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Freeciv maps11/10/2023 Owner="-,-,-,-" /* player number that owns a specific tile*/ Here is a list of layers that is available in save games from Freeciv 2.1.*: Layer Details Resources Dccoper 02:24, Novem(UTC) Special kXX_XXXX last seen information, player knowledge.workedXXXX tile is work by the city with the given ID.ownerXXXX owner of the tiles (border information player number).resXXXX list of all resources located on the map.spe_XX_XXXX list of all specials located on the map.bXX_XXX list of all bases located on the map (1=Fortress, 2= Airbase, 3=Both).The starting positions are listed in a table with the x and y coordinates, a boolean if it should be excluded and the nation name. Using the Terrain IDs the map is discribed in the tXXXX layer. are saved in the settings section of the savefile. The map settings like topology, map size. The map part of a savegame starts like this: With freeciv 2.3.0 a new savegame format was introduced. The system links or fans the channels depending on the surrounding tiles and any other adjacent value "8"s present,Īre not saved in scenario files rather they are randomized each time you load it, save games do save them though In freeciv 2.4 and earlier, rivers are defined in spe01_nnnn as value=" 8 ". Scenarios can have the "riversoverlay" capability. The river information separate from any other special data. Thus in those cases this function should be called to load Rivers are a special case and must be included in the map along with the It (thus allowing users to control the placement of specials). These layers differs between versions, Freeciv 2.0.* and 2.1.* have different ways of saving specials and resources.Ī scenario may define the terrain of the map but not list the specials on This layer is followed by one or several more layers that contain other data, such as rivers, resources, etc. The first layer is alway the t layer, which contains the actual terrain through the ids outlined above. The map consists of a number of layers, each containing distinct data. Here is a table showing the terrain identifiers of the default ruleset: The terrain types and their identifiers are defined in leset. Single-character unique terrain identifier. Individual tiles may be rectangular or hexagonal (hex), with either a classic or isometric alignment - this should be set based on the tileset being used.
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