4 ; Format and options of this tilespec file:
5 options = "+Freeciv-2.5-tilespec"
7 ; A simple name for the tileset specified by this file:
8 name = "MacroIsoTrident"
11 ; TODO: add more overall information fields on tiles,
12 ; eg, description, authors, colors, etc.
15 normal_tile_width = 64
16 normal_tile_height = 32
18 small_tile_height = 20
24 ; Was fogstyle 0 (old iso style)
27 ; Was darkness style 1 (single-sprite)
29 ; Which terrain layer darkness is drawn top of (0-2)
32 ; offset the flags by this amount when drawing units
33 unit_flag_offset_x = 17
34 unit_flag_offset_y = 11
35 city_flag_offset_x = 17
36 city_flag_offset_y = 11
38 ; offset the units by this amount when drawing units
42 ; offset the city bar text by this amount (from the city tile origin)
45 ; offset the tile label text by this amount
46 tilelabel_offset_y = 10
48 ; Font size (points) to use to draw city names and productions:
49 city_names_font_size = 10
50 city_productions_font_size = 10
52 ; These are special because they get freed and reloaded
54 main_intro_file = "misc/intro"
55 minimap_intro_file = "misc/radar"
57 ; Below, the graphics spec files; must be somewhere (anywhere) in
58 ; the data path. Order may be important for color allocation on
59 ; low-color systems, and if there are any duplicate tags (lattermost
64 "isotrident/terrain1.spec",
65 "isotrident/terrain2.spec",
66 "isotrident/tiles.spec",
67 "isotrident/grid.spec",
69 "misc/governments.spec",
70 "misc/specialists.spec",
72 "isotrident/unitextras.spec",
73 "isotrident/select.spec",
77 "misc/buildings.spec",
83 "isotrident/fog.spec",
84 "isotrident/nuke.spec",
85 "trident/explosions.spec",
86 "isotrident/cities.spec",
87 "isotrident/morecities.spec"
90 ; Include color definitions
91 *include "misc/colors.tilespec"
93 ; Terrain info - see README.graphics
96 match_types = "land", "water"
99 match_types = "forest", "hills", "mountains", "ridge"
101 ; Water graphics referenced by terrain.ruleset
106 layer0_match_type = "water"
107 layer0_match_with = "water"
108 layer0_sprite_type = "corner"
113 layer0_match_type = "water"
114 layer0_match_with = "water"
115 layer0_sprite_type = "corner"
117 ; Land graphics referenced by terrain.ruleset
122 layer0_match_type = "land"
123 mine_sprite = "tx.oil_mine"
128 layer0_match_type = "land"
129 mine_sprite = "tx.oil_mine"
134 layer0_match_type = "land"
135 layer1_match_type = "forest"
136 layer1_match_with = "forest"
137 mine_sprite = "tx.mine"
142 layer0_match_type = "land"
143 mine_sprite = "tx.mine"
148 layer0_match_type = "land"
149 layer1_match_type = "hills"
150 layer1_match_with = "hills"
151 mine_sprite = "tx.mine"
156 layer0_match_type = "land"
157 mine_sprite = "tx.mine"
162 layer0_match_type = "land"
163 layer1_match_type = "mountains"
164 layer1_match_with = "mountains"
165 mine_sprite = "tx.mine"
170 layer0_match_type = "land"
171 mine_sprite = "tx.mine"
176 layer0_match_type = "land"
177 mine_sprite = "tx.mine"
182 layer0_match_type = "land"
183 mine_sprite = "tx.oil_mine"
188 "road.road", "AllSeparate"
189 "road.rail", "AllSeparate"
190 "road.river", "River"