4 ; Format and options of this tilespec file:
5 options = "+Freeciv-2.6-tilespec"
7 ; A simple name for the tileset specified by this file:
11 ; There`s no separate versioning in tilesets part of main freeciv distribution
14 ; Summary and full description of the tileset.
15 summary = _("Default tileset, for isometric view.")
18 ; TODO: add more overall information fields on tiles,
19 ; eg, authors, colors, etc.
22 normal_tile_width = 96
23 normal_tile_height = 48
25 small_tile_height = 20
32 fog_style = "Darkness"
33 darkness_style = "Corner"
34 ; Which terrain layer darkness is drawn top of (0-2)
37 ; offset the flags by this amount when drawing units
38 unit_flag_offset_x = 25
39 unit_flag_offset_y = 16
40 city_flag_offset_x = 2
41 city_flag_offset_y = 9
43 ; offset the city occupied sprite by this amount
47 ; offset the units by this amount
51 ; offset of the normal activity icons
52 activity_offset_x = 49
55 ; offset the cities by this amount
59 ; offset the city bar text by this amount (from the city tile origin)
62 ; offset the tile label text by this amount
63 tilelabel_offset_y = 15
65 ; offset the upkeep icons by this amount from the top of the unit itself.
66 ; The default is the normal tile height, which means that the upkeep icons
67 ; appear below the unit icon if the unit icons are equal to tile height
68 ; (typical in overhead tileset), or overlay lower part of the unit icon,
69 ; if unit icon is higher than tiles (typical in iso tilesets)
70 ;unit_upkeep_offset_y = 0
72 ; Like unit_upkeep_offset_y, but to be used in case there`s only small
73 ; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
74 ; not having alternative layout.
75 ;unit_upkeep_small_offset_y = 0
77 ; Font size (points) to use to draw city names and productions:
78 city_names_font_size = 10
79 city_productions_font_size = 8
81 ; These are special because they get freed and reloaded
83 main_intro_file = "misc/intro"
84 minimap_intro_file = "misc/radar"
86 ; Below, the graphics spec files; must be somewhere (anywhere) in
87 ; the data path. Order may be important for color allocation on
88 ; low-color systems, and if there are any duplicate tags (lattermost
91 "amplio2/terrain1.spec",
92 "amplio2/maglev.spec",
93 "amplio2/terrain2.spec",
95 "amplio2/mountains.spec",
99 "amplio2/upkeep.spec",
100 "amplio2/activities.spec",
104 "misc/governments.spec",
105 "misc/specialists.spec",
106 "amplio2/units.spec",
107 "amplio2/veterancy.spec",
108 "misc/flags-large.spec",
109 "misc/buildings-large.spec",
110 "misc/wonders-large.spec",
115 "amplio2/explosions.spec",
116 "amplio2/cities.spec",
117 "amplio2/bases.spec",
118 "amplio2/select.spec",
121 "misc/overlays.spec",
123 "misc/shields-large.spec",
128 ; Include color definitions
129 *include "misc/colors.tilespec"
131 ; Terrain info - see README.graphics
134 match_types = "shallow", "deep", "land"
137 match_types = "forest", "hills", "mountains", "water", "ice"
140 match_types = "water", "ice"
142 ; Water graphics referenced by terrain.ruleset
148 layer0_match_type = "shallow"
149 layer0_match_with = "land"
150 layer0_sprite_type = "corner"
156 layer0_match_type = "shallow"
157 layer0_match_with = "deep", "land"
158 layer0_sprite_type = "corner"
159 layer1_match_type = "water"
160 layer1_match_with = "ice"
161 layer1_sprite_type = "corner"
167 layer0_match_type = "deep"
168 layer0_match_with = "shallow", "land"
169 layer0_sprite_type = "corner"
170 layer1_match_type = "water"
171 layer1_match_with = "ice"
172 layer1_sprite_type = "corner"
174 ; Land graphics referenced by terrain.ruleset
178 ; treated as water for ice cliffs
181 layer0_match_type = "shallow"
182 layer1_match_type = "ice"
183 layer2_match_type = "ice"
189 layer0_match_type = "land"
195 layer0_match_type = "land"
196 layer1_match_type = "forest"
197 layer1_match_with = "forest"
203 layer0_match_type = "land"
209 layer0_match_type = "land"
210 layer1_match_type = "hills"
211 layer1_match_with = "hills"
217 layer0_match_type = "land"
218 layer1_match_type = "forest"
219 layer1_match_with = "forest"
225 layer0_match_type = "land"
226 layer1_match_type = "hills"
227 layer1_match_with = "hills"
228 layer1_is_tall = TRUE
235 layer0_match_type = "land"
241 layer0_match_type = "land"
247 layer0_match_type = "land"
253 layer0_match_type = "land"
258 "road.road", "RoadAllSeparate"
259 "road.rail", "RoadAllSeparate"
260 "road.maglev", "RoadAllSeparate"
261 "road.river", "River"
262 "tx.irrigation", "Cardinals"
263 "tx.farmland", "Cardinals"
265 "tx.oil_mine", "Single1"
266 "tx.pollution", "Single2"
267 "tx.fallout", "Single2"
268 "tx.village", "Single1"
269 "base.outpost", "3Layer"
270 "base.fortress", "3Layer"
271 "base.airstrip", "3Layer"
272 "base.airbase", "3Layer"
273 "base.buoy", "3layer"
274 "base.ruins", "3Layer"