Search found 578 matches

by GriffonSpade
Wed Feb 14, 2018 2:32 pm
Forum: Art and tilesets
Topic: Art required for freeciv proper (2.6)
Replies: 40
Views: 55411

Re: Art required for freeciv proper (2.6)

Row 1: Infantry Row 2: Cavalry, Siege Row 3: Sea, Misc Sea Row 4: Air, Missile, Misc Military Row 5: Misc Nonmilitary Also, here's a version without the Animals: (Same as before) (Reorganized Amplio2 units, less sprites per row with more columns.) units.png And here's the units.spec file for the spr...
by GriffonSpade
Wed Feb 14, 2018 1:20 pm
Forum: Art and tilesets
Topic: Art wanted for showcasing game engine features (2.6+)
Replies: 65
Views: 85293

Re: Art wanted for showcasing game engine features (2.6+)

These ones were copied from a GPL2 mod for Freecol made by hutzli (included in the official release): - CORN, COTTON, TOBACCO, SUGAR: http://www.freecol.org/news/freecol-0.9.3-released.html My own edition of these four sprites to make them look better, by messing with the transparency of the border...
by GriffonSpade
Wed Feb 14, 2018 2:47 am
Forum: Art and tilesets
Topic: AmplioHexBig 2.6
Replies: 56
Views: 67731

Re: AmplioHexBig 2.6

Hexemplio update. Includes 'curtaining' that takes care of any 'black lines' due to zooming issues on layer 0. Extra pixels that are normally covered, but are partially visible due to zoom blurring. (Still some partial visibility of layer0 underneath layer1 due to zoom blurring. as any curtains woul...
by GriffonSpade
Tue Feb 13, 2018 6:20 pm
Forum: Wishlist
Topic: Requirements for Civilization III Ruleset
Replies: 15
Views: 18661

Re: Requirements for Civilization III Ruleset

One think - army can be built from units of different kind. There also exists mobilization in Civilization III, but I don't know it was introduced in basic version or some expansion, Thanks, I included Mobilization, and added some speculation for Army. Also improved the Hurry Production section. Sp...
by GriffonSpade
Tue Feb 13, 2018 1:38 pm
Forum: General discussion
Topic: Your GTK UI Setup
Replies: 15
Views: 13680

Your GTK UI Setup

So, instead of stumbling around with terrible UI setups, maybe we should have a topic where we have what UI setups we use in GTK? Here's the best one I've found so far: GTKUI.png Interface Options: Show map scrollbars = TRUE (here, but FALSE often enough) Messages and Chat Reports section = SEPARATE...
by GriffonSpade
Tue Feb 13, 2018 12:56 pm
Forum: Tech support
Topic: And Now This!
Replies: 5
Views: 4601

Re: And Now This!

Wait, how did you get that to lock somewhere else!?

Edit: Oh, that's apparently the default for 'arrange widgets for small displays'. Drat.
by GriffonSpade
Tue Feb 13, 2018 12:29 pm
Forum: Wishlist
Topic: Districts? (Or Similar)
Replies: 1
Views: 2086

Re: Districts? (Or Similar)

Is it possible to somehow emulate the Districts from Civ6? I love the Land game, but my computer, as mentioned in my other request, can't handle it. Was thinking maybe handling with City Adjacency rules being changed a little. Allowing you to build adjacent to your own cities? It's already possible...
by GriffonSpade
Mon Feb 12, 2018 1:03 pm
Forum: Wishlist
Topic: My Wishlist
Replies: 4
Views: 3774

Re: My Wishlist

54) Allow Veteran sprites to be set individually in ruleset, rather than automatic reading from an ennumerated list. 55) Add the ability to check a Policy Slider's value. http://forum.freeciv.org/f/viewtopic.php?f=13&t=89794 56) Allow Corruption to be capped (notably because of the output_waste...
by GriffonSpade
Mon Feb 12, 2018 11:47 am
Forum: Wishlist
Topic: Requirements for Civilization III Ruleset
Replies: 15
Views: 18661

Requirements for Civilization III Ruleset

So, I decided maybe we should have a topic that lists all the things we would need for a civ3 ruleset in full, at least as far as game rules and art go. I'm sure I've missed some things, please mention any I have. === ===CODE: === --- ---CIVILIZATION: --- Hurry Production: http://civilization.wikia....
by GriffonSpade
Mon Feb 12, 2018 9:41 am
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 14184

Re: city setup destroyed when growing

How specifically would you handle barbs leaving? It's notable that simply waiting for all tiles to be valid can be blocked for other reasons, like other cities working them. When barbs come, the cells they occupy have their worker go elsewhere. Perhaps then it could attempt to find the most similar...