Use sparse forest variants on all hill types, not just those matching season

This commit is contained in:
Simon Forsyth 2011-10-20 21:56:47 +00:00
parent 72e4b75076
commit a517fb801f

View File

@ -83,43 +83,43 @@
# Forests
{NEW:FOREST Hh*^Fp (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/pine-sparse}
{NEW:FOREST *^Fp (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/pine}
{NEW:FOREST H*^Fp (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/pine-sparse}
{NEW:FOREST *^Fp (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/pine}
{NEW:FOREST *^Ft (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/tropical}
{NEW:FOREST *^Ft (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/tropical}
{NEW:FOREST Ha*^Fpa (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/snow-forest-sparse}
{NEW:FOREST *^Fpa (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/snow-forest}
{NEW:FOREST H*^Fpa (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/snow-forest-sparse}
{NEW:FOREST *^Fpa (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/snow-forest}
{NEW:FOREST Hh*^Fds (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-summer-sparse}
{NEW:FOREST *^Fds (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-summer}
{NEW:FOREST H*^Fds (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-summer-sparse}
{NEW:FOREST *^Fds (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-summer}
{NEW:FOREST Hh*^Fdf (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-fall-sparse}
{NEW:FOREST *^Fdf (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-fall}
{NEW:FOREST H*^Fdf (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-fall-sparse}
{NEW:FOREST *^Fdf (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-fall}
{NEW:FOREST Hh*^Fdw (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-winter-sparse}
{NEW:FOREST *^Fdw (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-winter}
{NEW:FOREST H*^Fdw (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-winter-sparse}
{NEW:FOREST *^Fdw (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-winter}
{NEW:FOREST Ha*^Fda (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-winter-snow-sparse}
{NEW:FOREST *^Fda (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-winter-snow}
{NEW:FOREST H*^Fda (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-winter-snow-sparse}
{NEW:FOREST *^Fda (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-winter-snow}
{NEW:FOREST Hh*^Fms (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-summer-sparse}
{NEW:FOREST *^Fms (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-summer}
{NEW:FOREST H*^Fms (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-summer-sparse}
{NEW:FOREST *^Fms (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-summer}
{NEW:FOREST Hh*^Fmf (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-fall-sparse}
{NEW:FOREST *^Fmf (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-fall}
{NEW:FOREST H*^Fmf (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-fall-sparse}
{NEW:FOREST *^Fmf (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-fall}
{NEW:FOREST Hh*^Fmw (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-winter-sparse}
{NEW:FOREST *^Fmw (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-winter}
{NEW:FOREST H*^Fmw (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-winter-sparse}
{NEW:FOREST *^Fmw (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-winter}
{NEW:FOREST Ha*^Fma (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-winter-snow-sparse}
{NEW:FOREST *^Fma (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-winter-snow}
{NEW:FOREST H*^Fma (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-winter-snow-sparse}
{NEW:FOREST *^Fma (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-winter-snow}
{NEW:FOREST *^Uf* (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mushrooms}
{NEW:FOREST *^Uf* (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mushrooms}
# Great-tree
{OVERLAY_RANDOM *^Fet forest/great-tree}
{OVERLAY_RANDOM *^Fetd forest/great-tree-dead}
{OVERLAY_RANDOM *^Fet forest/great-tree}
{OVERLAY_RANDOM *^Fetd forest/great-tree-dead}
# Oasis
{OVERLAY_P (*^Do,Do) 30 village/desert-oasis-1}