Search found 578 matches

by GriffonSpade
Tue May 29, 2018 11:44 pm
Forum: Tech support
Topic: Horizontal Border Bar isohex offset bug?
Replies: 1
Views: 544

Horizontal Border Bar isohex offset bug?

So apparently, it's looking like Qt and GTK3 (both in 2.6 b3) have a different draw location for the horizontal border bars in Hexemplio (all the ones in Grid.png that go from left to right; which are used to the top and bottom). Can anyone else confirm? GTK appears to be 1 pixel to the left, while ...
by GriffonSpade
Tue May 29, 2018 6:00 pm
Forum: Art and tilesets
Topic: Art required for freeciv proper (2.6)
Replies: 40
Views: 27500

Re: Art required for freeciv proper (2.6)

Amplio2 - Activities: added irrigation, farmland, mine, oil_mine, oil_rig Probably almost identical to previous version, but made from b3 file. All transparent pixels have 000000 hue. (Recompressing in GIMP without any hue data with transparent pixels would actually increase file size over pdn's) ac...
by GriffonSpade
Mon May 28, 2018 3:16 pm
Forum: Art and tilesets
Topic: VladimirSlavik graphics (was: Dredger graphic)
Replies: 57
Views: 26577

Re: VladimirSlavik graphics (was: Dredger graphic)

XYZ wrote:And a steamer.

Very nice, XYZ! Cimpletoon is the stopping block for a great many units!
Though, you should probably start your own thread as these don't appear to be based on Slavik's work? (That is to say, editing his work to create things rather than simply using them as a reference.)
by GriffonSpade
Sun May 27, 2018 2:37 am
Forum: Wishlist
Topic: Nation Class
Replies: 3
Views: 778

Nation Class

The fundament of this idea is to create a 'virtual object class' that would *include individual nations. It would be able to define some default values that would be inherited by all *included nations within that nation class. This would allow easier modding of nations without actually having to mod...
by GriffonSpade
Sun May 27, 2018 2:10 am
Forum: Rulesets and modpacks
Topic: Civ Traits for every 'Core' Nation
Replies: 24
Views: 3111

Re: Civ traits and trait-specific units

Could you elaborate? Root reqs work just fine for me. Root reqs can still be researched. Things that can Never be researched. The only useful purpose of which would have been to use as 'fake' advances, to give nations distinct units, buildings, and effects. Though, my memories of planning to use li...
by GriffonSpade
Sat May 26, 2018 10:12 pm
Forum: Rulesets and modpacks
Topic: Civ Traits for every 'Core' Nation
Replies: 24
Views: 3111

Re: Civ traits and trait-specific units

you can no longer use unresearchable advances. Could you elaborate? Root reqs work just fine for me. Root reqs can still be researched. Things that can Never be researched. The only useful purpose of which would have been to use as 'fake' advances, to give nations distinct units, buildings, and eff...
by GriffonSpade
Sat May 26, 2018 8:27 am
Forum: Rulesets and modpacks
Topic: Civ Traits for every 'Core' Nation
Replies: 24
Views: 3111

Re: Civ traits and trait-specific units

(this post will evolve as I copy-paste information here) Hi all, I've never really posted anything here but years ago I created a private mod back in 2.2/3 that added (in addition to gobs of additional techs, buildings, and units) civ-specific traits and trait-specific units, buildings, and bonuses...
by GriffonSpade
Sun Mar 25, 2018 5:57 am
Forum: Art and tilesets
Topic: Alio - tileset for Alien World
Replies: 27
Views: 40117

Re: Alio - tileset for Alien World

Alright, here's the first (untested!) draft for them. Tunnels aligned over highways, and likewise, mankind has learned how to build straight dirt roads. These versions are for Alio, if they show up in AmplioHexBig, they're liable to be 'roads-roads2' and 'roads-tunnels2'. roads.png roads-tunnels.png
by GriffonSpade
Sun Mar 25, 2018 3:40 am
Forum: Art and tilesets
Topic: Alio - tileset for Alien World
Replies: 27
Views: 40117

Re: Alio - tileset for Alien World

Higher contrast tunnels that stick closer to the highway. As tunnels are partly transparent, would it be possible to make Highway to be inside the tunnel. After all the rules are set up so that units get benefit from both of them simultaneously (tunnel allows Earthly units to travel on those tiles ...
by GriffonSpade
Wed Mar 21, 2018 2:47 am
Forum: Art and tilesets
Topic: Alio - tileset for Alien World
Replies: 27
Views: 40117

Re: Alio - tileset for Alien World

Higher contrast tunnels that stick closer to the highway. Where are these Highway sprites available? In the basic roads.png -- it only needed the individual 7 direction parts, rather than needing a full 64 set. (IIRC rails and maglevs were previously in it too, but 64 separate tiles is pretty massi...