It is possible to add new terrain types to the existing ones, but it requires more editing. Just out of my head now: besides editing the terrain.pzdat file you also need to edit the strings.pzdat (to give the new terrain a name that the game uses), the movement.pzdat (the new terrain type has to be added to each movement type like leg, wheeled, tracked, etc. to specify how units with those movement can move over it), and it needs a new graphic added to the terrain.png file (which is in "\Panzer Corps\Graphics\Editor\" folder) to distinguish it from the other existing terrain types.
So I think for a new modder it is easier to just edit an existing and unused terrain type. Bocage is a good example if you do not use it, but you might also use Jungle, Escarpment, or the Desert terrain types (unless of course you use any of these in your map). Needless to say, before doing any such editing you should make a copy of the original files, or even better if start to use JSGME for installing the mod later. In that case you just make a copy of the original files in the same folder structure for your mod and you will start editing them. Then, when you are ready with your mod you can use JSGME tool to install and remove the mod without corrupting the original game files.
As for "glow" - it means that terrain types with this trait will "glow" or "shine" if terrain glow is enabled in the in-game menu:

- glow.jpg (185.17 KiB) Viewed 5751 times
as it says it is used by the game for certain terrains like cities or forests so that units standing on these terrains stand out more from the background.
A "depot" or "village" that has the "railemb" trait, but not the "close" or "grndsup" traits
ok, so all you need to do is to is for example find the desert terrain type in the terrain.pzdat:
IDS_TRN_DESERT lowsup 100 0
and modify it to:
IDS_TRN_DESERT railemb 100 0
then it will pretty much act like a desert terrain with the only difference that it will no longer give lower supply and you will be able to embark and disemark units from the railroad which goes through it. Note that while editing these game files you have to be careful to use the "TAB" to move between the entries in a line and not "Space" otherwise you will mess it up and the game will not understand it correctly. So it should be like:
IDS_TRN_DESERT"TAB"railemb"TAB"100"TAB"0
but in this case it is enough if you just edit "lowsup" to "railemb" as the "TAB" alignement is already correct. Just keep in mind that alignement is always important in these game files as the game reads them like this:
1st entry: name of the terrain type (IDS_TRN_DESERT) - or more precisely the game will look for this entry in the strings.pzdat file to find the actual name (desert)
2nd entry: traits (if any)
3rd entry: initiative cap (in this case 100)
4th entry: base entrenchment (in this case 0)
and the entries are separated by a "TAB". If this order is not kept the game will mix them up and it may lead to errors. For example, if you make it like this:
IDS_TRN_DESERT"TAB""TAB"railemb"TAB"100"TAB"0
then the game will think that the 2nd entry is empty (no terrain traits given after the first "TAB"), will unable to decode "railemb" as there should be a number after the second tab and will think that the base entrenchment is 100 (when it should be 0 in this case).
An "airstrip" that has the airemb but NOT the airsup traits. Not every airfield should have the facilities to re-arm military craft. Also wish to de-clutter, but retain the ability to load and unload ground units.
I am not so sure about it, but if you edit e.g. the dunes (assuming that you do not use it) like this:
IDS_TRN_DUNES airemb 100 0
than it should do the trick.
Obviously, you can use "bocage" as well, but in that case you will also need to edit the movement.pzdat file as units normally move very slowly through the bocage terrain so you will want to negate this effect. Actually, if you use "desert" and "dunes" you should do the same as well, as those terrain types also slow down units more than cities or airports. So you should go through all the movement types in the movement.pzdat file and give the same movement costs to the edited terrain types as they have in city and airport. Then no one will notice any difference in the game.
Ah, and on final thought, you will also need to edit the map string name of the edited terrain type so that players will see "Train station" instead of "bocage" or "dunes" or whatever:

- editor.jpg (127.6 KiB) Viewed 5751 times
Have fun!
