GriffonSpade wrote:Maglev proposal ROUGH DRAFT. What do you think of this design for the monorails? Sort of a raised wall-rail type design. For Amplio2.
For mapping between forum threads and tickets: This is handled in patch #5756
GriffonSpade wrote:Maglev proposal ROUGH DRAFT. What do you think of this design for the monorails? Sort of a raised wall-rail type design. For Amplio2.
Code: Select all
[spec]
; Format and options of this spec file:
options = "+Freeciv-2.5-spec"
[info]
artists = "
Tatu Rissanen <tatu.rissanen@hut.fi>
Jeff Mallatt <jjm@codewell.com> (miscellaneous)
GriffonSpade
"
[file]
gfx = "amplio2/tiles"
[grid_main]
x_top_left = 0
y_top_left = 0
dx = 96
dy = 48
tiles = { "row", "column", "tag"
; Unit activity letters: (note unit icons have just "u.")
0, 16, "unit.transform"
0, 17, "unit.sentry"
0, 18, "unit.auto_attack",
"unit.auto_settler"
0, 19, "unit.stack"
; 1, 16, "unit.fortifying"
1, 17, "unit.loaded"
1, 18, "unit.connect"
1, 19, "unit.auto_explore"
2, 16, "unit.pollution"
2, 17, "unit.road"
2, 18, "unit.irrigate"
2, 19, "unit.fortifying"
3, 17, "unit.pillage"
3, 18, "unit.fortified"
3, 19, "unit.fallout"
4, 15, "unit.convert"
4, 16, "unit.goto"
4, 17, "unit.mine"
4, 19, "unit.patrol"
; Unit hit-point bars: approx percent of hp remaining
7, 0, "unit.hp_100"
7, 1, "unit.hp_90"
7, 2, "unit.hp_80"
7, 3, "unit.hp_70"
7, 4, "unit.hp_60"
7, 5, "unit.hp_50"
7, 6, "unit.hp_40"
7, 7, "unit.hp_30"
7, 8, "unit.hp_20"
7, 9, "unit.hp_10"
7, 10, "unit.hp_0"
; Numbers: city size: (also used for goto)
5, 0, "city.size_0"
5, 1, "city.size_1"
5, 2, "city.size_2"
5, 3, "city.size_3"
5, 4, "city.size_4"
5, 5, "city.size_5"
5, 6, "city.size_6"
5, 7, "city.size_7"
5, 8, "city.size_8"
5, 9, "city.size_9"
5, 10, "city.size_00"
5, 11, "city.size_10"
5, 12, "city.size_20"
5, 13, "city.size_30"
5, 14, "city.size_40"
5, 15, "city.size_50"
5, 16, "city.size_60"
5, 17, "city.size_70"
5, 18, "city.size_80"
5, 19, "city.size_90"
4, 1, "city.size_100"
4, 2, "city.size_200"
4, 3, "city.size_300"
4, 4, "city.size_400"
4, 5, "city.size_500"
4, 6, "city.size_600"
4, 7, "city.size_700"
4, 8, "city.size_800"
4, 9, "city.size_900"
; Numbers: city tile food/shields/trade y/g/b
8, 0, "city.t_food_0"
8, 1, "city.t_food_1"
8, 2, "city.t_food_2"
8, 3, "city.t_food_3"
8, 4, "city.t_food_4"
8, 5, "city.t_food_5"
8, 6, "city.t_food_6"
8, 7, "city.t_food_7"
8, 8, "city.t_food_8"
8, 9, "city.t_food_9"
6, 0, "city.t_shields_0"
6, 1, "city.t_shields_1"
6, 2, "city.t_shields_2"
6, 3, "city.t_shields_3"
6, 4, "city.t_shields_4"
6, 5, "city.t_shields_5"
6, 6, "city.t_shields_6"
6, 7, "city.t_shields_7"
6, 8, "city.t_shields_8"
6, 9, "city.t_shields_9"
6, 10, "city.t_trade_0"
6, 11, "city.t_trade_1"
6, 12, "city.t_trade_2"
6, 13, "city.t_trade_3"
6, 14, "city.t_trade_4"
6, 15, "city.t_trade_5"
6, 16, "city.t_trade_6"
6, 17, "city.t_trade_7"
6, 18, "city.t_trade_8"
6, 19, "city.t_trade_9"
; Base building activities
8, 15, "unit.fortress"
8, 16, "unit.airbase"
8, 17, "unit.buoy"
; Nuclear explosion: this could maybe now be handled as one
; big graphic (?), but for now is done old way as 3 by 3:
0, 0, "explode.nuke_00"
0, 1, "explode.nuke_01"
0, 2, "explode.nuke_02"
1, 0, "explode.nuke_10"
1, 1, "explode.nuke_11"
1, 2, "explode.nuke_12"
2, 0, "explode.nuke_20"
2, 1, "explode.nuke_21"
2, 2, "explode.nuke_22"
}
[grid_unitcost]
x_top_left = 576
y_top_left = 0
dx = 96
dy = 19
tiles = { "row", "column", "tag"
0, 0, "upkeep.shield"
0, 1, "upkeep.shield2"
0, 2, "upkeep.shield3"
0, 3, "upkeep.shield4"
0, 4, "upkeep.shield5"
0, 5, "upkeep.shield6"
0, 6, "upkeep.shield7"
0, 7, "upkeep.shield8"
0, 8, "upkeep.shield9"
0, 9, "upkeep.shield10"
1, 0, "upkeep.gold"
1, 1, "upkeep.gold2"
1, 2, "upkeep.gold3"
1, 3, "upkeep.gold4"
1, 4, "upkeep.gold5"
1, 5, "upkeep.gold6"
1, 6, "upkeep.gold7"
1, 7, "upkeep.gold8"
1, 8, "upkeep.gold9"
1, 9, "upkeep.gold10"
2, 0, "upkeep.food"
2, 1, "upkeep.food2"
2, 2, "upkeep.food3"
2, 3, "upkeep.food4"
2, 4, "upkeep.food5"
2, 5, "upkeep.food6"
2, 6, "upkeep.food7"
2, 7, "upkeep.food8"
2, 8, "upkeep.food9"
2, 9, "upkeep.food10"
3, 0, "upkeep.unhappy"
3, 1, "upkeep.unhappy2"
3, 2, "upkeep.unhappy3"
3, 3, "upkeep.unhappy4"
3, 4, "upkeep.unhappy5"
3, 5, "upkeep.unhappy6"
3, 6, "upkeep.unhappy7"
3, 7, "upkeep.unhappy8"
3, 8, "upkeep.unhappy9"
3, 9, "upkeep.unhappy10"
}
Cazfi wrote:- bug #20536: Missing icon for roads in editor : This is the only ticket having no progress at all
bug #20536 wrote:JTN wrote:Currently we're using one that I think must have been originally intended for editable borders, which doesn't look quite right. It can be seen in file #17268.
Would be nice to have something better for 2.5.0. Relevant file is data/misc/editor.png.
GriffonSpade wrote:Road and Base activities
cazfi wrote:GriffonSpade wrote:Road and Base activities
See bug #20032 for how I'm planning to setup these.
For completeness, it would be nice to have activity icon for Airstrip matching sprite of the airstrip extra itself, since that is provided already in 2.5 tileset (But since no supplied ruleset uses those until 2.6, this is really not-a-high-priority)
GriffonSpade wrote:Ah, which versions are we using for the Airstrip/Airfield and Airbase again?
GriffonSpade wrote:Also, I STRONGLY advise against using Fort and Fortress as distict bases, internally or otherwise. It's confusing because the former is an abbreviation of the latter. (Despite how punny it is to use shortened fortress for a shortened fortress) I suggest castra(latin for 'encampment buildings', which included a wall. Is plural), palisade, or encampment(Which is distinct enough from camp, in case that is ever used for a forest infrastructure or the like).
cazfi wrote:GriffonSpade wrote:Ah, which versions are we using for the Airstrip/Airfield and Airbase again?
See latest revisions of moderncities.png and moderncities.spec from http://svn.gna.org/viewcvs/freeciv/bran ... a/amplio2/