
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. Arguably "hex" without "iso" (old index 8, 9, 10, or 11) is unsuited for displays in landscape format (width greater than height).Arguably "wrapy" without "wrapx" (old index 2, 6, 10, or 14) is pointless, use "wrapx" to get plausible ice borders for the poles.
No wrapping at all is suited for most scenarios, and scrolling in any direction hits one of the four hard map borders.
#Freeciv 500 by 250 map generator#
For a "wrapx" cylinder the map generator arranges the two poles as no-fly zones, and scrolling up or down will hit hard northern and southern ice borders.The map generator treats a "wrapx wrapy" donut as ordinary egg-like globe with two poles, and scrolling in any direction ( up, right, down, or left) arrives back at the start after some time.They may wrap at the north-south and east-west directions to form a flat map, a cylinder, or a torus (donut).