I am thinking about widening the scope of the "Frozen Tiles Mod v2.0"... and because of that I made some testing, which, as a result made me ask some questions that may be Massi (who seems the modder who worked the most on terrain tiles modding), or some map/scenario designer (I can think about Nikivdd) could answer.
The facts:
1) The most complete terrain tiles mods are, as far as I know, the ones made by Massi. Question: I have downloaded the "Massi-ve Desert Mod v1.11 (105 Mb) and the "Massi-ve Destruction Mod v2.1 (69 Mb). Does the bigger one Desert Mod v1.11 includes all the graphics released with Destruction Mod v2.1? The "Desert Mod v1.11" are also newer, so I tend to think the answer to this question as positive, but can anyone confirm?
2) As I want to maintain compatibility with vanilla files and Massi's mod(s), because Massi's files are compatible with the vanilla files, I would like to start working on the files for my mod without breaking anything.
3) Fortunately, the files I want to work with: LayerBaseDry, LayerBaseFrozen, LayerCoastDry / Frozen are not modified by Massi's mod, so I can just add stuff to them and those files can be integrated to his mod(s). The other set of files I would like to mod is the LayerRivers / LayerRiversFrozen, which are modified, but only a little (he seems to have added just more canals hexes and made them "frozable".
4) Test: In the LayerBaseDry / Frozen are three identical hexes for use as seas. I pasted different numbers on them (you guesssed right: 1,2,3) and loaded some scenarios using those modified hexes: I could see that the game loaded any of the three hexes on maritime zones of the map, seemingly at random... Or this "randomness" is the result of the map designer to pick anyone of that three sea hexes?
5) If those sea hexes are randomly chosen by the game engine and drawn on the maps, the best will be to leave the way they are and add my "new" sea hexes in a new tile row below the LayerBaseDry / LayerBaseFrozen files. Also this will maintain file compatibility with all the maps made till the present.
6) Bearing in mind what I said in point 5, the best solution would be to add the new hexes below the existing ones, allowing the newly designed maps to use them, but... Can new hexes be added to the LayerBase files in the same way as Massi had added new tiles in the Terrain files, for example?
7) The new hexes I though about would be: Lake / Lake Frozen, Coastal (shallow) Sea / Coastal Sea Frozen, Deep Sea / Frozen Deep Sea, Deep Sea / Iceberg Sea, Deep Sea / Non Freezing Deep Sea. Also possibly a kind of "impassable" sea hexe, like a coral reef for example. I was partly inspired to think about those new sea hexes by the interesting concepts about movement types possibilities explained by ThvN.

Also, the idea is to mod the LayerRiverFrozen file to give the frozen look to river deltas (look the Lake Ladoga screenshot in the previous post. As this file was modded by Massi, I think to work on his files, with his permission, of course.
Can anyone help me giving some info about those points? Thanks!
