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CapTVK
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Voorburg, the Netherlands, Europe
Jan 1970 time: 05:16
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Synopis:
This thread is part of a project for using Civ2 type graphics in a new tileset for Freeciv 2.0 . It is also a primer for Freeciv in general.
Note: see end of text for updates
Freeciv, the open source version of Civilization has entered the beta stage for a major release. In the last few years there have been some major upgrades in the Freeciv engine. Including AI diplomacy, various mapping topologies (hex based maps for civ), a general effects model (less things hardcoded., you can create your own city improvements in the rules file), more MP functions...etc... the list goes on.
Certain aspects still need some work. A major issue still standing is the graphics. Freeciv still uses the tileset it started with a decade ago. Despite a number of improvements to the Freeciv tilesystem: PNG, flexible tileset formats, 200+ ingame units. So whatīs the problem?
If thereīs a problem here itīs pathdependency. Most players prefer it because itīs the only consistent tileset. Bland graphics but functional and practical. After 10 years it still uses an evolved version of that tileset (more on that later). With 2.0 in the pipeline it is time for a new one. Based on the best of the best...
...and itīs gonna be brilliant when it is ready.
More posts to follow in the coming days.
update: 22 dec '04
All units in the tileset will be marked with the author's personal tag/symbol/sign.
Last edited by CapTVK on 23-12-2004 at 02:21
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CapTVK
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Voorburg, the Netherlands, Europe
Jan 1970 time: 05:16
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quote: Originally posted by Boco
Hexes! |
Yes, I tinkered with them when the first set came out. Back then it was still projected on a standard map. The mapping system didn't allow hex based maps back then. This time they're genuine.
code:
---- ===topology - Map topology index===
Freeciv maps are always two-dimensional. They may wrap at the north-south
and east-west directions to form a flat map, a cylinder, or a torus (donut).
Individual tiles may be rectangular or hexagonal, with either a classic or
isometric alignment - this should be set based on the tileset being used.
0 Flat Earth (unwrapped)
1 Earth (wraps E-W)
2 Uranus (wraps N-S)
3 Donut World (wraps N-S, E-W)
4 Flat Earth (isometric)
5 Earth (isometric)
6 Uranus (isometric)
7 Donut World (isometric)
8 Flat Earth (hexagonal)
9 Earth (hexagonal)
10 Uranus (hexagonal)
11 Donut World (hexagonal)
12 Flat Earth (iso-hex)
13 Earth (iso-hex)
14 Uranus (iso-hex)
15 Donut World (iso-hex)
Classic rectangular: Isometric rectangular:
_________ /\/\/\/\/\
|_|_|_|_|_| /\/\/\/\/\/
|_|_|_|_|_| \/\/\/\/\/\
|_|_|_|_|_| /\/\/\/\/\/
\/\/\/\/\/
Hex tiles: Iso-hex:
/\/\/\/\/\/\ _ _ _ _ _
| | | | | | | / \_/ \_/ \_/ \_/ \
\/\/\/\/\/\/\ \_/ \_/ \_/ \_/ \_/
| | | | | | | / \_/ \_/ \_/ \_/ \
\/\/\/\/\/\/ \_/ \_/ \_/ \_/ \_/
Level: Vital.
Category: Geological.
Can be changed during a game.
Minimum: 0, Default: 1, Maximum: 15
Value set to 0
---- ===generator - Method used to generate map===
0 = Scenario map - no generator;
1 = Fully random height generator; [4]
2 = Pseudo-fractal height generator; [3]
3 = Island-based generator (fairer but boring) [1]
Numbers in [] give the default values for placement of starting positions.
If the default value of startpos is used then a startpos setting will be
chosen based on the generator. See the "startpos" setting.
Level: Vital.
Category: Geological.
Can be changed during a game.
Minimum: 1, Default: 1, Maximum: 3
Value set to 0
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CapTVK
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Voorburg, the Netherlands, Europe
Jan 1970 time: 05:16
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Iīm getting to that Jim panse. All in due time...
First Iīve got something to tell about tilesets via some screenshots. First up is Trident the classic tileset.
Attachment: freeciv1800ad-trident.png
This has been downloaded 291 time(s).
Last edited by CapTVK on 19-11-2004 at 02:01
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CapTVK
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Voorburg, the Netherlands, Europe
Jan 1970 time: 05:16
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And here is the updated set. (now with AWACS)
Attachment: hires-apolyton-units.png
This has been downloaded 230 time(s).
Last edited by CapTVK on 20-11-2004 at 18:25
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Yog-Sothoth
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Trondheim, Norway
Sep 2000 time: 06:16
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One important thing that should be mentioned I think, just so there are no doubt about it. There some pre.reqs for gfx to be included in freeciv:
It has to be licensed under the GPL license. It can therefore not be based on or derived from gfx from a proprietary game which do not allow it to be released under the GPL.
This means the gfx needs to be drawn from scratch, or be based on gfx already licensed under GPL (or any license that is compatible with GPL).
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Vasc
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Lisboa, Portugal
May 2000 time: 05:16
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quote: Originally posted by typhoon
In any case, here is a great units set by Reno ('Womoks') from Civfanatics. A very nice consistent style, and an innovative way of modifying vanilla Civ2 units by adding an outline and sharpening so they all look unifrom |
Those look very nice, I like the black outline. But a lot of those come from Civilization II (some boats, musketeers, etc) and we need to get the authorization to license under the GPL from all of that graphic's authors, from bottom up.
Regarding additional unit slots, in Freeciv you can have upto 200 different units. By default, we still use mostly the Civilization II set + AWACS + Worker, but for e.g. Hirisov has made a different ruleset which changes the boats to be more balanced. See:
http://forum.freeciv.org/viewtopic.php?p=2939
I made a ruleset mod that added, besides the plain old u-boat submarine, fast attack subs (high attack) and strategic subs (large missile carrying capacity). But I haven't managed to convince everyone so I could sneak them into the default set yet. 
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All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
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