Search found 578 matches
- Tue May 29, 2018 11:44 pm
- Forum: Tech support
- Topic: Horizontal Border Bar isohex offset bug?
- Replies: 1
- Views: 3398
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 ...
- Tue May 29, 2018 6:00 pm
- Forum: Art and tilesets
- Topic: Art required for freeciv proper (2.6)
- Replies: 40
- Views: 56309
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...
- Mon May 28, 2018 3:16 pm
- Forum: Art and tilesets
- Topic: VladimirSlavik graphics (was: Dredger graphic)
- Replies: 57
- Views: 77385
Re: VladimirSlavik graphics (was: Dredger graphic)
Very nice, XYZ! Cimpletoon is the stopping block for a great many units!XYZ wrote:And a steamer.
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.)
- Sun May 27, 2018 2:37 am
- Forum: Wishlist
- Topic: Nation Class
- Replies: 3
- Views: 4357
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...
- Sun May 27, 2018 2:10 am
- Forum: Rulesets and modpacks
- Topic: Civ Traits for every 'Core' Nation
- Replies: 24
- Views: 18229
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...
- Sat May 26, 2018 10:12 pm
- Forum: Rulesets and modpacks
- Topic: Civ Traits for every 'Core' Nation
- Replies: 24
- Views: 18229
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...
- Sat May 26, 2018 8:27 am
- Forum: Rulesets and modpacks
- Topic: Civ Traits for every 'Core' Nation
- Replies: 24
- Views: 18229
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...
- Sun Mar 25, 2018 5:57 am
- Forum: Art and tilesets
- Topic: Alio - tileset for Alien World
- Replies: 29
- Views: 66077
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
- Sun Mar 25, 2018 3:40 am
- Forum: Art and tilesets
- Topic: Alio - tileset for Alien World
- Replies: 29
- Views: 66077
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 ...
- Wed Mar 21, 2018 2:47 am
- Forum: Art and tilesets
- Topic: Alio - tileset for Alien World
- Replies: 29
- Views: 66077
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...