3 ; Format and options of this tilespec file:
4 options = "+Freeciv-2.6-tilespec"
6 ; A simple name for the tileset specified by this file:
10 ; There`s no separate versioning in tilesets part of main freeciv distribution
13 ; Summary and full description of the tileset.
14 summary = _("Basic small overhead tileset.")
17 ; TODO: add more overall information fields on tiles,
18 ; eg, authors, colors, etc.
21 normal_tile_width = 30
22 normal_tile_height = 30
24 small_tile_height = 20
31 fog_style = "Darkness"
33 ; Was darkness style "CardinalFull" (15 sprites)
34 darkness_style = "Corner"
35 ; Which terrain layer darkness is drawn top of (0-2)
38 ; offset the flags by this amount when drawing units
39 unit_flag_offset_x = 0
40 unit_flag_offset_y = 0
41 city_flag_offset_x = 0
42 city_flag_offset_y = 0
44 ; offset the city occupied sprite by this amount
48 ; offset the units by this amount
52 ; offset of the normal activity icons
56 ; offset the cities by this amount
60 ; offset the city bar text by this amount (from the city tile origin)
63 ; offset the tile label text by this amount
64 tilelabel_offset_y = 10
66 ; offset the upkeep icons by this amount from the top of the unit itself.
67 ; The default is the normal tile height, which means that the upkeep icons
68 ; appear below the unit icon if the unit icons are equal to tile height
69 ; (typical in overhead tileset), or overlay lower part of the unit icon,
70 ; if unit icon is higher than tiles (typical in iso tilesets)
71 ;unit_upkeep_offset_y = 0
73 ; Like unit_upkeep_offset_y, but to be used in case there`s only small
74 ; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
75 ; not having alternative layout.
76 ; Set it to overlay lower part of the unit icon instead of taking extra
78 unit_upkeep_small_offset_y = 20
80 ; Font size (points) to use to draw city names and productions:
81 city_names_font_size = 10
82 city_productions_font_size = 10
84 ; These are special because they get freed and reloaded
86 main_intro_file = "misc/intro"
87 minimap_intro_file = "misc/radar"
89 ; Below, the graphics spec files; must be somewhere (anywhere) in
90 ; the data path. Order may be important for color allocation on
91 ; low-color systems, and if there are any duplicate tags (lattermost
100 "misc/governments.spec",
101 "misc/specialists.spec",
102 "trident/units.spec",
103 "trident/select.spec",
108 "trident/roads.spec",
109 "misc/buildings.spec",
116 "trident/cities.spec",
117 "trident/explosions.spec"
120 ; Include color definitions
121 *include "misc/colors.tilespec"
123 ; Terrain info - see README.graphics
126 match_types = "desert", "forest", "grassland", "hills", "jungle", "mountains", "water", "plains", "swamp", "tundra"
129 match_types = "water", "land"
132 match_types = "water", "arctic"
134 ; Water graphics referenced by terrain.ruleset
140 layer0_match_type = "water"
141 layer0_match_with = "water"
142 layer0_sprite_type = "corner"
143 layer1_match_type = "water"
144 layer1_match_with = "water"
145 layer2_match_type = "water"
146 layer2_match_with = "water"
152 layer0_match_type = "water"
153 layer0_match_with = "water"
154 layer0_sprite_type = "corner"
155 layer1_match_type = "water"
156 layer1_match_with = "water"
157 layer2_match_type = "water"
158 layer2_match_with = "water"
164 layer0_match_type = "water"
165 layer0_match_with = "water"
166 layer0_sprite_type = "corner"
167 layer1_match_type = "water"
168 layer1_match_with = "water"
169 layer2_match_type = "water"
170 layer2_match_with = "water"
176 layer0_match_type = "water"
177 layer0_match_with = "water"
178 layer0_sprite_type = "corner"
179 layer1_match_type = "water"
180 layer1_match_with = "water"
181 layer2_match_type = "water"
182 layer2_match_with = "water"
184 ; Land graphics referenced by terrain.ruleset
190 layer0_match_type = "tundra"
191 layer0_match_with = "tundra"
192 layer1_match_type = "water"
193 layer1_match_with = "water"
194 layer2_match_type = "arctic"
200 layer0_match_type = "desert"
201 layer0_match_with = "desert"
202 layer1_match_type = "land"
203 layer2_match_type = "water"
209 layer0_match_type = "forest"
210 layer0_match_with = "forest"
211 layer1_match_type = "land"
212 layer2_match_type = "water"
218 layer0_match_type = "grassland"
219 layer1_match_type = "land"
220 layer2_match_type = "water"
226 layer0_match_type = "hills"
227 layer0_match_with = "hills"
228 layer1_match_type = "land"
229 layer2_match_type = "water"
235 layer0_match_type = "jungle"
236 layer0_match_with = "jungle"
237 layer1_match_type = "land"
238 layer2_match_type = "water"
244 layer0_match_type = "mountains"
245 layer0_match_with = "mountains"
246 layer1_match_type = "land"
247 layer2_match_type = "water"
253 layer0_match_type = "plains"
254 layer0_match_with = "plains"
255 layer1_match_type = "land"
256 layer2_match_type = "water"
262 layer0_match_type = "swamp"
263 layer0_match_with = "swamp"
264 layer1_match_type = "land"
265 layer2_match_type = "water"
271 layer0_match_type = "tundra"
272 layer0_match_with = "tundra"
273 layer1_match_type = "land"
274 layer2_match_type = "water"
279 "road.road", "RoadParityCombined"
280 "road.rail", "RoadParityCombined"
281 "road.maglev", "RoadParityCombined"
282 "road.river", "River"
283 "tx.irrigation", "Cardinals"
284 "tx.farmland", "Cardinals"
286 "tx.oil_mine", "Single1"
287 "tx.pollution", "Single2"
288 "tx.fallout", "Single2"
289 "tx.village", "Single1"
290 "base.outpost", "3Layer"
291 "base.fortress", "3Layer"
292 "base.airstrip", "3Layer"
293 "base.airbase", "3Layer"
294 "base.ruins", "3Layer"