4 ; Format and options of this tilespec file:
5 options = "+Freeciv-tilespec-Devel-2013.Feb.04"
7 ; A simple name for the tileset specified by this file:
11 ; TODO: add more overall information fields on tiles,
12 ; eg, description, authors, colors, etc.
15 normal_tile_width = 96
16 normal_tile_height = 48
18 small_tile_height = 20
24 ; Fogstyle 2, darkness_style 4 : blended fog
28 ; offset the flags by this amount when drawing units
29 unit_flag_offset_x = 25
30 unit_flag_offset_y = 16
31 city_flag_offset_x = 2
32 city_flag_offset_y = 9
34 ; offset the units by this amount when drawing units
38 ; offset the city bar text by this amount (from the city tile origin)
41 ; offset the tile label text by this amount
42 tilelabel_offset_y = 15
44 ; Font size (points) to use to draw city names and productions:
45 city_names_font_size = 10
46 city_productions_font_size = 8
48 ; These are special because they get freed and reloaded
50 main_intro_file = "misc/intro"
51 minimap_intro_file = "misc/radar"
53 ; Below, the graphics spec files; must be somewhere (anywhere) in
54 ; the data path. Order may be important for color allocation on
55 ; low-color systems, and if there are any duplicate tags (lattermost
58 "amplio2/terrain1.spec",
59 "amplio2/maglev.spec",
60 "amplio2/terrain2.spec",
62 "amplio2/mountains.spec",
68 "misc/governments.spec",
70 "amplio2/veterancy.spec",
71 "misc/flags-large.spec",
72 "misc/buildings-large.spec",
73 "misc/wonders-large.spec",
78 "amplio2/explosions.spec",
79 "amplio2/ancientcities.spec",
80 "amplio2/medievalcities.spec",
81 "amplio2/moderncities.spec",
82 "amplio2/select.spec",
87 "misc/shields-large.spec",
92 ; Include color definitions
93 *include "misc/colors.tilespec"
95 ; Terrain info - see README.graphics
98 match_types = "shallow", "deep", "land"
101 match_types = "forest", "hills", "mountains", "water", "ice"
104 match_types = "water", "ice"
106 ; Water graphics referenced by terrain.ruleset
111 layer0_match_type = "shallow"
112 layer0_match_with = "land"
113 layer0_sprite_type = "corner"
118 layer0_match_type = "shallow"
119 layer0_match_with = "deep", "land"
120 layer0_sprite_type = "corner"
121 layer1_match_type = "water"
122 layer1_match_with = "ice"
123 layer1_sprite_type = "corner"
128 layer0_match_type = "deep"
129 layer0_match_with = "shallow", "land"
130 layer0_sprite_type = "corner"
131 layer1_match_type = "water"
132 layer1_match_with = "ice"
133 layer1_sprite_type = "corner"
135 ; Land graphics referenced by terrain.ruleset
138 ; treated as water for ice cliffs
141 layer0_match_type = "shallow"
142 layer1_match_type = "ice"
143 layer2_match_type = "ice"
144 mine_sprite = "tx.oil_mine"
149 layer0_match_type = "land"
150 mine_sprite = "tx.oil_mine"
155 layer0_match_type = "land"
156 layer1_match_type = "forest"
157 layer1_match_with = "forest"
162 layer0_match_type = "land"
167 layer0_match_type = "land"
168 layer1_match_type = "hills"
169 layer1_match_with = "hills"
170 mine_sprite = "tx.mine"
175 layer0_match_type = "land"
176 layer1_match_type = "forest"
177 layer1_match_with = "forest"
182 layer0_match_type = "land"
183 layer1_match_type = "hills"
184 layer1_match_with = "hills"
185 layer1_is_tall = TRUE
187 mine_sprite = "tx.mine"
192 layer0_match_type = "land"
197 layer0_match_type = "land"
202 layer0_match_type = "land"
207 layer0_match_type = "land"
212 "road", "AllSeparate"
213 "rail", "AllSeparate"