Even more pixel images!
Added Pillaging tutorial
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android/Images/TileSets/FantasyHex/Units/Anti-Aircraft Gun.png
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After Width: | Height: | Size: 240 B |
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android/Images/TileSets/FantasyHex/Units/Anti-Tank Gun.png
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After Width: | Height: | Size: 224 B |
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android/Images/TileSets/FantasyHex/Units/Artillery.png
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After Width: | Height: | Size: 240 B |
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android/Images/TileSets/FantasyHex/Units/Cannon.png
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After Width: | Height: | Size: 256 B |
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android/Images/TileSets/FantasyHex/Units/Chariot Archer.png
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After Width: | Height: | Size: 324 B |
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android/Images/TileSets/FantasyHex/Units/Great Artist.png
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After Width: | Height: | Size: 383 B |
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android/Images/TileSets/FantasyHex/Units/Great Engineer.png
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After Width: | Height: | Size: 377 B |
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android/Images/TileSets/FantasyHex/Units/Great Merchant.png
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After Width: | Height: | Size: 375 B |
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android/Images/TileSets/FantasyHex/Units/Great Scientist.png
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After Width: | Height: | Size: 350 B |
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android/Images/TileSets/FantasyHex/Units/Longswordsman.png
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After Width: | Height: | Size: 369 B |
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android/Images/TileSets/FantasyHex/Units/Musketman.png
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After Width: | Height: | Size: 388 B |
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android/Images/TileSets/FantasyHex/Units/Rifleman.png
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After Width: | Height: | Size: 387 B |
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android/Images/TileSets/FantasyHex/Units/Swordsman.png
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After Width: | Height: | Size: 381 B |
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android/Images/TileSets/FantasyHex/Units/Trebuchet.png
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android/Images/TileSets/FantasyHex/Units/War Elephant.png
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Before Width: | Height: | Size: 1.0 MiB After Width: | Height: | Size: 1.0 MiB |
@ -392,4 +392,12 @@
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]
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]
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],
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],
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_Pillaging:[
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[
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"Military units can pillage improvements, which heals them 25 health and ruins the improvement.",
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"The tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.",
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"Workers can repair these improvements, which takes less time than building the improvement from scratch.",
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]
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]
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}
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}
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@ -408,12 +408,18 @@ open class TileGroup(var tileInfo: TileInfo, var tileSetStrings:TileSetStrings)
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fun updatePixelMilitaryUnit(showMilitaryUnit: Boolean) {
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fun updatePixelMilitaryUnit(showMilitaryUnit: Boolean) {
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var newImageLocation = ""
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var newImageLocation = ""
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if (tileInfo.militaryUnit != null && showMilitaryUnit) {
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val militaryUnit = tileInfo.militaryUnit
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val unitType = tileInfo.militaryUnit!!.type
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if (militaryUnit != null && showMilitaryUnit) {
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val specificUnitIconLocation = tileSetStrings.unitsLocation + tileInfo.militaryUnit!!.name
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val unitType = militaryUnit.type
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val specificUnitIconLocation = tileSetStrings.unitsLocation + militaryUnit.name
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newImageLocation = when {
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newImageLocation = when {
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!UnCivGame.Current.settings.showPixelUnits -> ""
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!UnCivGame.Current.settings.showPixelUnits -> ""
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ImageGetter.imageExists(specificUnitIconLocation) -> specificUnitIconLocation
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ImageGetter.imageExists(specificUnitIconLocation) -> specificUnitIconLocation
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militaryUnit.baseUnit.replaces!=null &&
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ImageGetter.imageExists(tileSetStrings.unitsLocation + militaryUnit.baseUnit.replaces) ->
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tileSetStrings.unitsLocation + militaryUnit.baseUnit.replaces
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unitType == UnitType.Mounted -> tileSetStrings.unitsLocation + "Horseman"
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unitType == UnitType.Mounted -> tileSetStrings.unitsLocation + "Horseman"
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unitType == UnitType.Ranged -> tileSetStrings.unitsLocation + "Archer"
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unitType == UnitType.Ranged -> tileSetStrings.unitsLocation + "Archer"
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unitType == UnitType.Armor -> tileSetStrings.unitsLocation + "Tank"
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unitType == UnitType.Armor -> tileSetStrings.unitsLocation + "Tank"
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