From 03ec7131294679aedfbd836e462a8a42320c4045 Mon Sep 17 00:00:00 2001 From: Mark de Wever Date: Mon, 30 Oct 2006 17:42:51 +0000 Subject: [PATCH] fixed terrain selection probabilites also adds the probabilities as comment in the file (patch #617 by sparr) --- changelog | 2 + data/terrain-graphics.cfg | 181 ++++++++++++++++++++++++++++---------- 2 files changed, 136 insertions(+), 47 deletions(-) diff --git a/changelog b/changelog index 00036c4ee16..67de88e25ca 100644 --- a/changelog +++ b/changelog @@ -8,6 +8,8 @@ Version 1.3-svn: * The South Guard * Proven by the Sword: tell Deoran to go to Westin if the citadel is secured (fixes #7360) + * graphics + * fixed terrain selection probabilites (patch #617) * multiplayer maps: * new multiplayer maps: The Manzivan Traps * units: diff --git a/data/terrain-graphics.cfg b/data/terrain-graphics.cfg index 3217d599568..8f1e3bd22be 100644 --- a/data/terrain-graphics.cfg +++ b/data/terrain-graphics.cfg @@ -7,6 +7,10 @@ # added. # * keep-of-$castle : castle being a tile letter. The corresponding tile is the # keep correspoding to the given castle tile +# +# when adding new probabilities update the commented line +# the proper way to calculate the propabilities is described here +# http://www.wesnoth.org/wiki/Terrain_Graphics_Probability # The following should be kept on top of the file {terrain-graphics} @@ -39,6 +43,7 @@ {FORESTADJCASTLE ] CnolWqQoKN 100 mushrooms-castle} {FORESTADJCASTLE m CnqQoKXN 100 mountains-castle} +#33% 17% 5% 45% {FORESTADJ f csmJMwvabtXWl 33 forest_small} {FORESTADJ f csmJMwvabtXWl 25 forest3} {FORESTADJ f csmJMwvabtXWl 10 forest4} @@ -148,43 +153,50 @@ #enddef #Single hex mountain tiles (mountain + village) +#33% 33% 33% {SHEX mb& overlay 33 mountains3} -{SHEX mb& overlay 33 mountains2} +{SHEX mb& overlay 50 mountains2} {SHEX mb& overlay 100 mountains} #Single hex normal forest tiles +#33% 17% 5% 45% {SHEX f overlay 33 forest} {SHEX f overlay 25 forest3} {SHEX f overlay 10 forest4} {SHEX f overlay 100 forest2} #Single hex tropical forest tiles +#33% 17% 5% 45% {SHEX T overlay 33 tropical-forest2} {SHEX T overlay 25 tropical-forest3} {SHEX T overlay 10 tropical-forest4} {SHEX T overlay 100 tropical-forest} #Single hex normal snow forest tiles +#25% 25% 25% 25% {SHEX F overlay 25 snow-forest2} -{SHEX F overlay 25 snow-forest3} -{SHEX F overlay 25 snow-forest4} +{SHEX F overlay 33 snow-forest3} +{SHEX F overlay 50 snow-forest4} {SHEX F overlay 100 snow-forest} #Single hex Great-tree +#33% 17% 50% {SHEX ? overlay 33 great-tree3} {SHEX ? overlay 25 great-tree2} {SHEX ? overlay 100 great-tree1} #Single hex underground mushroom forest tiles +#20% 20% 20% 20% 20% {SHEX ] overlay 20 mushrooms2} -{SHEX ] overlay 20 mushrooms3} -{SHEX ] overlay 20 mushrooms4} -{SHEX ] overlay 20 mushrooms5} +{SHEX ] overlay 25 mushrooms3} +{SHEX ] overlay 33 mushrooms4} +{SHEX ] overlay 50 mushrooms5} {SHEX ] overlay 100 mushrooms} #Single hex Cave lit by Beam of Light +#33% 33% 33% {SHEX ' overlay 33 cave-beam3} -{SHEX ' overlay 33 cave-beam2} +{SHEX ' overlay 50 cave-beam2} {SHEX ' overlay 100 cave-beam1} @@ -235,6 +247,7 @@ [/terrain_graphics] #enddef +#33% 33% 33% {CLOUDS & cloud1_1 cloud1_2 cloud1_3 clouds 33} {CLOUDS & cloud1_1 cloud2_2 cloud1_3 clouds 50} {CLOUDS & cloud1_1 cloud3_2 cloud1_3 clouds 100} @@ -244,27 +257,33 @@ # top of both 'base' and 'overlay' #Single hex human villages (grassland, hills, mountains) +#30% 30% 40% {SHEX v village 30 village-human} -{SHEX v village 30 village-human2} +{SHEX v village 43 village-human2} {SHEX v village 100 village-human3} + {SHEX ab village 100 village-human4} #Single hex human villages (snow) +#33% 33% 33% {SHEX V village 33 village-human-snow} -{SHEX V village 33 village-human-snow2} +{SHEX V village 50 village-human-snow2} {SHEX V village 100 village-human-snow3} + {SHEX A village 100 village-human-snow4} #Single hex elven villages +#10% 25% 25% 40% {SHEX t village 10 village-elven} -{SHEX t village 25 village-elven3} -{SHEX t village 25 village-elven4} +{SHEX t village 28 village-elven3} +{SHEX t village 38 village-elven4} {SHEX t village 100 village-elven2} #Single hex elven villages (snow) +#10% 25% 25% 40% {SHEX e village 10 village-elven-snow} -{SHEX e village 25 village-elven-snow3} -{SHEX e village 25 village-elven-snow4} +{SHEX e village 28 village-elven-snow3} +{SHEX e village 38 village-elven-snow4} {SHEX e village 100 village-elven-snow2} #Single hex desert villages @@ -272,12 +291,15 @@ {SHEX U village 100 village-desert2} #Single hex underground villages +#33% 33% 33% {SHEX D village 33 village-cave} -{SHEX D village 33 village-cave2} +{SHEX D village 50 village-cave2} {SHEX D village 100 village-cave3} + {SHEX p village 100 village-dwarven} #Single hex swamp village +#50% 50% {SHEX Y village 50 village-swampwater} {SHEX Y village 100 village-swampwater2} @@ -307,88 +329,127 @@ # Attachs graphics to each known terrain types # +#10% 3% 13% 7% 67% {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} + +#30% 30% 40% {TERRAIN_BASE_PROB H snow-hills3 30} -{TERRAIN_BASE_PROB H snow-hills2 30} +{TERRAIN_BASE_PROB H snow-hills2 43} {TERRAIN_BASE H snow-hills} + +#33% 33% 33% {TERRAIN_BASE_PROB h hills-variation1 33} -{TERRAIN_BASE_PROB h hills-variation2 33} +{TERRAIN_BASE_PROB h hills-variation2 50} {TERRAIN_BASE h hills-variation3} + +#33% 33% 33% {TERRAIN_BASE_PROB [ cave-hills-variation1 33} -{TERRAIN_BASE_PROB [ cave-hills-variation2 33} +{TERRAIN_BASE_PROB [ cave-hills-variation2 50} {TERRAIN_BASE [ cave-hills-variation3} + +#30% 30% 40% {TERRAIN_BASE_PROB SF snow2 30} -{TERRAIN_BASE_PROB SF snow3 30} +{TERRAIN_BASE_PROB SF snow3 43} {TERRAIN_BASE SF snow} + {TERRAIN_BASE X chasm} + +#g 2% 2% 3% 3% 9% 9% 9% 9% 9% 9% 9% 27% {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} +#f? 10% 10% 10% 10% 10% 10% 10% 30% {TERRAIN_BASE_PROB gf? grassland-r1 10} -{TERRAIN_BASE_PROB gf? grassland-r2 10} -{TERRAIN_BASE_PROB gf? grassland-r3 10} -{TERRAIN_BASE_PROB gf? grassland-r4 10} -{TERRAIN_BASE_PROB gf? grassland-r5 10} -{TERRAIN_BASE_PROB gf? grassland-r6 10} -{TERRAIN_BASE_PROB gf? grassland-r7 10} +{TERRAIN_BASE_PROB gf? grassland-r2 11} +{TERRAIN_BASE_PROB gf? grassland-r3 13} +{TERRAIN_BASE_PROB gf? grassland-r4 14} +{TERRAIN_BASE_PROB gf? grassland-r5 17} +{TERRAIN_BASE_PROB gf? grassland-r6 20} +{TERRAIN_BASE_PROB gf? grassland-r7 25} {TERRAIN_BASE gf? grassland-r8} + {TERRAIN_BASE r dirt} + +#33% 33% 33% {TERRAIN_BASE_PROB R road3 33} -{TERRAIN_BASE_PROB R road2 33} +{TERRAIN_BASE_PROB R road2 50} {TERRAIN_BASE R road} + +#10% 10% 10% 70% {TERRAIN_BASE_PROB d sand-rock1 10} -{TERRAIN_BASE_PROB d sand-rock2 10} -{TERRAIN_BASE_PROB d sand-rock3 10} +{TERRAIN_BASE_PROB d sand-rock2 11} +{TERRAIN_BASE_PROB d sand-rock3 13} {TERRAIN_BASE d sand} + +#10% 10% 10% 10% 25% 35% {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_PROB i ice3 11} +{TERRAIN_BASE_PROB i ice5 13} +{TERRAIN_BASE_PROB i ice6 14} +{TERRAIN_BASE_PROB i ice4 42} {TERRAIN_BASE i ice} + +#8% 8% 8% 8% 23% 23% 23% {TERRAIN_BASE_PROB w swampwater-flowers1 8} -{TERRAIN_BASE_PROB w swampwater-flowers2 8} +{TERRAIN_BASE_PROB w swampwater-flowers2 9} {TERRAIN_BASE_PROB w swampwater-plant1 10} -{TERRAIN_BASE_PROB w swampwater-plant2 10} +{TERRAIN_BASE_PROB w swampwater-plant2 11} {TERRAIN_BASE_PROB w swampwater2 33} {TERRAIN_BASE_PROB w swampwater3 50} {TERRAIN_BASE w swampwater} + +#30% 30% 40% {TERRAIN_BASE_PROB c\|/ coast3 30} -{TERRAIN_BASE_PROB c\|/ coast2 30} +{TERRAIN_BASE_PROB c\|/ coast2 43} {TERRAIN_BASE c\|/ coast} + +#30% 30% 40% {TERRAIN_BASE_PROB s ocean3 30} -{TERRAIN_BASE_PROB s ocean2 30} +{TERRAIN_BASE_PROB s ocean2 43} {TERRAIN_BASE s ocean} + {TERRAIN_BASE ~ fog} + +#2% 2% 2% 24% 24% 3% 3% 3% 3% 36% {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_PROB I desert3 34} +{TERRAIN_BASE_PROB I desert4 6} +{TERRAIN_BASE_PROB I desert5 6} +{TERRAIN_BASE_PROB I desert6 7} +{TERRAIN_BASE_PROB I desert7 7} {TERRAIN_BASE I desert} + +#33% 33% 33% {TERRAIN_BASE_PROB J desert-hills2 33} -{TERRAIN_BASE_PROB J desert-hills3 33} +{TERRAIN_BASE_PROB J desert-hills3 50} {TERRAIN_BASE J desert-hills} + +#25% 25% 25% 25% {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_PROB M desert-mountain-peak2 33} +{TERRAIN_BASE_PROB M desert-mountain-peak3 50} {TERRAIN_BASE M desert-mountains} + {TERRAIN_BASE GT savanna} {TERRAIN_BASE E desert-road} {TERRAIN_BASE P desert-oasis} + #set them to 33 for some irregulrity +#33% 67% {TERRAIN_BASE_PROB k ford2 33} {TERRAIN_BASE k ford} + +#33% 67% {TERRAIN_BASE_PROB l lava2 33} {TERRAIN_BASE l lava} @@ -435,8 +496,10 @@ #added ruins {TERRAIN_BASE N castle} {TERRAIN_BASE Q sunken-ruin} + +#30% 30% 40% {TERRAIN_BASE_PROB q swampwater2 30} -{TERRAIN_BASE_PROB q swampwater3 30} +{TERRAIN_BASE_PROB q swampwater3 43} {TERRAIN_BASE q swampwater} #{TERRAIN_BASE O orccastle} @@ -465,6 +528,7 @@ # Not disabled for now because it messes with the new cliff {DISABLE_TRANSITIONS N} #we want transitions...makes ruins look overgrown... +#17% 17% 17% 17% 17% 17% {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} @@ -472,6 +536,7 @@ {TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin1-convex 50} {TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 castle-convex 100} +#17% 17% 17% 17% 17% 17% {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} @@ -479,20 +544,25 @@ {TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin1-concave 50} {TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 castle-concave 100} +#75% 25% {TERRAIN_ADJACENT_CORNER_PROB K N NQqC 54,72 ruinkeep1-inside 75} {TERRAIN_ADJACENT_CORNER_PROB K N NQqC 54,72 keep-inside 100} +#75% 25% {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 54,72 keep-of-N ruinkeep1-wall 75} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-N keep-wall 100} +#75% 25% {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK N 54,72 ruinkeep1-wall-0 75} {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK N 52,72 keep-wall-0 100} +#75% 25% {TERRAIN_ADJACENT_CORNER_PROB K N !NQqCK 54,72 ruinkeep1-wall-1 75} {TERRAIN_ADJACENT_CORNER_PROB K N !NQqCK 56,76 keep-wall-1 100} +#75% 25% {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 54,72 keep-of-N ruinkeep1-keep 75} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-N keep-keep 100} @@ -500,6 +570,7 @@ # sunken ruined castle #{DISABLE_TRANSITIONS Q} +#17% 17% 17% 17% 17% 17% {TERRAIN_ADJACENT_CORNER_PROB Q wcs wcs 52,76 sunken-ruin5-convex 17} {TERRAIN_ADJACENT_CORNER_PROB Q wcs wcs 52,76 sunken-ruin4-convex 20} {TERRAIN_ADJACENT_CORNER_PROB Q wcs wcs 52,76 sunken-ruin3-convex 25} @@ -507,13 +578,15 @@ {TERRAIN_ADJACENT_CORNER_PROB Q wcs wcs 52,76 sunken-ruin1-convex 50} {TERRAIN_ADJACENT_CORNER_PROB Q wcs wcs 52,76 sunken-ruin-convex 100} -{TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin5-concave 16} +#17% 17% 17% 17% 17% 17% +{TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin5-concave 17} {TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin4-concave 20} {TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin3-concave 25} {TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin2-concave 33} {TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin1-concave 50} {TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin-concave 100} +#17% 17% 17% 17% 17% 17% {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} @@ -521,6 +594,7 @@ {TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin1-convex 50} {TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 castle-convex 100} +#17% 17% 17% 17% 17% 17% {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} @@ -528,24 +602,30 @@ {TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin1-concave 50} {TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 castle-concave 100} +#75% 25% {TERRAIN_ADJACENT_CORNER_PROB K Q NQqC 54,72 sunken-ruinkeep1-inside 75} {TERRAIN_ADJACENT_CORNER_PROB K Q NQqC 54,72 sunkenkeep-inside 100} +#75% 25% {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-Q sunken-ruinkeep1-wall 75} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-Q sunkenkeep-wall 100} +#75% 25% {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK Q 52,72 sunken-ruinkeep1-wall-0 75} {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK Q 52,72 sunkenkeep-wall-0 100} +#75% 25% {TERRAIN_ADJACENT_CORNER_PROB K Q !NQqCK 56,76 sunken-ruinkeep1-wall-1 75} {TERRAIN_ADJACENT_CORNER_PROB K Q !NQqCK 56,76 sunkenkeep-wall-1 100} +#75% 25% {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-Q sunken-ruinkeep1-keep 75} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-Q sunkenkeep-keep 100} # swamp ruined castle #{DISABLE_TRANSITIONS q} +#17% 17% 17% 17% 17% 17% {TERRAIN_ADJACENT_CORNER_PROB q wcs wcs 52,76 ruin5-convex 17} {TERRAIN_ADJACENT_CORNER_PROB q wcs wcs 52,76 ruin4-convex 20} {TERRAIN_ADJACENT_CORNER_PROB q wcs wcs 52,76 ruin3-convex 25} @@ -553,6 +633,7 @@ {TERRAIN_ADJACENT_CORNER_PROB q wcs wcs 52,76 ruin1-convex 50} {TERRAIN_ADJACENT_CORNER_PROB q wcs wcs 52,76 ruin-convex 100} +#17% 17% 17% 17% 17% 17% {TERRAIN_ADJACENT_CORNER_PROB wcs q qQNC 56,68 ruin5-concave 17} {TERRAIN_ADJACENT_CORNER_PROB wcs q qQNC 56,68 ruin4-concave 20} {TERRAIN_ADJACENT_CORNER_PROB wcs q qQNC 56,68 ruin3-concave 25} @@ -560,7 +641,7 @@ {TERRAIN_ADJACENT_CORNER_PROB wcs q qQNC 56,68 ruin1-concave 50} {TERRAIN_ADJACENT_CORNER_PROB wcs q qQNC 56,68 ruin-concave 100} - +#17% 17% 17% 17% 17% 17% {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} @@ -568,6 +649,7 @@ {TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin1-convex 50} {TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 castle-convex 100} +#17% 17% 17% 17% 17% 17% {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} @@ -575,18 +657,23 @@ {TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin1-concave 50} {TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 castle-concave 100} +#75% 25% {TERRAIN_ADJACENT_CORNER_PROB K q NQqC 54,72 ruinkeep1-inside 75} {TERRAIN_ADJACENT_CORNER_PROB K q NQqC 54,72 keep-inside 100} +#75% 25% {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-q ruinkeep1-wall 75} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-q keep-wall 100} +#75% 25% {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK q 52,72 ruinkeep1-wall-0 75} {TERRAIN_ADJACENT_CORNER_PROB K !NQqCK q 52,72 keep-wall-0 100} +#75% 25% {TERRAIN_ADJACENT_CORNER_PROB K q !NQqCK 56,76 ruinkeep1-wall-1 75} {TERRAIN_ADJACENT_CORNER_PROB K q !NQqCK 56,76 keep-wall-1 100} +#75% 25% {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-q ruinkeep1-keep 75} {TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-q keep-keep 100} @@ -691,4 +778,4 @@ {TERRAIN_ADJACENT -560 Q !QN coast} {TERRAIN_ADJACENT -570 !N N grassland} -{TERRAIN_BASE_DEFAULT void} \ No newline at end of file +{TERRAIN_BASE_DEFAULT void}