Last new terrains for 1.16 (#5789)
* adding snowy pine and dead oak variations of great tree terrain * Icy cobbles (Rra) terrain
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data/core/images/terrain/flat/road-icy.png
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data/core/images/terrain/flat/road-icy2.png
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data/core/images/terrain/flat/road-icy3.png
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data/core/images/terrain/forest/great-oak-tree-dead-tile.png
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data/core/images/terrain/forest/great-oak-tree-dead.png
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data/core/images/terrain/forest/great-oak-tree-dead2.png
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data/core/images/terrain/forest/great-tree-dead2.png
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data/core/images/terrain/forest/great-tree-dead3.png
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data/core/images/terrain/forest/great-tree-snowy-tile.png
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data/core/images/terrain/forest/great-tree-snowy.png
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@ -164,7 +164,9 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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# Great-tree
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{NEW:OVERLAY *^Fet forest/great-tree}
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{NEW:OVERLAY *^Feta forest/great-tree-snowy}
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{NEW:OVERLAY *^Fetd forest/great-tree-dead}
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{NEW:OVERLAY *^Feth forest/great-oak-tree-dead}
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# Oasis
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{NEW:OVERLAY *^Do village/desert-oasis-1 PROB=30}
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@ -468,6 +470,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:BASE Rr flat/road}
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{NEW:BASE Rrc flat/road-clean}
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{NEW:BASE Rp flat/stone-path}
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{NEW:BASE Rra flat/road-icy}
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# Hills base terrain
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{NEW:BASE Hh hills/regular}
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@ -872,7 +875,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{WALL_TRANSITION2_LF Qlf Qx*,Xv,_off^_usr (!,Ql*,Qx*) -290 ground unwalkable/lava-chasm}
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{WALL_TRANSITION_LF Ql (!,Ql,Xv,_off^_usr) -290 ground unwalkable/lava}
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{WALL_TRANSITION_LF Qlf (!,Qlf,Xv,_off^_usr) -290 ground unwalkable/lava-high}
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{WALL_TRANSITION_LF Qx* (Ai*,Aa*,Ha*,Ms*,) -290 ground chasm/regular-snow}
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{WALL_TRANSITION_LF Qx* (Ai*,Aa*,Ha*,Ms*,Rra) -290 ground chasm/regular-snow}
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{WALL_TRANSITION_LF Qx* (W*,S*) -290 ground chasm/water}
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{WALL_TRANSITION_LF Qxe (!,Qx*,Xv,_off^_usr) -290 ground chasm/earthy}
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{WALL_TRANSITION_LF Qx* (!,Qx*,Xv,_off^_usr) -290 ground chasm/regular}
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@ -956,9 +959,9 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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# This transitions from bank to flat terrains.
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{NEW:TRANSITION (W*,Ai) (R*,Gll,Ias) -300 flat/bank}
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{NEW:TRANSITION (W*,Ai) (!,Rra,!,R*,Gll,Ias) -300 flat/bank}
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{NEW:TRANSITION (Sm) (R*,D*) -310 swamp/mud-to-land}
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{NEW:TRANSITION (Sm) (!,Rra,!,R*,D*) -310 swamp/mud-to-land}
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# To make everything layer properly, these transitions for sand to R* occur higher than most of the desert transitions
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{NEW:TRANSITION Dd R* -319 sand/desert}
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@ -970,6 +973,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:TRANSITION Rr (!,Rr,W*,Ai,Q*) -320 flat/road}
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{NEW:TRANSITION Rrc (!,Rrc,W*,Ai,Q*) -321 flat/road-clean}
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{NEW:TRANSITION Rp (!,Rp,W*,Ai,Q*) -322 flat/stone-path}
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{NEW:TRANSITION Rra (!,Rrc,Rra,Q*) -321 flat/road-clean}
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{NEW:TRANSITION *^Gvs (!,*^Gvs,C*,K*,*^F*,M*,H*,W*,Q*) -330 embellishments/farm-veg-spring FLAG=transition2}
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{NEW:TRANSITION *^Emf (!,*^Emf,C*,K*,*^F*,M*,H*,W*,Q*) -330 embellishments/mushroom-farm FLAG=transition2}
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@ -998,20 +1002,20 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:TRANSITION (Mm,Hh) Ai,W*,S* -482 hills/regular-to-water FLAG=non_submerged}
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{NEW:TRANSITION (Md,Hhd,Mv) Ai,W*,S* -482 hills/dry-to-water FLAG=non_submerged}
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{NEW:TRANSITION (R*,G*,Uue,Ias) Ai,W* -483 flat/bank-to-ice FLAG=non_submerged}
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{NEW:TRANSITION (!,Rra,!,R*,G*,Uue,Ias) Ai,W* -483 flat/bank-to-ice FLAG=non_submerged}
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{NEW:TRANSITION (U*,Xu*,Ql*) Ai,W*,S* -486 cave/bank FLAG=non_submerged}
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{NEW:TRANSITION Aa,Ai (D*) -485 frozen/ice FLAG=non_submerged}
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{NEW:TRANSITION Aa,Ha,Ms,Ai (W*,S*) -485 frozen/ice FLAG=non_submerged}
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{NEW:TRANSITION Aa,Ha,Ms,Ai (W*,S*) -505 frozen/ice-to-water FLAG=submerged}
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{NEW:TRANSITION Aa,Ha,Ms,Ai,Rra (W*,S*) -485 frozen/ice FLAG=non_submerged}
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{NEW:TRANSITION Aa,Ha,Ms,Ai,Rra (W*,S*) -505 frozen/ice-to-water FLAG=submerged}
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# we just draw this again (invisible below the base layer) to set the transition flags
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{NEW:TRANSITION Aa,Ha,Ms,Ai (W*,Ss) -1001 frozen/ice-to-water}
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# Beaches
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{NEW:GENERIC_CORNER_TRANSITION !,D*,Hd,Chw,Khw,Khs,W*,S*,Xv,Qx*,A*,_* W* -500 water/bottom masks/long ""}
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{NEW:GENERIC_CORNER_TRANSITION !,D*,Hd,Chw,Khw,Khs,W*,S*,Xv,Qx*,A*,Rra,_* W* -500 water/bottom masks/long ""}
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# Water Transitions below everything else
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@ -264,6 +264,16 @@
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editor_group=flat
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[/terrain_type]
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[terrain_type]
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symbol_image=flat/road-icy
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id=road_icy
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name = _ "Road"
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editor_name= _ "Icy Cobbles"
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string=Rra
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aliasof=Gt
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editor_group=flat,frozen
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[/terrain_type]
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#
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# ## Frozen ##
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#
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@ -557,6 +567,18 @@ Most units receive 20 to 40% defense in sand."
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editor_group=forest
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[/terrain_type]
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[terrain_type]
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symbol_image=forest/great-tree-snowy-tile
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id=great_tree_snowy
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name= _ "Great Tree"
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editor_name= _ "Snowy Great Tree"
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string=^Feta
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default_base=Aa
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aliasof=_bas,Ft
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mvt_alias=-,_bas,Ft
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editor_group=frozen,forest
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[/terrain_type]
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[terrain_type]
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symbol_image=forest/great-tree-dead-tile
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id=great_tree_dead
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@ -569,6 +591,18 @@ Most units receive 20 to 40% defense in sand."
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editor_group=forest
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[/terrain_type]
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[terrain_type]
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symbol_image=forest/great-oak-tree-dead-tile
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id=great_tree_dead_oak
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name= _ "Great Tree"
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editor_name= _ "Dead Great Oak Tree"
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string=^Feth
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default_base=Gll
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aliasof=_bas,Ft
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mvt_alias=-,_bas,Ft
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editor_group=forest
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[/terrain_type]
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[terrain_type]
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symbol_image=forest/tropical/jungle-tile
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id=tropical_forest
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