

defeat russia - their factories have been in the east and the lend lease shipments partially too.), a much longer us campaign (their strong economy is worth more then 3 maps) and much better replayability (partially random spawning where it makes sense)-every game is different.
#Battle for wesnoth terrain draw order code
1 : Īnd the following code in the TRANSITION_BASE macroĪll builders must have exactly the same parameters.IMAGESTEM: the basename on which filenames will be based.See the dicussion at the begining of the builder section BUILDER : only for _B the builder macro that will be used to create the animations in the image= field of the generated terrain code.

FLAG : only for _F A flag to test and set on the tile.LAYER : only for _L The layer that will be used for the generated rules.PROB : only for _P The probability of the rules generated by the macros of being applied.ADJACENT : only for restricted the type of neighbours to test for.TERRAIN : the type of terrain to put the image on.TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM These macros always have the parameters in the same orders (not all macros have all parameters, see below will also be correct macro names with the corresponding parametersĮach section describing a type will explain what values for PLFB are used for the functions that don't have them as parameters Here _PLFB means any combination of _P _PL _PF etc. TYPE_ROTATION_RESTRICTED_RANDOM _PLFB: combination of above.TYPE_ROTATION_RESTRICTED _PLFB: combination of above + the images will be named according to where the neighbours are.TYPE_RESTRICTED_RANDOM _PLFB: combination of above.TYPE_RESTRICTED _PLFB: puts an image on a tile if the tile has one neighbours of a given type.TYPE_RANDOM _LFB : puts an image from a random set on a tile.Type is the type of macros (like KEEP,OVERLAY etc.) we are using To simplify, they follow a naming convention 1: used by the base tile of castles/keepsįlying/moving units are always drawn over terrainįor some common types of tiles, we have a lot of variation of macros.Normal units are drawn above layer 0, except if the basey of the tile is > 56 in which case they are drawn below 0: default layer for overlays and villages.-80: overlays that should always be drawn under units (like rails etc.).

In that case the tile will have overlay-s and overlay-ne set (the directions where the bridge actually exits) and overlay-away-n (the direction where the bridge would exit according to terrain codes, but doesnt because of overall layout) This mean that the n->s is actually a turn in the bridge that should use a graphic depicting a s->ne corner. Suppose we have a n->s bridge hex who's ne neighbour is a ne->sw bridge. used for bridges, the bridge does NOT have an exit on the given direction, but would be expected to.The bridge "actually has" an "exit direction" in the direction indicated. used for bridges, the bridge on this tile.in other word if a tile has transition-n set, it's northern neighbour should have transition-s set is set on a tile which has a transition on it's corresponding side set (i.e if there is a transition with the tile at its north, transition-n will be set) possible values: n,ne,nw,s,se,sw Also not that the macros handl it in a reciprocal way.village: is set when a village is added on a tile.overlay: is set on all hex that have something drawn on the hex itself (i.e not a transition) over the base terrain.

