Search found 85 matches

by Hans Lemurson
Sat Jun 16, 2018 12:39 am
Forum: Art and tilesets
Topic: Trident graphics
Replies: 70
Views: 17490

Re: Trident grafics

Im trying trident art... Does this unit qualify as quinquireme? That looks like either a Longship or a small Galley. Maybe it could pass for a Trireme, but not a Quinquereme. The Trireme and Quinquireme are both dedicated warships meant for fleet battles and ramming. They are named for having 3 or ...
by Hans Lemurson
Fri Jun 15, 2018 4:09 am
Forum: Tech support
Topic: 2.6 gtk3 Fonts issues: Resets to default size
Replies: 3
Views: 1543

2.6 gtk3 Fonts issues: Resets to default size

Whenever I load a new texture pack or restart the FreeCiv client, the font-sizes for the City-Bar keep resetting to size 10. I was trying to shrink the font to make the city bar smaller and less obtrusive, but every time I start the game I'm faced with big full-sized letters. Any notion why the gtk ...
by Hans Lemurson
Fri Jun 15, 2018 12:56 am
Forum: Gameplay
Topic: is it possible to build a canal?
Replies: 7
Views: 2920

Re: is it possible to build a canal?

Or alternately you can transform: forest -> swamp -> ocean. Might be a bigger canal than you were hoping for, though.
by Hans Lemurson
Thu Jun 14, 2018 11:21 pm
Forum: Single player
Topic: How do you deal with spies?
Replies: 8
Views: 2958

Re: How do you deal with spies?

Humans are greedy scheming and aggressive far beyond any AI, and are scary in how well they understand the power of First Strike and the implications of a Railroad network. Not only that but they aren't instantly ready to play whenever the fancy strikes you, and make these ridiculous demands about w...
by Hans Lemurson
Thu Jun 14, 2018 10:55 pm
Forum: Wishlist
Topic: Resource accumulation
Replies: 6
Views: 1403

Re: Resource accumulation

The game you're thinking of is Colonization. All resources produced from the map are placed into storage in that city, and can be transported from one city to another by wagons or ships. Most resources in the game are cash crops/luxury goods to be sold in Europe for gold, but some like Lumber and Or...
by Hans Lemurson
Thu Jun 14, 2018 6:46 am
Forum: Single player
Topic: How do you deal with spies?
Replies: 8
Views: 2958

Re: How do you deal with spies?

I'm playing Portugal on the Europe 1900 map, and my military operations against Spain leave me with few spare resources for such extravagances. Also Britain is a Democracy, so I can't bribe my units back. Not that I have the spare funds to, in any case. I knew in the back of my mind that I should ha...
by Hans Lemurson
Thu Jun 14, 2018 6:39 am
Forum: Art and tilesets
Topic: Sextant-enHANSed: (I Made my own version of Sextant)
Replies: 10
Views: 3695

Re: Made my own version of Sextant

Oh...that looks complicated. :? Fortunately, GriffonSpade already made Sextant 2.6 for me! I'll just make a fresh modification and copy over my image files. 8-) Getting the Amplio cities to work in 60x60 though could be...challenging. The Sextant cities.png contains a number of non-city sprites wher...
by Hans Lemurson
Wed Jun 13, 2018 11:11 am
Forum: Art and tilesets
Topic: Sextant-enHANSed: (I Made my own version of Sextant)
Replies: 10
Views: 3695

Re: Made my own version of Sextant

What changes/additions would I need to make to have my tileset be 2.6 compatible?
by Hans Lemurson
Wed Jun 13, 2018 11:07 am
Forum: Single player
Topic: How do you deal with spies?
Replies: 8
Views: 2958

How do you deal with spies?

In my current game, British and Austrian spies are wandering around my territory blocking railroad tracks and bribing units. They bribed a unit in a fort that was guarding my main rail line and now that's British territory and I can't think how to fix that. Both nations are at peace with me, and I h...
by Hans Lemurson
Mon Jun 11, 2018 12:10 am
Forum: Art and tilesets
Topic: Sextant-enHANSed: (I Made my own version of Sextant)
Replies: 10
Views: 3695

Re: Made my own version of Sextant

My biggest triumph was in getting Amplio2 cities to render on a 60x60 grid. Even once I got the orientation right, corners of adjacent cities were being drawn to the far left as well. I eventually declared in the cities.spec that the cities all have 32px "grid lines" between them and this ...