Added farmland terrain by Eleazar
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@ -35,6 +35,7 @@ Version 1.3-svn:
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* terrain
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* added peaks to the impassable mountains
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* added bridges crossing swamp and deep water
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* added farmland
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* unit art
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* added a recruit animation for Skeleton
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* added death animations for Orcish Assassin and Grunt, and Undead Ghoul
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@ -21,39 +21,39 @@
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# Macro's moved to terrain-graphics/forestcastle.cfg
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#-----------------------------------------------------------------
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{FORESTADJCASTLEA Ff (C*,K*,_K,Xu,Ql,Qxu) 100 forest-castle}
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{FORESTADJCASTLEA Fa (C*,K*,_K,Xu,Ql,Qxu) 100 snow-forest-castle}
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{FORESTADJCASTLEA Ft (C*,K*,_K,Xu,Ql,Qxu) 100 tropical-forest-castle}
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{FORESTADJCASTLEA Uf (C*,K*,_K,Xu,Ql,Qxu) 100 mushrooms-castle}
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{FORESTADJCASTLEA Ff (C*,K*,_K,Xu,Ql,Qxu,Rf*) 100 forest-castle}
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{FORESTADJCASTLEA Fa (C*,K*,_K,Xu,Ql,Qxu,Rf*) 100 snow-forest-castle}
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{FORESTADJCASTLEA Ft (C*,K*,_K,Xu,Ql,Qxu,Rf*) 100 tropical-forest-castle}
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{FORESTADJCASTLEA Uf (C*,K*,_K,Xu,Ql,Qxu,Rf*) 100 mushrooms-castle}
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{FORESTADJCASTLES Ff (C*,K*,_K,Xu,Ql,Qxu) 100 forest-castle}
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{FORESTADJCASTLES Fa (C*,K*,_K,Xu,Ql,Qxu) 100 snow-forest-castle}
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{FORESTADJCASTLES Ft (C*,K*,_K,Xu,Ql,Qxu) 100 tropical-forest-castle}
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{FORESTADJCASTLES Uf (C*,K*,_K,Xu,Ql,Qxu) 100 mushrooms-castle}
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{FORESTADJCASTLES Ff (C*,K*,_K,Xu,Ql,Qxu,Rf*) 100 forest-castle}
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{FORESTADJCASTLES Fa (C*,K*,_K,Xu,Ql,Qxu,Rf*) 100 snow-forest-castle}
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{FORESTADJCASTLES Ft (C*,K*,_K,Xu,Ql,Qxu,Rf*) 100 tropical-forest-castle}
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{FORESTADJCASTLES Uf (C*,K*,_K,Xu,Ql,Qxu,Rf*) 100 mushrooms-castle}
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{FORESTADJCASTLEO Ff (C*,K*,_K,Xu,Ql,Qxu) 100 forest-castle}
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{FORESTADJCASTLEO Fa (C*,K*,_K,Xu,Ql,Qxu) 100 snow-forest-castle}
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{FORESTADJCASTLEO Ft (C*,K*,_K,Xu,Ql,Qxu) 100 tropical-forest-castle}
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{FORESTADJCASTLEO Uf (C*,K*,_K,Xu,Ql,Qxu) 100 mushrooms-castle}
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{FORESTADJCASTLEO Ff (C*,K*,_K,Xu,Ql,Qxu,Rf*) 100 forest-castle}
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{FORESTADJCASTLEO Fa (C*,K*,_K,Xu,Ql,Qxu,Rf*) 100 snow-forest-castle}
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{FORESTADJCASTLEO Ft (C*,K*,_K,Xu,Ql,Qxu,Rf*) 100 tropical-forest-castle}
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{FORESTADJCASTLEO Uf (C*,K*,_K,Xu,Ql,Qxu,Rf*) 100 mushrooms-castle}
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{FORESTADJCASTLE Ff (C*,K*,_K,Xu,Ql,Qxu) 100 forest-castle}
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{FORESTADJCASTLE Fa (C*,K*,_K,Xu,Ql,Qxu) 100 snow-forest-castle}
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{FORESTADJCASTLE Ft (C*,K*,_K,Xu,Ql,Qxu) 100 tropical-forest-castle}
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{FORESTADJCASTLE Uf (C*,K*,_K,Xu,Ql,Qxu) 100 mushrooms-castle}
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{FORESTADJCASTLE Ff (C*,K*,_K,Xu,Ql,Qxu,Rf*) 100 forest-castle}
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{FORESTADJCASTLE Fa (C*,K*,_K,Xu,Ql,Qxu,Rf*) 100 snow-forest-castle}
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{FORESTADJCASTLE Ft (C*,K*,_K,Xu,Ql,Qxu,Rf*) 100 tropical-forest-castle}
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{FORESTADJCASTLE Uf (C*,K*,_K,Xu,Ql,Qxu,Rf*) 100 mushrooms-castle}
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{MOUNTAINADJCASTLEA (Mm,Vhm,Xm) (C*,K*,_K,Xu,Ql,Qxu) 100 mountains-castle}
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{FORESTADJCASTLE (Mm,Vhm,Xm) (C*,K*,_K,Xu,Ql,Qxu) 100 mountains-castle}
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#33% 17% 5% 45%
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{FORESTADJ Ff (W*,M*,Hd,V*,Xu,Ql,Qxu) 33 forest_small}
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{FORESTADJ Ff (W*,M*,Hd,V*,Xu,Ql,Qxu) 25 forest3}
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{FORESTADJ Ff (W*,M*,Hd,V*,Xu,Ql,Qxu) 10 forest4}
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{FORESTADJ Ff (W*,M*,Hd,V*,Xu,Ql,Qxu) 100 forest2_small}
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{FORESTADJ Ff (W*,M*,Hd,V*,Xu,Ql,Qxu,Rf*) 33 forest_small}
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{FORESTADJ Ff (W*,M*,Hd,V*,Xu,Ql,Qxu,Rf*) 25 forest3}
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{FORESTADJ Ff (W*,M*,Hd,V*,Xu,Ql,Qxu,Rf*) 10 forest4}
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{FORESTADJ Ff (W*,M*,Hd,V*,Xu,Ql,Qxu,Rf*) 100 forest2_small}
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{FORESTADJ Fa (W*,M*,Hd,V*,Xu,Ql,Qxu) 100 snow-forest_small}
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{FORESTADJ Fa (W*,M*,Hd,V*,Xu,Ql,Qxu,Rf*) 100 snow-forest_small}
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{FORESTADJ Uf (W*,M*,Hd,V*,Xu,Ql,Qxu) 100 mushrooms-castle}
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{FORESTADJ Uf (W*,M*,Hd,V*,Xu,Ql,Qxu,Rf*) 100 mushrooms-castle}
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#define SWAMPADJSINGLE FID ID NID PROB TILE
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@ -153,6 +153,32 @@
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[/terrain_graphics]
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#enddef
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#define SHEX_LAYER TYPE FLAG LAYER PROB TILE
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[terrain_graphics]
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map="
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, *
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* , *
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, 1
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* , *
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, *"
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[tile]
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pos=1
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type={TYPE}
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no_flag={FLAG}
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set_flag={FLAG}
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[/tile]
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probability={PROB}
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[image]
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name={TILE}
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layer={LAYER}
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base=90,146
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[/image]
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[/terrain_graphics]
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#enddef
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#Single hex mountain tiles (mountain + village)
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#33% 33% 33%
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{SHEX (Mm,Vhm,Xm) overlay 33 mountains3}
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@ -337,6 +363,15 @@
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#{TERRAIN_BASE b mountains}
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#
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# > O V E R L A Y S <
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#
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{SHEX_LAYER Rfvs farm -10 33 farm-veg-spring1}
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{SHEX_LAYER Rfvs farm -10 50 farm-veg-spring2}
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{SHEX_LAYER Rfvs farm -10 100 farm-veg-spring3}
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#
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# > B A S E T E R R A I N S <
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#
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@ -397,7 +432,7 @@
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{TERRAIN_BASE_PROB (Gs,Ft) savanna2 50}
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{TERRAIN_BASE (Gs,Ft) savanna3}
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{TERRAIN_BASE Re dirt}
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{TERRAIN_BASE (Re,Rf*) dirt}
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#33% 33% 33%
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{TERRAIN_BASE_PROB Rr road3 33}
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@ -883,7 +918,8 @@
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{TERRAIN_ADJACENT -280 (Gs,Ft,Vht) (!,Gs,Ft,Vht,Qxu) savanna}
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{TERRAIN_ADJACENT -290 Rr (!,Rr) road}
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{TERRAIN_ADJACENT -259 Re (!,Re) dirt}
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{TERRAIN_ADJACENT_CUSTOM -250 Rfvs (!,Rfvs,C*,K*,F*,M*,H*,W*,S*) farm-veg-spring transition2}
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{TERRAIN_ADJACENT -259 (Re,Rf*) (!,Re,Rf*) dirt}
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{TERRAIN_ADJACENT -310 Rd (!,Rd) desert-road}
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{TERRAIN_ADJACENT -320 (Dd,Do,Vda) (!,Dd,Do,Vda) desert-oasis}
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{TERRAIN_ADJACENT -330 (Dc,Dd,Dr,Do,Vd*) (!,Dc,Dd,Dr,Do,Vd*) desert}
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@ -537,6 +537,13 @@ char=R
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aliasof=Gg
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[/terrain]
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[terrain]
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symbol_image=farm-veg-spring-icon
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id=farm
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name= _ "Farmland"
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string=Rfvs
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aliasof=Gg
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[/terrain]
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#
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# Swamp
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BIN
images/terrain/farm-veg-spring-icon.png
Normal file
After Width: | Height: | Size: 10 KiB |
BIN
images/terrain/farm-veg-spring-n.png
Normal file
After Width: | Height: | Size: 831 B |
BIN
images/terrain/farm-veg-spring-nw.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
images/terrain/farm-veg-spring-s.png
Normal file
After Width: | Height: | Size: 553 B |
BIN
images/terrain/farm-veg-spring-se.png
Normal file
After Width: | Height: | Size: 924 B |
BIN
images/terrain/farm-veg-spring1.png
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
images/terrain/farm-veg-spring2.png
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
images/terrain/farm-veg-spring3.png
Normal file
After Width: | Height: | Size: 13 KiB |