Search found 578 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
Edit: Oh, that's apparently the default for 'arrange widgets for small displays'. Drat.
- 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...
- 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...
- 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....
- 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...