With Additional Tile Properties it’s possible to supply all tiles with additional data, just like with .jsd files, except in XML. Files need to have same name as tile’s .sti and .jsd files, and be put in \tilesets\AdditionalProperties\, or in specific \tilesets\xx\.
At the moment, type of camouflage that works on any tile depends on tile’s terrain id, which is distributed dynamically depending on tile’s position in tileset. As a result:
– urban camo works perfectly on all floors and roofs,
– desert camo works perfectly on all dirt roads,
– wood camo works perfectly on any grass – and by “grass” I mean only fifth and sixth texture of every tileset, not neccessarily being grass,
– everywhere else wood and desert camo work both perfectly,
– snow camo doesn’t work at all.
With additional properties it’s possible to specify which camo type, and how effectively will work on any tile. Only snow camo will work on snow covered roofs, red carpet in palace won’t perfectly cooperate with urban camo anymore, thick grass in the middle of the forest will provide better camouflage than sparse grass near the road. While most of affinity of any map grid usually comes from surface tiles, other objects like weeds, grass, twigs etc. can influence final affinity too.