[tilespec] ; Format and options of this tilespec file: options = "+Freeciv-2.5-tilespec" ; A simple name for the tileset specified by this file: name = "AmplioHexBig Extra Units" ; by GriffonSpade priority = 3 ; TODO: add more overall information fields on tiles, ; eg, description, authors, colors, etc. ; Basic tile sizes: normal_tile_width = 126 normal_tile_height = 64 small_tile_width = 15 small_tile_height = 20 ; Basic tile style. hex_side = 16 is_hex = TRUE type = "isometric" is_mountainous = 0 ; Use fogstyle 0 (old iso style) fogstyle = 0 ; Was darkness style 1 (single-sprite) darkness_style = 2 ; Which terrain layer darkness is drawn top of (0-2) darkness_layer = 2 ; offset the flags by this amount when drawing units unit_flag_offset_x = 45 unit_flag_offset_y = 39 city_flag_offset_x = 41 city_flag_offset_y = 10 ; offset the units by this amount when drawing units unit_offset_x = 33 unit_offset_y = 42 ; offset the city bar text by this amount (from the city tile origin) citybar_offset_y = 40 ; offset the tile label text by this amount tilelabel_offset_y = 20 ; Font to use to draw city names: city_names_font = "9x15bold" ; Font to use to draw city productions: city_productions_font = "6x13" ; Should flags be drawn as transparent: (else opaque) flags_are_transparent = 1 ; Font size (points) to use to draw city names and productions: city_names_font_size = 10 city_productions_font_size = 10 ; These are special because they get freed and reloaded ; as required: main_intro_file = "misc/intro" minimap_intro_file = "misc/radar" ; Below, the graphics spec files; must be somewhere (anywhere) in ; the data path. Order may be important for color allocation on ; low-color systems, and if there are any duplicate tags (lattermost ; tag is used). files = "misc/overlays.spec", "misc/citybar.spec", "misc/small.spec", "misc/governments.spec", "misc/specialists.spec", "misc/buildings-large.spec", "misc/wonders-large.spec", "misc/flags-large.spec", "misc/cursors.spec", "misc/space.spec", "misc/techs.spec", "misc/treaty.spec", "misc/icons.spec", "misc/editor.spec", "amplio2/nuke.spec", "amplio2/explosions.spec", "amplio2/units.spec", "ampliohexbig/bases.spec", "ampliohexbig/cities.spec", "ampliohexbig/flags.spec", "ampliohexbig/grid.spec", "ampliohexbig/rivers.spec", "ampliohexbig/roads.spec", "ampliohexbig/select.spec", "ampliohexbig/terrain1.spec", "ampliohexbig/terrain1a.spec", "ampliohexbig/terrain2.spec", "ampliohexbig/tiles.spec", "ampliohexbig/unitcost.spec", "ampliohexbig/unitextras.spec", "ampliohexbig/water1.spec", "ampliohexbig/water2.spec", "ampliohexbig/water3.spec" ; Include color definitions *include "misc/colors.tilespec" ; Terrain info - see README.graphics [layer0] match_types = "floor", "coast", "lake" [layer1] match_types = "water", "land" [layer2] match_types = "hills", "foliage" ; Water graphics referenced by terrain.ruleset ; [tile_lake] blend_layer = 2 num_layers = 2 layer0_match_type = "lake" layer0_match_with = "lake" layer0_sprite_type = "corner" layer1_match_type = "water" layer1_match_with = "water" layer1_sprite_type = "corner" mine_sprite = "tx.oil_mine" [tile_coast] blend_layer = 2 num_layers = 2 layer0_match_type = "coast" layer1_match_type = "water" layer1_match_with = "water" layer1_sprite_type = "corner" mine_sprite = "tx.oil_mine" [tile_floor] blend_layer = 2 num_layers = 2 layer0_match_type = "floor" layer0_match_with = "floor" layer0_sprite_type = "corner" layer1_match_type = "water" layer1_match_with = "water" layer1_sprite_type = "corner" mine_sprite = "tx.oil_mine" ; Land graphics referenced by terrain.ruleset ; [tile_arctic] blend_layer = 0 num_layers = 2 layer0_match_type = "lake" layer1_match_type = "water" mine_sprite = "tx.oil_mine" [tile_desert] blend_layer = 1 num_layers = 2 layer1_match_type = "land" mine_sprite = "tx.oil_mine" [tile_forest] blend_layer = 1 num_layers = 3 layer1_match_type = "land" layer2_match_type = "foliage" layer2_match_with = "foliage" mine_sprite = "tx.mine" [tile_grassland] blend_layer = 1 num_layers = 2 layer1_match_type = "land" mine_sprite = "tx.oil_mine" [tile_hills] blend_layer = 1 num_layers = 3 layer1_match_type = "land" layer2_match_type = "hills" layer2_match_with = "hills" mine_sprite = "tx.mine" [tile_jungle] blend_layer = 1 num_layers = 3 layer1_match_type = "land" layer2_match_type = "foliage" layer2_match_with = "foliage" mine_sprite = "tx.mine" [tile_mountains] blend_layer = 1 num_layers = 3 layer1_match_type = "land" layer2_match_type = "hills" layer2_match_with = "hills" mine_sprite = "tx.mine" [tile_plains] blend_layer = 1 num_layers = 2 layer1_match_type = "land" mine_sprite = "tx.oil_mine" [tile_swamp] blend_layer = 1 num_layers = 2 layer1_match_type = "land" mine_sprite = "tx.oil_mine" [tile_tundra] blend_layer = 1 num_layers = 2 layer1_match_type = "land" mine_sprite = "tx.oil_mine" [tile_inaccessible] blend_layer = 0 num_layers = 2 layer0_match_type = "floor" layer1_match_type = "land" mine_sprite = "tx.oil_mine" ; Use roadstyle 0 (old iso style) ;Old numeric style values have been replaced with textual values: 0 -> "AllSeparate", 1 -> "ParityCombined", 2 -> "AllCombined" [roads] styles = { "name", "style" "road.road", "AllSeparate" "road.rail", "AllCombined" "road.maglev", "AllCombined" "road.river", "River" }