A cliff is a special kind of object that distorts the land mesh into a certain raised shape, and paints texture objects onto various parts of the cliff area.
BRIEF DESCRIPTION ::The sprite name of the icon to display for this cliff.
BRIEF DESCRIPTION ::Paints the surface (the area above the wall) of the cliff with this terrain object. Passability info determines whether units can walk over the top of the cliff.
BRIEF DESCRIPTION ::Paints the wall (the typically impassable side) of the cliff with this terrain object. Passability info determines whether units can walk up the side of the cliff.
BRIEF DESCRIPTION ::Paints the base (the bottom that touches the land's original terrain) of the cliff with this terrain object.
BRIEF DESCRIPTION ::How tall the cliff is. Similar to water depth. The higher the number, the greater the terrain is raised when the cliff is placed.
BRIEF DESCRIPTION ::The shape of the cliff.
Determines the style in which the cliff area is distorted. Examples include "mesa" (shallow sides, flat top), "plateau" (similar to "mesa", but covering a wider area), "hill" (rounded top) and "mountain" (craggy).
Not sure how we're going to define these. Presumably this points to a style file which defines the x/y/z nodes of the cliff mesh. AoM just hardcoded its cliff shapes, so we're not sure.
BRIEF DESCRIPTION ::The number of land tiles off the cliff edge to smooth when the cliff is placed (creates a more gradual incline from the surrounding terrain).
<cliff Tag="Greek Cliff" Parent="Cliff"