles Mountains, Hills, Forests, Jungles, and Taiga Edited to reduce unexplored tile creeping v1.4 Iceberg Layer created Oceans Blended together New Roads, Paved Roads, and Railroad Created Added select.png and select.spec Referenced Amplio2's unit explosion graphics (explosions.png and explosions.spec files) v1.3 Rivers Converted to Amplio Lakes Blended v1.2 Oceans Converted to Amplio Lakes Converted to their own, brighter tiles Added Taiga tiles v1.1 Hills Converted to Amplio v1.0 Base Layer Converted to Amplio Mountains Converted to Amplio Darkness altered to translucent tiles