# The following flags are defined to have a meaning # # * base : the corresponding tile has already graphics for the terrain # base. No other one should be added. # * transition-$direction : the corresponding tile already has the transition # in the given direction (or should not have one). No other one should be # added. # * keep-of-$castle : castle being a tile letter. The corresponding tile is the # keep correspoding to the given castle tile # The following should be kept on top of the file {terrain-graphics} #----------------------------------------------------------------- # Forest<->Castle|Encampment special cases #----------------------------------------------------------------- #define FORESTADJCASTLEA FID ID PROB TILE [terrain_graphics] map=" 1 * 1 2 * * *" [tile] pos=1 type={ID} [/tile] [tile] pos=2 type={FID} no_flag="overlay" set_flag="overlay" [/tile] probability={PROB} rotations=n,ne,se,s,sw,nw [image] name={TILE} position=vertical base=90,144 [/image] [/terrain_graphics] #enddef {FORESTADJCASTLEA f Cn 100 forest-castle} {FORESTADJCASTLEA F Cn 100 snow-forest-castle} #define FORESTADJCASTLES FID ID PROB TILE [terrain_graphics] map=" 1 * * 2 * 1 *" [tile] pos=1 type={ID} [/tile] [tile] pos=2 type={FID} no_flag="overlay" set_flag="overlay" [/tile] probability={PROB} rotations=n,ne,se,s,sw,nw [image] name={TILE} position=vertical base=90,144 [/image] [/terrain_graphics] #enddef {FORESTADJCASTLES f Cn 100 forest-castle} {FORESTADJCASTLES F Cn 100 snow-forest-castle} #define FORESTADJCASTLEO FID ID PROB TILE [terrain_graphics] map=" 1 * * 2 * * 1" [tile] pos=1 type={ID} [/tile] [tile] pos=2 type={FID} no_flag="overlay" set_flag="overlay" [/tile] probability={PROB} rotations=n,ne,se,s,sw,nw [image] name={TILE} position=vertical base=90,144 [/image] [/terrain_graphics] #enddef {FORESTADJCASTLEO f Cn 100 forest-castle} {FORESTADJCASTLEO F Cn 100 snow-forest-castle} #define FORESTADJCASTLE FID ID PROB TILE [terrain_graphics] map=" 1 * * 2 * * *" [tile] pos=1 type={ID} [/tile] [tile] pos=2 type={FID} no_flag="overlay" set_flag="overlay" [/tile] probability={PROB} rotations=n,ne,se,s,sw,nw [image] name={TILE}-@R0 position=vertical base=90,144 [/image] [/terrain_graphics] #enddef {FORESTADJCASTLE f Cn 100 forest-castle} {FORESTADJCASTLE F Cn 100 snow-forest-castle} #----------------------------------------------------------------- # Use a Different forest tile when next to: # Shallow and deep Water, mountain, desert hill & mountain, # swamp and villages #----------------------------------------------------------------- #define FORESTADJ FID ID PROB TILE [terrain_graphics] map=" 1 * * 2 * * *" [tile] pos=1 type={ID} [/tile] [tile] pos=2 type={FID} no_flag="overlay" set_flag="overlay" [/tile] probability={PROB} rotations=n,ne,se,s,sw,nw [image] name={TILE} position=vertical base=90,144 [/image] [/terrain_graphics] #enddef {FORESTADJ f csmJMwvabt 33 forest_small} {FORESTADJ f csmJMwvabt 25 forest3} {FORESTADJ f csmJMwvabt 10 forest4} {FORESTADJ f csmJMwvabt 100 forest2_small} {FORESTADJ F csmJMwvabt 100 snow-forest_small} #Macro for Single Hex #define SHEX TYPE FLAG PROB TILE [terrain_graphics] map=" * * * 1 * * *" [tile] pos=1 type={TYPE} no_flag={FLAG} set_flag={FLAG} [/tile] probability={PROB} [image] name={TILE} position=vertical base=90,146 [/image] [/terrain_graphics] #enddef #Single hex normal forest tiles {SHEX f overlay 33 forest} {SHEX f overlay 25 forest3} {SHEX f overlay 10 forest4} {SHEX f overlay 100 forest2} #Single hex normal snow forest tiles {SHEX F overlay 25 snow-forest2} {SHEX F overlay 25 snow-forest3} {SHEX F overlay 25 snow-forest4} {SHEX F overlay 100 snow-forest} #Single hex human villages (grassland) {SHEX v overlay 33 village-human} {SHEX v overlay 33 village-human2} {SHEX v overlay 100 village-human3} #Single hex human villages (hills) {SHEX a overlay 33 village-human} {SHEX a overlay 33 village-human2} {SHEX a overlay 100 village-human3} #Single hex human villages (mountains) {SHEX b overlay 33 village-human} {SHEX b overlay 33 village-human2} {SHEX b overlay 100 village-human3} #Single hex human villages (snow) {SHEX VA overlay 33 village-human-snow} {SHEX VA overlay 33 village-human-snow2} {SHEX VA overlay 100 village-human-snow3} #Single hex elven villages {SHEX t overlay 50 village-elven} {SHEX t overlay 100 village-elven2} #Single hex elven villages (snow) {SHEX e overlay 50 village-elven-snow} {SHEX e overlay 100 village-elven-snow2} #Single hex desert villages {SHEX B overlay 100 village-desert} {SHEX U overlay 100 village-desert2} #Single hex underground villages {SHEX D overlay 33 village-cave} {SHEX D overlay 33 village-cave2} {SHEX D overlay 100 village-cave3} # Castle-specific transitions. Those are placed before base terrains, as they # override the normal base terrain. {CASTLE_TRANSITION CK T tropical-forest-ctrans} #Special cases for encampment (nw, nw-n-ne and ne) {CASTLE_TRANSITION nK T tropical-forest-ctrans} #On the rest fall back on forest-castle {CASTLE_TRANSITION nK f forest-ctrans} #added ruins #{CASTLE_TRANSITION NK f forest-ctrans} #{CASTLE_TRANSITION QK f forest-ctrans} #{CASTLE_TRANSITION qK f forest-ctrans} # # Attachs graphics to each known terrain types # {TERRAIN_BASE_PROB u cave-floor4 10} {TERRAIN_BASE_PROB u cave-floor3 3} {TERRAIN_BASE_PROB u cave-floor2 15} {TERRAIN_BASE_PROB u cave-floor 10} {TERRAIN_BASE u cave-floor1} {TERRAIN_BASE W cavewall} {TERRAIN_BASE_PROB m mountains-peak1 33} {TERRAIN_BASE_PROB m mountains-peak2 33} {TERRAIN_BASE m mountains} {TERRAIN_BASE_PROB H snow-hills3 30} {TERRAIN_BASE_PROB H snow-hills2 30} {TERRAIN_BASE H snow-hills} {TERRAIN_BASE_PROB h hills-variation1 15} {TERRAIN_BASE_PROB h hills-variation2 15} {TERRAIN_BASE_PROB h hills-variation3 30} {TERRAIN_BASE h hills} {TERRAIN_BASE_PROB SF snow2 30} {TERRAIN_BASE_PROB SF snow3 30} {TERRAIN_BASE SF snow} {TERRAIN_BASE_PROB g grassland-rocks1 2} {TERRAIN_BASE_PROB g grassland-rocks2 2} {TERRAIN_BASE_PROB g grassland-flowers1 3} {TERRAIN_BASE_PROB g grassland-flowers2 3} {TERRAIN_BASE_PROB gf grassland-r1 20} {TERRAIN_BASE_PROB gf grassland-r2 20} {TERRAIN_BASE_PROB gf grassland-r3 20} {TERRAIN_BASE gf grassland-r4} {TERRAIN_BASE r dirt} {TERRAIN_BASE_PROB R road3 33} {TERRAIN_BASE_PROB R road2 33} {TERRAIN_BASE R road} {TERRAIN_BASE_PROB d sand-plant 10} {TERRAIN_BASE d sand} {TERRAIN_BASE_PROB i ice2 10} {TERRAIN_BASE_PROB i ice3 10} {TERRAIN_BASE_PROB i ice4 25} {TERRAIN_BASE_PROB i ice5 10} {TERRAIN_BASE_PROB i ice6 10} {TERRAIN_BASE i ice} {TERRAIN_BASE_PROB w swampwater-flowers1 8} {TERRAIN_BASE_PROB w swampwater-flowers2 8} {TERRAIN_BASE_PROB w swampwater-plant1 10} {TERRAIN_BASE_PROB w swampwater-plant2 10} {TERRAIN_BASE_PROB w swampwater2 33} {TERRAIN_BASE_PROB w swampwater3 50} {TERRAIN_BASE w swampwater} {TERRAIN_BASE_PROB c\|/ coast3 30} {TERRAIN_BASE_PROB c\|/ coast2 30} {TERRAIN_BASE c\|/ coast} {TERRAIN_BASE_PROB s ocean3 30} {TERRAIN_BASE_PROB s ocean2 30} {TERRAIN_BASE s ocean} {TERRAIN_BASE ~ fog} {TERRAIN_BASE_PROB I desert-plant 2} {TERRAIN_BASE_PROB I desert-plant2 2} {TERRAIN_BASE_PROB I desert-plant3 2} {TERRAIN_BASE_PROB I desert2 25} {TERRAIN_BASE_PROB I desert3 25} {TERRAIN_BASE_PROB I desert4 5} {TERRAIN_BASE_PROB I desert5 5} {TERRAIN_BASE_PROB I desert6 5} {TERRAIN_BASE_PROB I desert7 5} {TERRAIN_BASE I desert} {TERRAIN_BASE_PROB J desert-hills2 33} {TERRAIN_BASE_PROB J desert-hills3 33} {TERRAIN_BASE J desert-hills} {TERRAIN_BASE_PROB M desert-mountain-peak1 25} {TERRAIN_BASE_PROB M desert-mountain-peak2 25} {TERRAIN_BASE_PROB M desert-mountain-peak3 25} {TERRAIN_BASE M desert-mountains} {TERRAIN_BASE_PROB_OV T tropical-forest2 25} {TERRAIN_BASE_PROB_OV T tropical-forest3 25} {TERRAIN_BASE_PROB_OV T tropical-forest4 25} {TERRAIN_BASE_OV T tropical-forest} {TERRAIN_BASE GT savanna} {TERRAIN_BASE E desert-road} {TERRAIN_BASE P desert-oasis} #set them to 33 for some irregulrity {TERRAIN_BASE_PROB k ford2 33} {TERRAIN_BASE k ford} {TERRAIN_BASE_PROB l lava2 33} {TERRAIN_BASE l lava} {TERRAIN_BASE X grassland-r1} {CANYON X canyon} #added ruins {BRIDGE \ | / cs CKfFNQq bridge} # # Villages # {TERRAIN_BASE Y swampwater} {TERRAIN_BASE Ve snow} {TERRAIN_BASE Z coast} {TERRAIN_BASE v grassland-r1} {TERRAIN_BASE D cave-floor1} {TERRAIN_BASE t grassland-r1} {TERRAIN_BASE a hills} {TERRAIN_BASE A snow-hills} {TERRAIN_BASE b mountains} {TERRAIN_BASE BU desert} {TERRAIN_BASE L savanna} {BUILDING Y ({VIMG 36,40 village-swampwater })} {BUILDING Z ({VIMG 36,40 village-coast })} #{BUILDING A ({VIMG 36,40 village-snow })} {BUILDING L ({VIMG 36,40 village-tropical-forest })} # # Transition between terrains # # Special transitions go first # Castle and keeps. Always use the same letter for keeps: the CASTLE_AND_KEEP # macro will determine the correct graphics to use, according to the adjacent # castle letter. # Flags the keep, they must be flagged to be recognized by the # {CASTLE_AND_foo_KEEP} macros #added ruins {FLAG_IF_ADJACENT K N keep-of-N keep-flag} {FLAG_IF_ADJACENT K Q keep-of-Q keep-flag} {FLAG_IF_ADJACENT K q keep-of-q keep-flag} {FLAG_IF_ADJACENT K C keep-of-C keep-flag} {FLAG_IF_ADJACENT K n keep-of-n keep-flag} {FLAG_IF_ADJACENT K o keep-of-o keep-flag} {FLAG_REMAINING K keep-of-C keep-flag} # # Castles base terrains # {DISABLE_TRANSITIONS K} {TERRAIN_BASE C castle} {TERRAIN_BASE o dwarven-castle-floor} {TERRAIN_BASE n dirt} #added ruins {TERRAIN_BASE N castle} {TERRAIN_BASE Q sunken-ruin} {TERRAIN_BASE_PROB q swampwater2 30} {TERRAIN_BASE_PROB q swampwater3 30} {TERRAIN_BASE q swampwater} #{TERRAIN_BASE O orccastle} {TERRAIN_BASE_FLAG K keep-of-C castle} {TERRAIN_BASE_FLAG K keep-of-o dwarven-keep-floor} {TERRAIN_BASE_FLAG K keep-of-n dirt} #added ruins {TERRAIN_BASE_FLAG K keep-of-N castle} {TERRAIN_BASE_FLAG K keep-of-Q castle} {TERRAIN_BASE_FLAG K keep-of-q castle} # Loyalist castle {DISABLE_TRANSITIONS C} #added ruins {TERRAIN_ADJACENT_CORNER C !NQqCK !NQqCK 52,76 castle-convex} {TERRAIN_ADJACENT_CORNER !NQqCK C NQqC 56,68 castle-concave} {TERRAIN_ADJACENT_CORNER K C NQqC 54,72 keep-inside} {TERRAIN_ADJACENT_CORNER_FLAG1 K !NQqCK !NQqCK 52,76 keep-of-C keep-wall} {TERRAIN_ADJACENT_CORNER K !NQqCK C 52,72 keep-wall-0} {TERRAIN_ADJACENT_CORNER K C !NQqCK 56,76 keep-wall-1} {TERRAIN_ADJACENT_CORNER_FLAG1 K K !K 56,76 keep-of-C keep-keep} # ruined castle #{DISABLE_TRANSITIONS N} #we want transitions...makes ruins look overgrown... {TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin5-convex 17} {TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin4-convex 20} {TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin3-convex 25} {TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin2-convex 33} {TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin1-convex 50} {TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 castle-convex 100} {TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin5-concave 17} {TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin4-concave 20} {TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin3-concave 25} {TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin2-concave 33} {TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin1-concave 50} {TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 castle-concave 100} {TERRAIN_ADJACENT_CORNER_PROB K N NQqC 54,72 ruinkeep3-inside 25} {TERRAIN_ADJACENT_CORNER_PROB K N NQqC 54,72 ruinkeep2-inside 33} {TERRAIN_ADJACENT_CORNER_PROB K N NQqC 54,72 ruinkeep1-inside 50} {TERRAIN_ADJACENT_CORNER_PROB K N NQqC 54,72 keep-inside 100} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 54,72 keep-of-N ruinkeep3-wall 25} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 54,72 keep-of-N ruinkeep2-wall 33} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 54,72 keep-of-N ruinkeep1-wall 50} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-N keep-wall 100} {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK N 54,72 ruinkeep3-wall-0 25} {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK N 54,72 ruinkeep2-wall-0 33} {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK N 54,72 ruinkeep1-wall-0 50} {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK N 52,72 keep-wall-0 100} {TERRAIN_ADJACENT_CORNER_PROB K N !NQqCK 54,72 ruinkeep3-wall-1 25} {TERRAIN_ADJACENT_CORNER_PROB K N !NQqCK 54,72 ruinkeep2-wall-1 34} {TERRAIN_ADJACENT_CORNER_PROB K N !NQqCK 54,72 ruinkeep1-wall-1 50} {TERRAIN_ADJACENT_CORNER_PROB K N !NQqCK 56,76 keep-wall-1 100} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 54,72 keep-of-N ruinkeep3-keep 34} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 54,72 keep-of-N ruinkeep2-keep 34} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 54,72 keep-of-N ruinkeep1-keep 50} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-N keep-keep 100} # sunken ruined castle #{DISABLE_TRANSITIONS Q} {TERRAIN_ADJACENT_CORNER_PROB Q wc wc 52,76 sunken-ruin5-convex 17} {TERRAIN_ADJACENT_CORNER_PROB Q wc wc 52,76 sunken-ruin4-convex 20} {TERRAIN_ADJACENT_CORNER_PROB Q wc wc 52,76 sunken-ruin3-convex 25} {TERRAIN_ADJACENT_CORNER_PROB Q wc wc 52,76 sunken-ruin2-convex 33} {TERRAIN_ADJACENT_CORNER_PROB Q wc wc 52,76 sunken-ruin1-convex 50} {TERRAIN_ADJACENT_CORNER_PROB Q wc wc 52,76 sunken-ruin-convex 100} {TERRAIN_ADJACENT_CORNER_PROB wc Q qQNC 56,68 sunken-ruin5-concave 16} {TERRAIN_ADJACENT_CORNER_PROB wc Q qQNC 56,68 sunken-ruin4-concave 20} {TERRAIN_ADJACENT_CORNER_PROB wc Q qQNC 56,68 sunken-ruin3-concave 25} {TERRAIN_ADJACENT_CORNER_PROB wc Q qQNC 56,68 sunken-ruin2-concave 33} {TERRAIN_ADJACENT_CORNER_PROB wc Q qQNC 56,68 sunken-ruin1-concave 50} {TERRAIN_ADJACENT_CORNER_PROB wc Q qQNC 56,68 sunken-ruin-concave 100} {TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin5-convex 17} {TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin4-convex 20} {TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin3-convex 25} {TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin2-convex 33} {TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin1-convex 50} {TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 castle-convex 100} {TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin5-concave 17} {TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin4-concave 20} {TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin3-concave 25} {TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin2-concave 33} {TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin1-concave 50} {TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 castle-concave 100} {TERRAIN_ADJACENT_CORNER_PROB K Q NQqC 54,72 sunken-ruinkeep3-inside 25} {TERRAIN_ADJACENT_CORNER_PROB K Q NQqC 54,72 sunken-ruinkeep2-inside 33} {TERRAIN_ADJACENT_CORNER_PROB K Q NQqC 54,72 sunken-ruinkeep1-inside 50} {TERRAIN_ADJACENT_CORNER_PROB K Q NQqC 54,72 sunkenkeep-inside 100} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-Q sunken-ruinkeep3-wall 25} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-Q sunken-ruinkeep2-wall 33} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-Q sunken-ruinkeep1-wall 50} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-Q sunkenkeep-wall 100} {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK Q 52,72 sunken-ruinkeep3-wall-0 25} {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK Q 52,72 sunken-ruinkeep2-wall-0 33} {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK Q 52,72 sunken-ruinkeep1-wall-0 50} {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK Q 52,72 sunkenkeep-wall-0 100} {TERRAIN_ADJACENT_CORNER_PROB K Q !NQqCK 56,76 sunken-ruinkeep3-wall-1 25} {TERRAIN_ADJACENT_CORNER_PROB K Q !NQqCK 56,76 sunken-ruinkeep2-wall-1 33} {TERRAIN_ADJACENT_CORNER_PROB K Q !NQqCK 56,76 sunken-ruinkeep1-wall-1 50} {TERRAIN_ADJACENT_CORNER_PROB K Q !NQqCK 56,76 sunkenkeep-wall-1 100} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-Q sunken-ruinkeep3-keep 25} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-Q sunken-ruinkeep2-keep 33} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-Q sunken-ruinkeep1-keep 50} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-Q sunkenkeep-keep 100} # swamp ruined castle #{DISABLE_TRANSITIONS q} {TERRAIN_ADJACENT_CORNER_PROB q wc wc 52,76 sunken-ruin5-convex 17} {TERRAIN_ADJACENT_CORNER_PROB q wc wc 52,76 sunken-ruin4-convex 20} {TERRAIN_ADJACENT_CORNER_PROB q wc wc 52,76 sunken-ruin3-convex 25} {TERRAIN_ADJACENT_CORNER_PROB q wc wc 52,76 sunken-ruin2-convex 33} {TERRAIN_ADJACENT_CORNER_PROB q wc wc 52,76 sunken-ruin1-convex 50} {TERRAIN_ADJACENT_CORNER_PROB q wc wc 52,76 sunken-ruin-convex 100} {TERRAIN_ADJACENT_CORNER_PROB wc q qQNC 56,68 sunken-ruin5-concave 17} {TERRAIN_ADJACENT_CORNER_PROB wc q qQNC 56,68 sunken-ruin4-concave 20} {TERRAIN_ADJACENT_CORNER_PROB wc q qQNC 56,68 sunken-ruin3-concave 25} {TERRAIN_ADJACENT_CORNER_PROB wc q qQNC 56,68 sunken-ruin2-concave 33} {TERRAIN_ADJACENT_CORNER_PROB wc q qQNC 56,68 sunken-ruin1-concave 50} {TERRAIN_ADJACENT_CORNER_PROB wc q qQNC 56,68 sunken-ruin-concave 100} {TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin5-convex 17} {TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin4-convex 20} {TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin3-convex 25} {TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin2-convex 33} {TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin1-convex 50} {TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 castle-convex 100} {TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin5-concave 17} {TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin4-concave 20} {TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin3-concave 25} {TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin2-concave 33} {TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin1-concave 50} {TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 castle-concave 100} {TERRAIN_ADJACENT_CORNER_PROB K q NQqC 54,72 sunken-ruinkeep3-inside 25} {TERRAIN_ADJACENT_CORNER_PROB K q NQqC 54,72 sunken-ruinkeep2-inside 33} {TERRAIN_ADJACENT_CORNER_PROB K q NQqC 54,72 sunken-ruinkeep1-inside 50} {TERRAIN_ADJACENT_CORNER_PROB K q NQqC 54,72 sunkenkeep-inside 100} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-q sunken-ruinkeep3-wall 25} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-q sunken-ruinkeep2-wall 33} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-q sunken-ruinkeep1-wall 50} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-q sunkenkeep-wall 100} {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK q 52,72 sunken-ruinkeep3-wall-0 25} {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK q 52,72 sunken-ruinkeep2-wall-0 33} {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK q 52,72 sunken-ruinkeep1-wall-0 50} {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK q 52,72 sunkenkeep-wall-0 100} {TERRAIN_ADJACENT_CORNER_PROB K q !NQqCK 56,76 sunken-ruinkeep3-wall-1 25} {TERRAIN_ADJACENT_CORNER_PROB K q !NQqCK 56,76 sunken-ruinkeep2-wall-1 33} {TERRAIN_ADJACENT_CORNER_PROB K q !NQqCK 56,76 sunken-ruinkeep1-wall-1 50} {TERRAIN_ADJACENT_CORNER_PROB K q !NQqCK 56,76 sunkenkeep-wall-1 100} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-q sunken-ruinkeep3-keep 25} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-q sunken-ruinkeep2-keep 33} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-q sunken-ruinkeep1-keep 50} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-q sunkenkeep-keep 100} # Encampments {DISABLE_TRANSITIONS n} {TERRAIN_ADJACENT_CORNER n !nK !nK 52,76 encampment-convex} {TERRAIN_ADJACENT_CORNER !nK n n 56,68 encampment-concave} {TERRAIN_ADJACENT_CORNER_FLAG1 K !nK !nK 52,76 keep-of-n encampment-convex} {TERRAIN_ADJACENT_CORNER !nK K n 52,76 encampment-concave} {TERRAIN_ADJACENT_CORNER !nK n K 52,76 encampment-concave} # Cave and dwarven castles {DISABLE_TRANSITIONS W} {DISABLE_TRANSITIONS o} {TERRAIN_ADJACENT_CORNER W !WoK !WoK 52,76 cavewall-convex} {TERRAIN_ADJACENT_CORNER !WoK W W 56,68 cavewall-concave} {TERRAIN_ADJACENT_CORNER o !WoK !WoK 52,76 dwarven-castle-convex} {TERRAIN_ADJACENT_CORNER !WoK o o 56,68 dwarven-castle-concave} {TERRAIN_ADJACENT_CORNER_FLAG1 K !WoK !WoK 52,76 keep-of-o dwarven-castle-convex} {TERRAIN_ADJACENT_CORNER !WoK K o 56,68 dwarven-castle-concave} {TERRAIN_ADJACENT_CORNER !WoK o K 56,68 dwarven-castle-concave} {TERRAIN_ADJACENT_CORNER oK W W 52,76 dwarven-castle-wall-convex} {TERRAIN_ADJACENT_CORNER W oK oK 56,68 dwarven-castle-wall-concave} {TERRAIN_ADJACENT_CORNER oK W !WoK 54,68 dwarven-castle-wall-cw} {TERRAIN_ADJACENT_CORNER oK !WoK W 54,68 dwarven-castle-wall-ccw} # Orcish castle {DISABLE_TRANSITIONS O} {TERRAIN_ADJACENT_CORNER O !O !O 54,72 orccastle-convex} {TERRAIN_ADJACENT_CORNER !O O O 54,72 orccastle-concave} #{TERRAIN_ADJACENT_CORNER -50 K O O } #{TERRAIN_ADJACENT_CORNER_FLAG1 -50 K !OK !OK keep-of-O } #{TERRAIN_ADJACENT_CORNER -50 K O !OK } #{TERRAIN_ADJACENT_CORNER -50 K !OK O } # Castle decorations and castle floors. Those must always be after the castles # are defined. {BUILDING_FLAG K ({VIMG 36,40 tent}) keep-of-n} {BUILDING_FLAG K ({VIMG 36,40 dwarven-keep}) keep-of-o} # {TERRAIN_ADJACENT_OV -78 F !F snow-forest} #added ruins {TERRAIN_ADJACENT_VERTICAL T !TNQq tropical-forest} #{TERRAIN_ADJACENT_VERTICAL F !FNQq snow-forest} #{TERRAIN_ADJACENT_VERTICAL f !fNQq forest} {TERRAIN_ADJACENT -174 mHhfF N grassland} {TERRAIN_ADJACENT -175 M !M desert-mountains} {TERRAIN_ADJACENT -176 mb !mb mountains} {TERRAIN_ADJACENT -177 HA !HA snow-hills} {TERRAIN_ADJACENT -178 J !J desert-hills} {TERRAIN_ADJACENT -179 ha !ha hills} {TERRAIN_ADJACENT -180 l !lW lava} {TERRAIN_ADJACENT -181 uD !uD cave-floor} {TERRAIN_ADJACENT -182 FS ks snow-to-water} {TERRAIN_ADJACENT -183 FS cZp\|/ snow-to-water} {TERRAIN_ADJACENT -184 FS s snow-to-water} {TERRAIN_ADJACENT -185 SVFe !SVFe snow} {TERRAIN_ADJACENT -186 i !i ice} {TERRAIN_ADJACENT -187 TG ks savanna-to-water} {TERRAIN_ADJACENT -188 TG cZp\|/ savanna-to-water} {TERRAIN_ADJACENT -189 TG s savanna-to-water} {TERRAIN_ADJACENT -190 ftgvX ks grassland-to-water} {TERRAIN_ADJACENT -191 ftgvX cZp\|/ grassland-to-water} {TERRAIN_ADJACENT -192 ftgvX s grassland-to-water} #{TERRAIN_ADJACENT -193 ftgvX cZp\|/s cliff} {TERRAIN_ADJACENT -193 GT !GT savanna} {TERRAIN_ADJACENT -194 ftgvX !ftgvX grassland} {TERRAIN_ADJACENT -195 PIB !PIB desert-oasis} {TERRAIN_ADJACENT -196 IBPU !IBPU desert} {TERRAIN_ADJACENT -197 d !d sand} {TERRAIN_ADJACENT -198 r !r dirt} {TERRAIN_ADJACENT -199 E !E desert-road} {TERRAIN_ADJACENT -200 R !R road} #addedruins {TERRAIN_ADJACENT -201 Ywq !Ywq swampwater} {TERRAIN_ADJACENT -202 cZp\|/ !cZp\|/ coast} {TERRAIN_ADJACENT -203 s !s ocean} {TERRAIN_ADJACENT -204 k !k ford} {TERRAIN_ADJACENT -205 Q N sunken-ruin} {TERRAIN_ADJACENT -206 Q !QN coast} {TERRAIN_ADJACENT -207 !N N grassland} {TERRAIN_BASE_DEFAULT void}