Gosho, I'll reply to you later when I've digested that...
@Leo
https://www.dropbox.com/s/x7rji1zaxk...et%20stuff.zip
I think I understand what is going on with the stones. When a settlement is on the battlemap, it's worldvegetation file overrules the natural terrain vegetation for all the areas where the .worldterrain applies and it's not merged out (e.g. under the white areas on the merge tga). Where the .worldterrain doesn't apply (outside the edges or where it's merged) then the natural veg rocks or trees come back through.
Where your Dale techtree has a large terrain file and that battlemerge base thingy, but the merge tga's are black it's still exerting an influence and over-ruling your erebor worldveg', but because it's not applying its own veg' the natural underlying climate veg' stuff is coming through! Something like that anyway...
best I could do is the attached; there's a version of the full sized terrain with just the battlemerge section removed. then to stop the terrain influencing inside Erebor, I re-sized the terrain and veg file to 141x311, which means you do lose the far distance stuff, but keep the valleys at the sides. (I also tried 151 and 161 depths but the stones came back with those sizes) The attached .worldterrain requires the masks to be inside /dale_for_erebor/maps/overlays - I thought that might help get the masks to show, as they normally work better under the same folder, that didn't fix the mask problem though.
When I tested loading a village as a techtree to stone_fort_c it loaded all it's masks including the farm stuff. However making the pkg load the same village in your erebor/dale slot the masks didn't show up... Unless you can find anything else I assume the problem is it won't display them that far outside the battlemap boundary
