![]() ![]() Note that all basic units except the explorer can only go 1 tile per turn. The cursor then focuses on another of your units-if it has a horse it's an explorer, if it has a pick it's a worker, and if it has a wagon it's a settler. (Note that all tiles farther away than the first tile will take two turns of moving to get there.) So click on somewhere on the map-in the black is okay-and your unit will go there. 0 turn means you can move your unit there this turn, and could possibly move that unit at least once again after going to that destination (this depends on how far your units can travel per turn) 1 or higher turns means your unit will begin going that way but can't reach it until the next turn. The number next to it is how many turns it takes to get there. To move a selected unit, press G and then move your mouse around-you'll see a blue line going from the unit to your round cursor. You should see your units circled by a dotted white ring. This'll make it easier for you to figure out what's going on. "Barbarian appearance frequency" set to 0 "Number of cities for higher unhappiness" set to 100 "City size before people become unhappy" set to 6 "Method used to choose start positions" set to 3 "Method used to generate map" set to "3" So click on the "game options" button, and use these settings in the various tabs: But before you start playing, you'll want to make it easier for yourself to get to know the game. I'm assuming that you know how to start the game up. Freeciv is extremely similar to Civ II, so it should be useful only the interfaces differ a bit. instead you might want to check out the Sid Meier's Civ II tutorial which was very well written. This tutorial still badly needs to be worked on before being complete. It's written by a relatively new player for relatively new players, especially those who have difficulty winning against even just one "novice" AI. I guess it's time for the script and Civ2gfx to be updated.First off, a note about this tutorial. rails - we follow the the numbering of the DIR_D arrays roads - we follow the the numbering of the DIR_D arrays RCS file: /home/freeciv/CVS/freeciv/data/hires/terrain1.spec,v Solution: perform changes like this on the spec file: In the code the array is now indexed by DIR_D. Isometric tilesets are now indexed by symbolic names in the ![]() The only thing is that this way the CivIIgfx set would need a custom shield.png files, which means that every time someone will add some new shield it will take to manually adapt the file again.ģ) adapt the client code to behave correctly with negative offset value (making it assume transparent all the pixels outside the image, in particular, the ones with negative coordinates).ĭon't know if option 3 has been solved since but 1 & 2 should work.ĭate: 4 07:35:09 author: rfalke state: Exp lines: +18 -19 The "shield.png" file must be duplicated, enlarged with the 12 pixels, and included in the "Civ2gfx" package (also in the "shield.spec" file the line must be updated with of course). This also solves the problem, and leaves the graphics as it should be. It would also take to readjust the "shadow shield", the little extruding part of the shield that is used when more than one unit is stacked.Ģ) put the offset to 0 ("x_top_left=0") AND add 12 columns of empty black pixels at the left of the image "shields.png". This should solve it on any client, but would also move the shield 12 pixels on the right in the game, which looks bad, very bad! The problem can be solved in different ways:ġ) simply put the offset to 0 ("x_top_left=0") in the file shields.spec. It seems that the client you used to make the snapshot behaves a little worse with negative offsets. Now, this is a hack, but it worked so far. (that is the "x_top_left" on the spec file). I had to use _negative_ offset values in the shield specification The fact is, in order to position the shield accurately on top of the unit. ![]()
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