[tilespec] ; Format and options of this tilespec file: options = "+Freeciv-2.6-tilespec" ; A simple name for the tileset specified by this file: name = "Ancients" priority = 5 ; Version numbering so that until freeciv version a.b has stable format, ; version here is some a.b-pre, a.b-dev, or a.b-alpha. The first version ; with the stable format is a.b-0, then a.b-1... version = "2.6-0b" ; Summary and full description of the tileset. summary = _("Tileset to be used with Ancients ruleset.") ;description = "" ; TODO: add more overall information fields on tiles, ; eg, authors, colors, etc. ; Basic tile sizes: normal_tile_width = 30 normal_tile_height = 30 small_tile_width = 15 small_tile_height = 20 type = "overhead" is_hex = FALSE ; Blended fog fog_style = "Darkness" darkness_style = "Corner" ; Which terrain layer darkness is drawn top of (0-2) darkness_layer = 0 ; offset the flags by this amount when drawing units unit_flag_offset_x = 0 unit_flag_offset_y = 0 city_flag_offset_x = 0 city_flag_offset_y = 0 ; offset the city occupied sprite by this amount occupied_offset_x = 0 occupied_offset_y = 0 ; offset the units by this amount unit_offset_x = 0 unit_offset_y = 0 ; offset of the normal activity icons activity_offset_x = 0 activity_offset_y = 0 ; offset the cities by this amount city_offset_x = 0 city_offset_y = 0 ; offset the citybar text by this amount (from the city tile origin) citybar_offset_y = 27 ; offset the tile label text by this amount tilelabel_offset_y = 10 ; offset the upkeep icons by this amount from the top of the unit itself. ; The default is the normal tile height, which means that the upkeep icons ; appear below the unit icon if the unit icons are equal to tile height ; (typical in overhead tileset), or overlay lower part of the unit icon, ; if unit icon is higher than tiles (typical in iso tilesets) ;unit_upkeep_offset_y = 0 ; Like unit_upkeep_offset_y, but to be used in case there`s only small ; space for the overall icon produced. Defaults to unit_upkeep_offset_y - ; not having alternative layout. ; Set it to overlay lower part of the unit icon instead of taking extra ; space below. unit_upkeep_small_offset_y = 20 ; Font size (points) to use to draw city names and productions. ; (Deprecated, and ignored by many clients.) city_names_font_size = 10 city_productions_font_size = 10 ; These are special because they get freed and reloaded ; as required: main_intro_file = "ancients/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", "trident/tiles.spec", "misc/small.spec", "misc/events.spec", "misc/governments.spec", "misc/specialists.spec", "ancients/units.spec", "trident/select.spec", "misc/flags.spec", "misc/shields.spec", "misc/editor.spec", "misc/cursors.spec", "trident/grid.spec", "trident/roads.spec", "misc/buildings.spec", "misc/space.spec", "misc/techs.spec", "misc/treaty.spec", "misc/icons.spec", "trident/fog.spec", "trident/cities.spec", "trident/explosions.spec" ; Include color definitions *include "misc/colors.tilespec" ; Terrain info - see README.graphics [layer0] match_types = "desert", "forest", "grassland", "hills", "jungle", "mountains", "water", "plains", "swamp", "tundra" [layer1] match_types = "water", "land" [layer2] match_types = "water", "arctic" ; Water graphics referenced by terrain.ruleset ; [tile_coast] tag = "coast" blend_layer = 0 num_layers = 3 layer0_match_type = "water" layer0_match_with = "water" layer0_sprite_type = "corner" layer1_match_type = "water" layer1_match_with = "water" layer2_match_type = "water" layer2_match_with = "water" [tile_floor] tag = "floor" blend_layer = 0 num_layers = 3 layer0_match_type = "water" layer0_match_with = "water" layer0_sprite_type = "corner" layer1_match_type = "water" layer1_match_with = "water" layer2_match_type = "water" layer2_match_with = "water" [tile_lake] tag = "lake" blend_layer = 0 num_layers = 3 layer0_match_type = "water" layer0_match_with = "water" layer0_sprite_type = "corner" layer1_match_type = "water" layer1_match_with = "water" layer2_match_type = "water" layer2_match_with = "water" [tile_inaccessible] tag = "inaccessible" blend_layer = 0 num_layers = 3 layer0_match_type = "water" layer0_match_with = "water" layer0_sprite_type = "corner" layer1_match_type = "water" layer1_match_with = "water" layer2_match_type = "water" layer2_match_with = "water" ; Land graphics referenced by terrain.ruleset ; [tile_arctic] tag = "arctic" blend_layer = 0 num_layers = 3 layer0_match_type = "tundra" layer0_match_with = "tundra" layer1_match_type = "water" layer1_match_with = "water" layer2_match_type = "arctic" [tile_desert] tag = "desert" blend_layer = 0 num_layers = 3 layer0_match_type = "desert" layer0_match_with = "desert" layer1_match_type = "land" layer2_match_type = "water" [tile_forest] tag = "forest" blend_layer = 0 num_layers = 3 layer0_match_type = "forest" layer0_match_with = "forest" layer1_match_type = "land" layer2_match_type = "water" [tile_grassland] tag = "grassland" blend_layer = 0 num_layers = 3 layer0_match_type = "grassland" layer1_match_type = "land" layer2_match_type = "water" [tile_hills] tag = "hills" blend_layer = 0 num_layers = 3 layer0_match_type = "hills" layer0_match_with = "hills" layer1_match_type = "land" layer2_match_type = "water" [tile_jungle] tag = "jungle" blend_layer = 0 num_layers = 3 layer0_match_type = "jungle" layer0_match_with = "jungle" layer1_match_type = "land" layer2_match_type = "water" [tile_mountains] tag = "mountains" blend_layer = 0 num_layers = 3 layer0_match_type = "mountains" layer0_match_with = "mountains" layer1_match_type = "land" layer2_match_type = "water" [tile_plains] tag = "plains" blend_layer = 0 num_layers = 3 layer0_match_type = "plains" layer0_match_with = "plains" layer1_match_type = "land" layer2_match_type = "water" [tile_swamp] tag = "swamp" blend_layer = 0 num_layers = 3 layer0_match_type = "swamp" layer0_match_with = "swamp" layer1_match_type = "land" layer2_match_type = "water" [tile_tundra] tag = "tundra" blend_layer = 0 num_layers = 3 layer0_match_type = "tundra" layer0_match_with = "tundra" layer1_match_type = "land" layer2_match_type = "water" [extras] styles = { "name", "style" "road.road", "RoadParityCombined" "road.river", "River" "tx.irrigation", "Cardinals" "tx.farmland", "Cardinals" "tx.mine", "Single1" "tx.pollution", "Single2" "tx.fallout", "Single2" "tx.village", "Single1" "base.fortress", "3Layer" }