# Terrain configuration file. Defines how the terrain _work_ in the game. How # the terrains _look_ is defined in terrain_graphics.cfg . [terrain] symbol_image=void id=shroud name= _ "Shroud" char=" " [/terrain] [terrain] symbol_image=fog id=fog name= _ "Fog" char="~" [/terrain] [terrain] symbol_image=ocean id=deep water name= _ "Deep Water" char=s submerge=0.5 unit_height_adjust=-3 [/terrain] [terrain] symbol_image=coast id=shallow water name= _ "Shallow Water" char=c submerge=0.4 unit_height_adjust=-4 [/terrain] [terrain] symbol_image=village-coast id=mermen village name= _ "Village" char=Z aliasof=c submerge=0.4 unit_height_adjust=-4 heals=true gives_income=true [/terrain] [terrain] symbol_image=swampwater id=swamp water name= _ "Swamp" char=w submerge=0.4 unit_height_adjust=-3 [/terrain] [terrain] symbol_image=village-swampwater id=swamp village name= _ "Village" char=Y aliasof=tw heals=true gives_income=true [/terrain] [terrain] symbol_image=ice id=ice name= _ "Ice" char=i unit_height_adjust=-2 aliasof=S light=true [/terrain] [terrain] symbol_image=bridge-n-s id=bridge name= _ "Bridge" char=| aliasof=gc [/terrain] [terrain] symbol_image=bridge-ne-sw id=bridgediag1 name= _ "Bridge" char=/ aliasof=gc [/terrain] [terrain] symbol_image=bridge-se-nw id=bridgediag2 name= _ "Bridge" char=\ aliasof=gc [/terrain] #Old desert [terrain] symbol_image=sand id=sand name= _ "Sand" char=d light=true [/terrain] #New desert [terrain] symbol_image=desert id=sand name= _ "Sand" char=I light=true [/terrain] [terrain] symbol_image=road id=road name= _ "Road" char=R aliasof=g [/terrain] [terrain] symbol_image=desert-road id=road name= _ "Road" char=E aliasof=g [/terrain] [terrain] symbol_image=dirt id=dirt name= _ "Dirt" char=r aliasof=g [/terrain] #grassland should contain mostly plain grassland, but occasionally #a few rocks [terrain] symbol_image=grassland-r1 id=grassland name= _ "Grassland" char=g [/terrain] [terrain] symbol_image=savanna id=savanna name= _ "Savanna" char=G aliasof=g [/terrain] [terrain] symbol_image=village id=village name= _ "Village" char=t heals=true gives_income=true [/terrain] [terrain] symbol_image=village-human id=human village name= _ "Village" char=v aliasof=t heals=true gives_income=true [/terrain] #temporary symbol_image until a hill/mountain village graphic emerges [terrain] symbol_image=village-human id=hill village name= _ "Village" char=a aliasof=th heals=true gives_income=true [/terrain] #temporary symbol_image until a hill/mountain village graphic emerges [terrain] symbol_image=village-snow id=snow-hill village name= _ "Village" char=A light=true aliasof=th heals=true gives_income=true light=true [/terrain] #temporary symbol_image until a hill/mountain village graphic emerges [terrain] symbol_image=village-human id=mountain village name= _ "Village" char=b aliasof=tm heals=true gives_income=true [/terrain] [terrain] symbol_image=village-desert id=desert village name= _ "Desert Village" char=B aliasof=tI heals=true gives_income=true light=true [/terrain] [terrain] symbol_image=village-desert2 id=desert village name= _ "Desert Village" char=U aliasof=tI heals=true gives_income=true light=true [/terrain] [terrain] symbol_image=village-tropical-forest id=Tropical forest village name= _ "Tropical Forest Village" char=L aliasof=tG heals=true gives_income=true light=true [/terrain] [terrain] symbol_image=desert-oasis id=oasis name= _ "Oasis" char=P aliasof=I heals=true #gives_income=true light=true [/terrain] [terrain] symbol_image=snow id=tundra name= _ "Snow" char=S light=true [/terrain] [terrain] symbol_image=village-snow id=snow village name= _ "Snow Village" char=V aliasof=tS light=true heals=true gives_income=true [/terrain] [terrain] symbol_image=hills id=hills name= _ "Hills" char=h [/terrain] [terrain] symbol_image=snow-hills id=snow hills name= _ "Snow Hills" light=true char=H aliasof=h [/terrain] [terrain] symbol_image=desert-hills id=desert hills name= _ "Desert Hills" char=J aliasof=h [/terrain] [terrain] symbol_image=mountains id=mountains name= _ "Mountains" char=m [/terrain] [terrain] symbol_image=desert-mountains id=desert mountains name= _ "Desert Mountains" char=M aliasof=m [/terrain] [terrain] symbol_image=forest id=forest name= _ "Forest" char=f [/terrain] [terrain] symbol_image=snow-forest id=snow forest light=true name= _ "Snow Forest" aliasof=f char=F [/terrain] [terrain] symbol_image=tropical-forest id=tropical forest name= _ "Tropical Forest" aliasof=f char=T [/terrain] [terrain] symbol_image=cavewall id=cavewall name= _ "Cave wall" char=W light=true [/terrain] [terrain] symbol_image=cave-floor1 id=cave name= _ "Cave" char=u [/terrain] [terrain] symbol_image=village-cave id=underground village name= _ "Village" char=D aliasof=tu heals=true gives_income=true [/terrain] [terrain] symbol_image=castle id=castle name= _ "Castle" char=C unit_height_adjust=3 recruit_onto=true [/terrain] [terrain] symbol_image=dirt id=encampment name= _ "Encampment" char=n aliasof=C unit_height_adjust=3 recruit_onto=true [/terrain] [terrain] symbol_image=cave-floor1 id=dwarven castle name= _ "Dwarven castle" char=o aliasof=C unit_height_adjust=0 recruit_onto=true [/terrain] [terrain] symbol_image=keep id=keep name= _ "Keep" char=K unit_height_adjust=8 aliasof=C light=true recruit_from=true recruit_onto=true [/terrain] #this is commented-out until someone actually makes it work #[terrain] #char=O #id=orccastle #aliasof=C #symbol_image=orccastle #[/terrain] [terrain] symbol_image=canyon-n-s id=canyon name= _ "Canyon" char=X [/terrain] # 'x', 'y' and 'z' are reserved chars # They can be used at the discretion of campaign designers #ifdef CAMPAIGN_EASTERN_INVASION [terrain] symbol_image=castle id=castle name= _ "Castle" char=y aliasof=W [/terrain] #endif