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HJF

Age of Empires II Anniversary Pack Map Pack

HJF
May 21st, 2014
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  1. /* Anniversary Pack by HJ */
  2.  
  3. /* Anniversary Pack is a project I started in the beginning of 2013. The idea behind this map pack was to create some new cool maps
  4. and then post them on the 13th anniversary year for AoC (August 26th). */
  5.  
  6. /* Spesial thanks to: [LoS]ayase_chihaya(CH_Wired), Mega(Megakhan), musky, lecture, Old magic, raptor and Mounstrosity
  7. for helping me out with this project. Thanks for playtesting and support! */
  8.  
  9. /* In addition: Thanks to The_Prophet for letting me use the MegaRandom(WCL 7) resource engine/script (Sheeps, Boar, Gold, Berries etc) for my map pack. */
  10.  
  11. /* ************************************ */
  12. <PLAYER_SETUP>
  13. random_placement
  14.  
  15. /* ****************************************************** */
  16.  
  17. start_random
  18. percent_chance 50 #define AP_PACK1
  19. percent_chance 38 #define AP_PACK2
  20. percent_chance 12 #define AP_NOMAD
  21. end_random
  22. start_random
  23. percent_chance 4 #define RAFT_AP
  24. percent_chance 4 #define TRADE_ROUTE_AP
  25. percent_chance 4 #define BOARDS_OF_CANADA_AP
  26. percent_chance 4 #define QUICKSAND_AP
  27. percent_chance 4 #define HYPERBOREA_AP
  28. percent_chance 4 #define LOCK_WASHER_AP
  29. percent_chance 4 #define MAZE_AP
  30. percent_chance 4 #define INFREQUENT_AP
  31. percent_chance 4 #define WOODEN_WEB_AP
  32. percent_chance 4 #define GLACIER_AP
  33. percent_chance 4 #define ROAD_TO_VICTORY_AP
  34. percent_chance 4 #define CARIBBEAN_AP
  35. percent_chance 4 #define AGRICULTURAL_AP
  36. percent_chance 4 #define AUTUMNALAE_AP
  37. percent_chance 4 #define TWO_RIVERS_AP
  38. percent_chance 4 #define MELTING_ICE_AP
  39. percent_chance 4 #define ARZACHEL_AP
  40. percent_chance 4 #define DAM_AP
  41. percent_chance 4 #define FORT_AP
  42. percent_chance 4 #define RELIC_PONDS_AP
  43. percent_chance 4 #define FLOOD_AP
  44. percent_chance 4 #define BIG_BLUE_AP
  45. percent_chance 4 #define DEVASTATION_AP
  46. percent_chance 4 #define FROSTY_ISLANDS_AP
  47. percent_chance 4 #define MIXTURE_AP
  48. end_random
  49. start_random
  50. percent_chance 6 #define EASTER_ISLAND_AP
  51. percent_chance 6 #define ENSNARED_AP
  52. percent_chance 6 #define GHOST_FOREST_AP
  53. percent_chance 6 #define OIRECTINE_AP
  54. percent_chance 7 #define ANCIENT_LAKE_AP
  55. percent_chance 6 #define ACROPOLIS_AP
  56. percent_chance 6 #define HIDEOUT_AP
  57. percent_chance 6 #define SEIZE_THE_HUMP_AP
  58. percent_chance 6 #define BALTIC_AP
  59. percent_chance 7 #define ISLANDS_AP
  60. percent_chance 6 #define GEOMETRIC_PISS_AP
  61. percent_chance 7 #define MICROPHONE_AP
  62. percent_chance 6 #define SINKHOLES_AP
  63. percent_chance 6 #define SAHARA_AP
  64. percent_chance 6 #define CONTINENTAL_AP
  65. percent_chance 7 #define DRY_ARABIA_AP
  66. end_random
  67. start_random
  68. percent_chance 25 #define HILL_NOMAD_AP
  69. percent_chance 25 #define BEDOUINS_AP
  70. percent_chance 25 #define LAND_NOMAD_AP
  71. percent_chance 25 #define NOMAD_AP
  72. end_random
  73.  
  74. if AP_PACK1
  75. if RAFT_AP
  76.  
  77. <LAND_GENERATION>
  78. base_terrain WATER
  79.  
  80. create_player_lands
  81. {
  82. terrain_type GRASS
  83. land_percent 90
  84. base_size 11 /* Old one was 12% lets try these new sizes */
  85. if TINY_MAP
  86. base_size 10
  87. elseif HUGE_MAP
  88. base_size 10
  89. endif
  90. left_border 20
  91. right_border 20
  92. start_random
  93. percent_chance 50
  94. other_zone_avoidance_distance 4
  95. percent_chance 50
  96. other_zone_avoidance_distance 5
  97. end_random
  98. set_zone_by_team
  99. border_fuzziness 9
  100. if TINY_MAP
  101. start_random
  102. percent_chance 70 /* Removes the river on the main island */
  103. zone 1
  104. percent_chance 30 /* Keeps the river */
  105. end_random
  106. elseif SMALL_MAP
  107. start_random
  108. percent_chance 40
  109. zone 1
  110. percent_chance 60
  111. end_random
  112. elseif MEDIUM_MAP
  113. start_random
  114. percent_chance 40
  115. zone 1
  116. percent_chance 60
  117. end_random
  118. elseif LARGE_MAP
  119. start_random
  120. percent_chance 40
  121. zone 1
  122. percent_chance 60
  123. end_random
  124. elseif HUGE_MAP
  125. start_random
  126. percent_chance 70
  127. zone 1
  128. percent_chance 30
  129. end_random
  130. endif
  131. if GIGANTIC_MAP
  132. zone 0
  133. endif
  134. }
  135.  
  136. create_land
  137. {
  138. terrain_type GRASS3
  139. land_percent 25
  140. right_border 90
  141. left_border 0
  142. top_border 0
  143. bottom_border 0
  144. border_fuzziness 15
  145. clumping_factor 5
  146. }
  147.  
  148. create_land
  149. {
  150. terrain_type GRASS3
  151. land_percent 25
  152. right_border 0
  153. left_border 90
  154. top_border 0
  155. bottom_border 0
  156. border_fuzziness 15
  157. clumping_factor 5
  158. }
  159.  
  160. create_land
  161. {
  162. terrain_type WATER
  163. land_percent 3
  164. right_border 0
  165. left_border 0
  166. top_border 97
  167. }
  168.  
  169. <TERRAIN_GENERATION>
  170.  
  171. /* WATER */
  172. create_terrain MED_WATER
  173. {
  174. base_terrain WATER
  175. land_percent 8
  176. number_of_clumps 7
  177. spacing_to_other_terrain_types 3
  178. set_scale_by_groups
  179. }
  180.  
  181. create_terrain FOREST /* Main Forest on the big island */
  182. {
  183. land_percent 7
  184. number_of_clumps 14
  185. clumping_factor 25
  186. spacing_to_other_terrain_types 3
  187. set_avoid_player_start_areas
  188. set_scale_by_groups
  189. }
  190.  
  191. create_terrain FOREST /* Forest on the right and left islands */
  192. {
  193. land_percent 20
  194. base_terrain GRASS3
  195. clumping_factor 10
  196. spacing_to_other_terrain_types 8
  197. if TINY_MAP
  198. spacing_to_other_terrain_types 7
  199. endif
  200. set_scale_by_groups
  201. }
  202.  
  203. create_terrain FOREST
  204. {
  205. land_percent 20
  206. base_terrain GRASS3
  207. clumping_factor 10
  208. spacing_to_other_terrain_types 8
  209. if TINY_MAP
  210. spacing_to_other_terrain_types 7
  211. endif
  212. set_scale_by_groups
  213. }
  214.  
  215. elseif TRADE_ROUTE_AP
  216.  
  217. <LAND_GENERATION>
  218.  
  219. #const FUNGUSROAD 39
  220. #const ROAD_SNOW 38
  221.  
  222. start_random
  223. percent_chance 34 #define ROAD_STYLE_1
  224. percent_chance 33 #define ROAD_STYLE_2
  225. percent_chance 33 #define ROAD_STYLE_3
  226. end_random
  227.  
  228. if ROAD_STYLE_1
  229.  
  230. base_terrain FUNGUSROAD
  231.  
  232. create_player_lands
  233. {
  234. terrain_type GRASS
  235. land_percent 100
  236. base_size 14
  237. border_fuzziness 15
  238. set_zone_by_team
  239. start_random
  240. percent_chance 50
  241. other_zone_avoidance_distance 10
  242. percent_chance 50
  243. other_zone_avoidance_distance 11
  244. end_random
  245. }
  246.  
  247. /* **************************************** */
  248. <TERRAIN_GENERATION>
  249. create_terrain DIRT3
  250. {
  251. base_terrain GRASS
  252. set_avoid_player_start_areas
  253. land_percent 5
  254. number_of_clumps 34
  255. set_scale_by_groups
  256. }
  257.  
  258. create_terrain FOREST
  259. {
  260. land_percent 5
  261. number_of_clumps 10
  262. clumping_factor 25
  263. spacing_to_other_terrain_types 2
  264. set_avoid_player_start_areas
  265. set_scale_by_groups
  266. }
  267.  
  268. create_terrain PINE_FOREST
  269. {
  270. land_percent 5
  271. number_of_clumps 10
  272. clumping_factor 25
  273. spacing_to_other_terrain_types 2
  274. set_avoid_player_start_areas
  275. set_scale_by_groups
  276. }
  277.  
  278. create_terrain DIRT2
  279. {
  280. base_terrain GRASS
  281. set_avoid_player_start_areas
  282. land_percent 2
  283. number_of_clumps 10
  284. set_scale_by_group
  285. }
  286.  
  287. elseif ROAD_STYLE_2
  288.  
  289. base_terrain ROAD_SNOW
  290.  
  291. create_player_lands
  292. {
  293. terrain_type SNOW
  294. land_percent 100
  295. base_size 14
  296. border_fuzziness 15
  297. set_zone_by_team
  298. start_random
  299. percent_chance 50
  300. other_zone_avoidance_distance 10
  301. percent_chance 50
  302. other_zone_avoidance_distance 11
  303. end_random
  304. }
  305.  
  306. /* **************************************** */
  307. <TERRAIN_GENERATION>
  308. create_terrain DIRT_SNOW
  309. {
  310. base_terrain SNOW
  311. set_avoid_player_start_areas
  312. land_percent 5
  313. number_of_clumps 34
  314. set_scale_by_groups
  315. }
  316.  
  317. create_terrain SNOW_FOREST
  318. {
  319. base_terrain SNOW
  320. land_percent 7
  321. number_of_clumps 13
  322. clumping_factor 25
  323. spacing_to_other_terrain_types 2
  324. set_avoid_player_start_areas
  325. set_scale_by_groups
  326. }
  327.  
  328. create_terrain PINE_FOREST
  329. {
  330. base_terrain SNOW
  331. land_percent 7
  332. number_of_clumps 13
  333. clumping_factor 25
  334. spacing_to_other_terrain_types 2
  335. set_avoid_player_start_areas
  336. set_scale_by_groups
  337. }
  338.  
  339. create_terrain GRASS_SNOW
  340. {
  341. base_terrain SNOW
  342. set_avoid_player_start_areas
  343. land_percent 2
  344. number_of_clumps 10
  345. set_scale_by_group
  346. }
  347.  
  348. elseif ROAD_STYLE_3
  349.  
  350. base_terrain ROAD2
  351.  
  352. create_player_lands
  353. {
  354. terrain_type DESERT
  355. land_percent 100
  356. base_size 14
  357. border_fuzziness 15
  358. set_zone_by_team
  359. start_random
  360. percent_chance 50
  361. other_zone_avoidance_distance 10
  362. percent_chance 50
  363. other_zone_avoidance_distance 11
  364. end_random
  365. }
  366.  
  367. /* **************************************** */
  368. <TERRAIN_GENERATION>
  369. create_terrain DIRT3
  370. {
  371. base_terrain DESERT
  372. set_avoid_player_start_areas
  373. land_percent 10
  374. number_of_clumps 40
  375. set_scale_by_group
  376. }
  377.  
  378. create_terrain PALM_DESERT
  379. {
  380. base_terrain DESERT
  381. land_percent 8
  382. number_of_clumps 13
  383. clumping_factor 20
  384. spacing_to_other_terrain_types 2
  385. set_avoid_player_start_areas
  386. set_scale_by_groups
  387. }
  388.  
  389. create_terrain JUNGLE
  390. {
  391. base_terrain DESERT
  392. land_percent 3
  393. number_of_clumps 10
  394. clumping_factor 20
  395. spacing_to_other_terrain_types 3
  396. set_avoid_player_start_areas
  397. set_scale_by_groups
  398. }
  399. endif
  400.  
  401. elseif BOARDS_OF_CANADA_AP
  402.  
  403. <LAND_GENERATION>
  404. base_terrain GRASS
  405.  
  406. start_random
  407. percent_chance 20 #define DEFAULT_FORTRESS
  408. percent_chance 20 #define JUNGLES
  409. percent_chance 20 #define WINTER
  410. percent_chance 20 #define RAINY
  411. percent_chance 20 #define SUMMER
  412. end_random
  413.  
  414. create_player_lands
  415. {
  416. if DEFAULT_FORTRESS
  417. terrain_type GRASS
  418. elseif WINTER
  419. terrain_type GRASS_SNOW
  420. endif
  421. land_percent 85
  422. base_size 12
  423. border_fuzziness 15
  424. }
  425.  
  426. create_land
  427. {
  428. terrain_type GRASS3
  429. land_percent 60
  430. border_fuzziness 10
  431. clumping_factor 15
  432. bottom_border 35
  433. top_border 35
  434. left_border 35
  435. right_border 35
  436. }
  437.  
  438. /* ****************************************************** */
  439. <TERRAIN_GENERATION>
  440.  
  441. if DEFAULT_FORTRESS
  442.  
  443. create_terrain FOREST
  444. {
  445. base_terrain GRASS
  446. spacing_to_other_terrain_types 1
  447. land_percent 10
  448. number_of_clumps 12
  449. set_avoid_player_start_areas
  450. set_scale_by_groups
  451. }
  452.  
  453. create_terrain DIRT
  454. {
  455. base_terrain GRASS
  456. number_of_clumps 10
  457. spacing_to_other_terrain_types 0
  458. land_percent 12
  459. set_scale_by_size
  460. }
  461.  
  462. create_terrain PALM_DESERT
  463. {
  464. base_terrain DIRT
  465. spacing_to_other_terrain_types 1
  466. land_percent 1
  467. number_of_clumps 3
  468. set_avoid_player_start_areas
  469. set_scale_by_groups
  470. }
  471.  
  472. create_terrain DIRT3
  473. {
  474. base_terrain GRASS3
  475. land_percent 100
  476. spacing_to_other_terrain_types 7
  477. number_of_clumps 1
  478. set_avoid_player_start_areas
  479. set_scale_by_groups
  480. }
  481.  
  482. create_terrain FOREST
  483. {
  484. base_terrain GRASS3
  485. land_percent 1
  486. number_of_clumps 2
  487. set_avoid_player_start_areas
  488. set_scale_by_groups
  489. }
  490.  
  491. elseif JUNGLES
  492.  
  493. create_terrain JUNGLE
  494. {
  495. base_terrain GRASS
  496. spacing_to_other_terrain_types 1
  497. land_percent 10
  498. number_of_clumps 12
  499. set_avoid_player_start_areas
  500. set_scale_by_groups
  501. }
  502.  
  503. create_terrain GRASS2
  504. {
  505. base_terrain GRASS
  506. number_of_clumps 10
  507. spacing_to_other_terrain_types 0
  508. land_percent 12
  509. set_scale_by_size
  510. }
  511.  
  512. create_terrain LEAVES
  513. {
  514. base_terrain GRASS
  515. number_of_clumps 12
  516. spacing_to_other_terrain_types 0
  517. land_percent 3
  518. set_scale_by_groups
  519. set_avoid_player_start_areas
  520. }
  521.  
  522. create_terrain BAMBOO
  523. {
  524. base_terrain GRASS2
  525. spacing_to_other_terrain_types 1
  526. land_percent 1
  527. number_of_clumps 3
  528. set_avoid_player_start_areas
  529. set_scale_by_groups
  530. }
  531.  
  532.  
  533. create_terrain DIRT3
  534. {
  535. base_terrain GRASS3
  536. land_percent 100
  537. spacing_to_other_terrain_types 7
  538. number_of_clumps 1
  539. set_avoid_player_start_areas
  540. set_scale_by_groups
  541. }
  542.  
  543. create_terrain LEAVES
  544. {
  545. base_terrain GRASS3
  546. spacing_to_other_terrain_types 1
  547. land_percent 1
  548. number_of_clumps 3
  549. set_avoid_player_start_areas
  550. set_scale_by_groups
  551. }
  552.  
  553. create_terrain JUNGLE
  554. {
  555. base_terrain GRASS3
  556. land_percent 1
  557. number_of_clumps 2
  558. set_avoid_player_start_areas
  559. set_scale_by_groups
  560. }
  561.  
  562. elseif WINTER
  563.  
  564. create_terrain SNOW_FOREST
  565. {
  566. base_terrain GRASS_SNOW
  567. spacing_to_other_terrain_types 2
  568. land_percent 10
  569. number_of_clumps 12
  570. set_avoid_player_start_areas
  571. set_scale_by_groups
  572. }
  573.  
  574. create_terrain GRASS2
  575. {
  576. base_terrain GRASS_SNOW
  577. land_percent 12
  578. number_of_clumps 10
  579. set_avoid_player_start_areas
  580. set_scale_by_groups
  581. }
  582.  
  583. create_terrain FOREST
  584. {
  585. base_terrain GRASS2
  586. spacing_to_other_terrain_types 1
  587. land_percent 1
  588. number_of_clumps 3
  589. set_avoid_player_start_areas
  590. set_scale_by_groups
  591. }
  592.  
  593. create_terrain SNOW
  594. {
  595. base_terrain GRASS3
  596. land_percent 100
  597. spacing_to_other_terrain_types 7
  598. number_of_clumps 1
  599. set_avoid_player_start_areas
  600. set_scale_by_groups
  601. }
  602.  
  603. create_terrain FOREST
  604. {
  605. base_terrain GRASS3
  606. land_percent 1
  607. number_of_clumps 3
  608. set_avoid_player_start_areas
  609. set_scale_by_groups
  610. set_loose_grouping
  611. }
  612.  
  613. create_terrain GRASS_SNOW
  614. {
  615. base_terrain GRASS3
  616. land_percent 1
  617. number_of_clumps 4
  618. set_avoid_player_start_areas
  619. set_scale_by_groups
  620. }
  621.  
  622. elseif RAINY
  623.  
  624. create_terrain PINE_FOREST
  625. {
  626. base_terrain GRASS
  627. spacing_to_other_terrain_types 1
  628. land_percent 10
  629. number_of_clumps 12
  630. set_avoid_player_start_areas
  631. set_scale_by_groups
  632. }
  633.  
  634. create_terrain FOREST
  635. {
  636. base_terrain GRASS
  637. spacing_to_other_terrain_types 1
  638. land_percent 1
  639. number_of_clumps 3
  640. set_avoid_player_start_areas
  641. set_scale_by_groups
  642. }
  643.  
  644. create_terrain WATER
  645. {
  646. base_terrain GRASS
  647. number_of_clumps 20
  648. spacing_to_other_terrain_types 0
  649. land_percent 1
  650. set_scale_by_groups
  651. set_avoid_player_start_areas
  652. }
  653.  
  654. create_terrain DIRT3
  655. {
  656. base_terrain GRASS3
  657. land_percent 100
  658. spacing_to_other_terrain_types 7
  659. number_of_clumps 1
  660. set_avoid_player_start_areas
  661. set_scale_by_groups
  662. }
  663.  
  664. create_terrain GRASS
  665. {
  666. base_terrain DIRT3
  667. land_percent 1
  668. number_of_clumps 2
  669. set_avoid_player_start_areas
  670. set_scale_by_groups
  671. }
  672.  
  673. create_terrain FOREST
  674. {
  675. base_terrain GRASS3
  676. land_percent 1
  677. number_of_clumps 3
  678. set_avoid_player_start_areas
  679. set_scale_by_groups
  680. set_loose_grouping
  681. }
  682.  
  683. elseif SUMMER
  684.  
  685. create_terrain FOREST
  686. {
  687. base_terrain GRASS
  688. spacing_to_other_terrain_types 1
  689. land_percent 12
  690. number_of_clumps 14
  691. set_avoid_player_start_areas
  692. set_scale_by_groups
  693. }
  694.  
  695. create_terrain DIRT
  696. {
  697. base_terrain GRASS
  698. number_of_clumps 22
  699. spacing_to_other_terrain_types 0
  700. land_percent 8
  701. set_scale_by_group
  702. set_avoid_player_start_areas
  703. }
  704.  
  705. create_terrain DESERT
  706. {
  707. base_terrain GRASS3
  708. land_percent 100
  709. spacing_to_other_terrain_types 7
  710. number_of_clumps 1
  711. set_avoid_player_start_areas
  712. set_scale_by_groups
  713. }
  714.  
  715. create_terrain DIRT
  716. {
  717. base_terrain GRASS3
  718. land_percent 100
  719. set_avoid_player_start_areas
  720. set_scale_by_group
  721. }
  722.  
  723. create_terrain PALM_DESERT
  724. {
  725. base_terrain DIRT
  726. spacing_to_other_terrain_types 1
  727. land_percent 1
  728. number_of_clumps 3
  729. set_avoid_player_start_areas
  730. set_scale_by_groups
  731. }
  732. endif
  733.  
  734. elseif QUICKSAND_AP
  735.  
  736. <LAND_GENERATION>
  737. base_terrain BEACH
  738.  
  739. create_player_lands
  740. {
  741. terrain_type DIRT
  742. land_percent 15
  743. base_size 14
  744. border_fuzziness 15
  745. set_zone_by_teams
  746. other_zone_avoidance_distance 5
  747. }
  748.  
  749. create_land
  750. {
  751. terrain_type GRASS
  752. land_percent 6
  753. border_fuzziness 10
  754. clumping_factor 15
  755. bottom_border 35
  756. top_border 35
  757. left_border 35
  758. right_border 35
  759. }
  760.  
  761. <TERRAIN_GENERATION>
  762.  
  763. create_terrain DIRT
  764. {
  765. base_terrain BEACH
  766. number_of_clumps 100
  767. land_percent 25
  768. spacing_to_other_terrain_types 3
  769. }
  770.  
  771. create_terrain JUNGLE
  772. {
  773. base_terrain GRASS
  774. land_percent 2
  775. number_of_clumps 4
  776. spacing_to_other_terrain_types 3
  777. set_avoid_player_start_areas
  778. set_scale_by_groups
  779. }
  780.  
  781. create_terrain PALM_DESERT
  782. {
  783. base_terrain DIRT
  784. spacing_to_other_terrain_types 4
  785. land_percent 5
  786. number_of_clumps 14
  787. set_avoid_player_start_areas
  788. set_scale_by_groups
  789. }
  790.  
  791. create_terrain GRASS3
  792. {
  793. base_terrain BEACH
  794. number_of_clumps 25
  795. spacing_to_other_terrain_types 1
  796. land_percent 5
  797. }
  798.  
  799. create_terrain FOREST
  800. {
  801. base_terrain GRASS3
  802. spacing_to_other_terrain_types 2
  803. land_percent 2
  804. number_of_clumps 4
  805. set_avoid_player_start_areas
  806. set_scale_by_groups
  807. }
  808.  
  809. start_random
  810. percent_chance 25 #define WATER_IN_MIDDLE
  811. percent_chance 75 #define NO_WATER
  812. end_random
  813.  
  814. if WATER_IN_MIDDLE
  815.  
  816. create_terrain WATER
  817. {
  818. base_terrain GRASS
  819. spacing_to_other_terrain_types 4
  820. land_percent 1
  821. set_scale_by_groups
  822. }
  823.  
  824. elseif NO_WATER
  825. endif
  826.  
  827. elseif HYPERBOREA_AP
  828.  
  829. <LAND_GENERATION>
  830. base_terrain GRASS_SNOW
  831.  
  832. create_player_lands
  833. {
  834. terrain_type SNOW
  835. land_percent 100
  836. base_size 13
  837. border_fuzziness 10
  838. clumping_factor 10
  839. bottom_border 7
  840. top_border 7
  841. left_border 7
  842. right_border 7
  843. other_zone_avoidance_distance 0
  844. }
  845.  
  846. <TERRAIN_GENERATION>
  847.  
  848. create_terrain SNOW_FOREST
  849. {
  850. base_terrain GRASS_SNOW
  851. number_of_clumps 14
  852. land_percent 7
  853. spacing_to_other_terrain_types 3
  854. set_scale_by_group
  855. }
  856.  
  857. create_terrain PINE_FOREST
  858. {
  859. base_terrain GRASS_SNOW
  860. number_of_clumps 14
  861. land_percent 7
  862. spacing_to_other_terrain_types 3
  863. set_scale_by_group
  864. }
  865.  
  866. create_terrain SNOW_FOREST
  867. {
  868. base_terrain SNOW
  869. number_of_clumps 20
  870. land_percent 14
  871. set_avoid_player_start_areas
  872. set_scale_by_group
  873. }
  874.  
  875. elseif LOCK_WASHER_AP
  876.  
  877. <LAND_GENERATION>
  878.  
  879. if TINY_MAP
  880. base_terrain PINE_FOREST
  881. else
  882. base_terrain GRASS3
  883. endif
  884.  
  885. create_player_lands
  886. {
  887. terrain_type GRASS
  888. land_percent 100
  889. base_size 14
  890. top_border 7
  891. bottom_border 7
  892. left_border 7
  893. right_border 7
  894. border_fuzziness 15
  895. clumping_factor 20
  896. set_zone_randomly
  897. }
  898.  
  899. start_random
  900. percent_chance 50 #define BIG_WATER
  901. percent_chance 50 #define SMALL_WATER
  902. end_random
  903.  
  904. if SMALL_WATER
  905.  
  906. create_land
  907. {
  908. terrain_type WATER
  909. land_percent 100
  910. top_border 43
  911. left_border 31
  912. right_border 31
  913. bottom_border 43
  914. border_fuzziness 15
  915. clumping_factor 30
  916. other_zone_avoidance_distance 0
  917. }
  918.  
  919. elseif BIG_WATER
  920.  
  921. create_land
  922. {
  923. terrain_type WATER
  924. land_percent 100
  925. top_border 35
  926. left_border 35
  927. right_border 35
  928. bottom_border 35
  929. border_fuzziness 15
  930. clumping_factor 20
  931. other_zone_avoidance_distance 0
  932. }
  933.  
  934. create_land
  935. {
  936. terrain_type WATER
  937. land_percent 100
  938. top_border 35
  939. left_border 35
  940. right_border 35
  941. bottom_border 35
  942. border_fuzziness 15
  943. clumping_factor 20
  944. other_zone_avoidance_distance 0
  945. }
  946.  
  947. create_land
  948. {
  949. terrain_type WATER
  950. land_percent 100
  951. top_border 35
  952. left_border 35
  953. right_border 35
  954. bottom_border 35
  955. border_fuzziness 15
  956. clumping_factor 20
  957. other_zone_avoidance_distance 0
  958. }
  959. endif
  960.  
  961. /* **************************************** */
  962. <TERRAIN_GENERATION>
  963.  
  964. create_terrain DIRT3
  965. {
  966. base_terrain GRASS
  967. land_percent 5
  968. number_of_clumps 35
  969. spacing_to_other_terrain_types 2
  970. set_avoid_player_start_areas
  971. }
  972.  
  973. if TINY_MAP
  974. create_terrain FOREST
  975. {
  976. base_terrain PINE_FOREST
  977. land_percent 100
  978. spacing_to_other_terrain_types 3
  979. }
  980. endif
  981.  
  982. create_terrain PINE_FOREST
  983. {
  984. base_terrain GRASS3
  985. land_percent 100
  986. }
  987.  
  988. create_terrain FOREST
  989. {
  990. base_terrain PINE_FOREST
  991. land_percent 100
  992. spacing_to_other_terrain_types 3
  993. }
  994.  
  995. create_terrain FOREST
  996. {
  997. base_terrain GRASS
  998. land_percent 5
  999. number_of_clumps 40
  1000. set_scale_by_group
  1001. spacing_to_other_terrain_types 3
  1002. set_avoid_player_start_areas
  1003. }
  1004.  
  1005. create_terrain MED_WATER
  1006. {
  1007. base_terrain WATER
  1008. land_percent 100
  1009. spacing_to_other_terrain_types 3
  1010. }
  1011.  
  1012. elseif MAZE_AP
  1013.  
  1014. <LAND_GENERATION>
  1015. base_terrain GRASS
  1016.  
  1017. create_player_lands
  1018. {
  1019. terrain_type GRASS2
  1020. land_percent 25
  1021. base_size 14
  1022. border_fuzziness 15
  1023. clumping_factor 20
  1024. set_zone_randomly
  1025. }
  1026.  
  1027. /* **************************************** */
  1028. <TERRAIN_GENERATION>
  1029. create_terrain DIRT3
  1030. {
  1031. base_terrain GRASS
  1032. land_percent 10
  1033. number_of_clumps 34
  1034. set_scale_by_groups
  1035. set_avoid_player_start_areas
  1036. }
  1037.  
  1038. /* BASE FOREST */
  1039. create_terrain PINE_FOREST
  1040. {
  1041. base_terrain GRASS2
  1042. spacing_to_other_terrain_types 1
  1043. land_percent 4 /* was 3% */
  1044. number_of_clumps 6 /* was 5% */
  1045. set_avoid_player_start_areas
  1046. set_scale_by_groups
  1047. }
  1048.  
  1049. create_terrain FOREST
  1050. {
  1051. base_terrain GRASS
  1052. spacing_to_other_terrain_types 1
  1053. land_percent 4
  1054. number_of_clumps 10 /* was 10% */
  1055. set_avoid_player_start_areas
  1056. set_scale_by_groups
  1057. }
  1058.  
  1059. create_terrain PINE_FOREST
  1060. {
  1061. base_terrain GRASS
  1062. spacing_to_other_terrain_types 2
  1063. land_percent 2
  1064. number_of_clumps 20
  1065. set_avoid_player_start_areas
  1066. set_scale_by_groups
  1067. }
  1068.  
  1069. elseif INFREQUENT_AP
  1070.  
  1071. <LAND_GENERATION>
  1072. base_terrain DIRT3
  1073.  
  1074. create_player_lands
  1075. {
  1076. terrain_type DIRT3
  1077. land_percent 30
  1078. base_size 14
  1079. clumping_factor 15
  1080. border_fuzziness 15
  1081. }
  1082.  
  1083. /* ****************************************************** */
  1084. <TERRAIN_GENERATION>
  1085.  
  1086. create_terrain BAMBOO
  1087. {
  1088. base_terrain DIRT3
  1089. land_percent 12
  1090. number_of_clumps 30
  1091. spacing_to_other_terrain_types 3
  1092. set_avoid_player_start_areas
  1093. set_scale_by_groups
  1094. }
  1095.  
  1096. create_terrain DESERT
  1097. {
  1098. base_terrain DIRT3
  1099. land_percent 15
  1100. set_avoid_player_start_areas
  1101. set_scale_by_groups
  1102. number_of_clumps 30
  1103. }
  1104.  
  1105. create_terrain DIRT2
  1106. {
  1107. base_terrain DIRT3
  1108. land_percent 4
  1109. set_avoid_player_start_areas
  1110. set_scale_by_groups
  1111. number_of_clumps 32
  1112. }
  1113.  
  1114. create_terrain JUNGLE
  1115. {
  1116. base_terrain DIRT3
  1117. spacing_to_other_terrain_types 2
  1118. land_percent 3
  1119. number_of_clumps 14
  1120. set_avoid_player_start_areas
  1121. set_scale_by_groups
  1122. }
  1123.  
  1124. elseif WOODEN_WEB_AP
  1125.  
  1126. <LAND_GENERATION>
  1127. base_terrain FOREST
  1128.  
  1129. create_player_lands
  1130. {
  1131. terrain_type GRASS
  1132. land_percent 100
  1133. base_size 12
  1134. left_border 8
  1135. right_border 8
  1136. top_border 8
  1137. bottom_border 8
  1138. clumping_factor 10
  1139. start_random
  1140. percent_chance 50 #define MODES
  1141. percent_chance 50 #define NO_MODES
  1142. end_random
  1143.  
  1144. if MODES
  1145.  
  1146. set_zone_by_teams
  1147. other_zone_avoidance_distance 6
  1148.  
  1149. elseif NO_MODES
  1150.  
  1151. endif
  1152. }
  1153.  
  1154. create_land
  1155. {
  1156. terrain_type FOREST
  1157. land_percent 100
  1158. top_border 35
  1159. left_border 35
  1160. right_border 35
  1161. bottom_border 35
  1162. border_fuzziness 15
  1163. clumping_factor 20
  1164. }
  1165.  
  1166. <TERRAIN_GENERATION>
  1167.  
  1168. create_terrain DIRT3
  1169. {
  1170. base_terrain GRASS
  1171. land_percent 5
  1172. number_of_clumps 35
  1173. spacing_to_other_terrain_types 2
  1174. set_avoid_player_start_areas
  1175. }
  1176.  
  1177. create_terrain FOREST
  1178. {
  1179. base_terrain PINE_FOREST
  1180. land_percent 100
  1181. spacing_to_other_terrain_types 3
  1182. }
  1183.  
  1184. create_terrain FOREST
  1185. {
  1186. base_terrain GRASS
  1187. land_percent 5
  1188. number_of_clumps 35
  1189. set_scale_by_group
  1190. spacing_to_other_terrain_types 1
  1191. set_avoid_player_start_areas
  1192. }
  1193.  
  1194. elseif GLACIER_AP
  1195.  
  1196. <LAND_GENERATION>
  1197. base_terrain ICE
  1198.  
  1199. create_player_lands
  1200. {
  1201. terrain_type SNOW
  1202. land_percent 40
  1203. base_size 14
  1204. bottom_border 2
  1205. top_border 2
  1206. left_border 2
  1207. right_border 2
  1208. border_fuzziness 10
  1209. clumping_factor 10
  1210. start_random
  1211. percent_chance 50
  1212. other_zone_avoidance_distance 10
  1213. percent_chance 50
  1214. other_zone_avoidance_distance 5
  1215. end_random
  1216. }
  1217.  
  1218. /* ****************************************************** */
  1219. <TERRAIN_GENERATION>
  1220.  
  1221. create_terrain PINE_FOREST
  1222. {
  1223. base_terrain SNOW
  1224. land_percent 6
  1225. number_of_clumps 14
  1226. clumping_factor 25
  1227. spacing_to_other_terrain_types 5
  1228. set_avoid_player_start_areas
  1229. set_scale_by_groups
  1230. }
  1231.  
  1232. create_terrain PINE_FOREST
  1233. {
  1234. land_percent 4
  1235. base_terrain ICE
  1236. number_of_clumps 12
  1237. clumping_factor 25
  1238. spacing_to_other_terrain_types 5
  1239. set_avoid_player_start_areas
  1240. set_scale_by_groups
  1241. }
  1242.  
  1243. start_random
  1244. percent_chance 85 #define SPOTS
  1245. percent_chance 15 #define NO_SPOTS
  1246. end_random
  1247.  
  1248. if SPOTS
  1249.  
  1250. create_terrain DIRT_SNOW
  1251. {
  1252. base_terrain ICE
  1253. land_percent 8
  1254. number_of_clumps 50
  1255. spacing_to_other_terrain_types 3
  1256. set_avoid_player_start_areas
  1257. set_scale_by_groups
  1258. }
  1259.  
  1260. elseif NO_SPOTS
  1261. endif
  1262.  
  1263. elseif ROAD_TO_VICTORY_AP
  1264.  
  1265. <LAND_GENERATION>
  1266.  
  1267. start_random
  1268. percent_chance 80 #define KEEP_WATER
  1269. percent_chance 20 #define IT_BEGINS
  1270. end_random
  1271.  
  1272. if KEEP_WATER
  1273. base_terrain WATER
  1274.  
  1275. elseif IT_BEGINS
  1276.  
  1277. base_terrain DEEP_WATER
  1278. endif
  1279.  
  1280. create_player_lands
  1281. {
  1282. terrain_type GRASS
  1283. land_percent 56
  1284. if TINY_MAP
  1285. land_percent 45
  1286. other_zone_avoidance_distance 18
  1287. endif
  1288. left_border 8
  1289. right_border 8
  1290. top_border 8
  1291. bottom_border 8
  1292. base_size 14
  1293. border_fuzziness 15
  1294. clumping_factor 11
  1295. other_zone_avoidance_distance 22
  1296. set_zone_by_team
  1297. }
  1298.  
  1299. /* ****************************************************** */
  1300. <TERRAIN_GENERATION>
  1301. create_terrain PINE_FOREST
  1302. {
  1303. base_terrain GRASS
  1304. land_percent 8
  1305. number_of_clumps 14
  1306. spacing_to_other_terrain_types 5
  1307. set_avoid_player_start_areas
  1308. set_scale_by_groups
  1309. }
  1310.  
  1311. create_terrain MED_WATER
  1312. {
  1313. base_terrain WATER
  1314. number_of_clumps 10
  1315. spacing_to_other_terrain_types 3
  1316. land_percent 35
  1317. }
  1318.  
  1319. create_terrain DEEP_WATER
  1320. {
  1321. base_terrain MED_WATER
  1322. number_of_clumps 6
  1323. spacing_to_other_terrain_types 5
  1324. land_percent 8
  1325. }
  1326.  
  1327. create_terrain DEEP_WATER
  1328. {
  1329. base_terrain MED_WATER
  1330. number_of_clumps 20
  1331. spacing_to_other_terrain_types 1
  1332. land_percent 1
  1333. }
  1334.  
  1335. if IT_BEGINS
  1336. start_random
  1337. percent_chance 100 #NO_MED_WATER_SPOT
  1338. end_random
  1339.  
  1340. if NO_MED_WATER_SPOT
  1341. endif
  1342. else
  1343. create_terrain MED_WATER
  1344. {
  1345. base_terrain DEEP_WATER
  1346. number_of_clumps 6
  1347. spacing_to_other_terrain_types 1
  1348. land_percent 1
  1349. }
  1350. endif
  1351.  
  1352. elseif CARIBBEAN_AP
  1353.  
  1354. <LAND_GENERATION>
  1355. base_terrain WATER
  1356.  
  1357. create_player_lands
  1358. {
  1359. terrain_type DESERT
  1360. land_percent 35
  1361. if TINY_MAP
  1362. land_percent 30
  1363. endif
  1364. base_size 14
  1365. bottom_border 3
  1366. top_border 3
  1367. left_border 3
  1368. right_border 3
  1369. border_fuzziness 10
  1370. other_zone_avoidance_distance 15
  1371. if TINY_MAP
  1372. base_size 14
  1373. top_border 4
  1374. left_border 4
  1375. right_border 4
  1376. bottom_border 4
  1377. border_fuzziness 7
  1378. other_zone_avoidance_distance 9
  1379. endif
  1380. }
  1381.  
  1382. create_land
  1383. {
  1384. terrain_type GRASS
  1385. if LARGE_MAP
  1386. number_of_tiles 520
  1387. elseif HUGE_MAP
  1388. number_of_tiles 640
  1389. elseif GIGANTIC_MAP
  1390. number_of_tiles 720
  1391. else
  1392. number_of_tiles 400
  1393. endif
  1394. border_fuzziness 7
  1395. right_border 30
  1396. top_border 30
  1397. bottom_border 30
  1398. left_border 30
  1399. other_zone_avoidance_distance 9
  1400. }
  1401.  
  1402. create_land
  1403. {
  1404. terrain_type GRASS
  1405. if LARGE_MAP
  1406. number_of_tiles 520
  1407. elseif HUGE_MAP
  1408. number_of_tiles 640
  1409. elseif GIGANTIC_MAP
  1410. number_of_tiles 720
  1411. else
  1412. number_of_tiles 400
  1413. endif
  1414. border_fuzziness 7
  1415. right_border 30
  1416. top_border 30
  1417. bottom_border 30
  1418. left_border 30
  1419. other_zone_avoidance_distance 9
  1420. }
  1421.  
  1422. start_random
  1423. percent_chance 50
  1424. create_land
  1425. {
  1426. terrain_type BEACH
  1427. land_percent 100
  1428. border_fuzziness 10
  1429. right_border 40
  1430. top_border 40
  1431. bottom_border 40
  1432. left_border 40
  1433. other_zone_avoidance_distance 5
  1434. }
  1435. percent_chance 50
  1436. end_random
  1437.  
  1438. /* ****************************************************** */
  1439. <TERRAIN_GENERATION>
  1440.  
  1441. create_terrain PALM_DESERT
  1442. {
  1443. base_terrain DESERT
  1444. land_percent 7
  1445. number_of_clumps 14
  1446. clumping_factor 25
  1447. spacing_to_other_terrain_types 3
  1448. set_avoid_player_start_areas
  1449. set_scale_by_groups
  1450. }
  1451.  
  1452. create_terrain MED_WATER
  1453. {
  1454. base_terrain WATER
  1455. number_of_clumps 10
  1456. spacing_to_other_terrain_types 3
  1457. land_percent 35
  1458. }
  1459.  
  1460. create_terrain DEEP_WATER
  1461. {
  1462. base_terrain MED_WATER
  1463. number_of_clumps 6
  1464. spacing_to_other_terrain_types 5
  1465. land_percent 8
  1466. }
  1467.  
  1468. create_terrain JUNGLE
  1469. {
  1470. base_terrain GRASS
  1471. land_percent 3
  1472. number_of_clumps 6
  1473. spacing_to_other_terrain_types 5
  1474. set_avoid_player_start_areas
  1475. set_scale_by_groups
  1476. }
  1477.  
  1478. create_terrain PALM_DESERT
  1479. {
  1480. base_terrain BEACH
  1481. land_percent 1
  1482. set_scale_by_groups
  1483. }
  1484.  
  1485. create_terrain GRASS2
  1486. {
  1487. base_terrain BEACH
  1488. land_percent 1
  1489. number_of_clumps 3
  1490. set_scale_by_groups
  1491. }
  1492.  
  1493. elseif AGRICULTURAL_AP
  1494.  
  1495. <LAND_GENERATION>
  1496. base_terrain GRASS
  1497.  
  1498. create_player_lands
  1499. {
  1500. terrain_type GRASS2
  1501. land_percent 35
  1502. base_size 14
  1503. border_fuzziness 20
  1504. clumping_factor 20
  1505. set_zone_randomly
  1506. }
  1507.  
  1508. /* **************************************** */
  1509. <TERRAIN_GENERATION>
  1510.  
  1511. #const FARMS_RUINED 8
  1512. #const FARMS_COMPLETE 7
  1513. create_terrain GRASS3
  1514. {
  1515. base_terrain GRASS
  1516. land_percent 10
  1517. number_of_clumps 40
  1518. set_scale_by_groups
  1519. set_avoid_player_start_areas
  1520. }
  1521.  
  1522. /* BASE FOREST */
  1523. create_terrain FOREST
  1524. {
  1525. base_terrain GRASS2
  1526. spacing_to_other_terrain_types 1
  1527. land_percent 5
  1528. number_of_clumps 9
  1529. set_avoid_player_start_areas
  1530. set_scale_by_groups
  1531. }
  1532.  
  1533. create_terrain FOREST
  1534. {
  1535. base_terrain GRASS
  1536. spacing_to_other_terrain_types 1
  1537. land_percent 10
  1538. number_of_clumps 25
  1539. set_avoid_player_start_areas
  1540. set_scale_by_groups
  1541. }
  1542.  
  1543. create_terrain FARMS_COMPLETE
  1544. {
  1545. base_terrain GRASS
  1546. land_percent 10
  1547. number_of_clumps 40
  1548. spacing_to_other_terrain_types 1
  1549. set_scale_by_groups
  1550. set_avoid_player_start_areas
  1551. }
  1552.  
  1553. create_terrain FARMS_RUINED
  1554. {
  1555. base_terrain GRASS
  1556. land_percent 10
  1557. number_of_clumps 30
  1558. spacing_to_other_terrain_types 1
  1559. set_scale_by_groups
  1560. set_avoid_player_start_areas
  1561. }
  1562.  
  1563. elseif AUTUMNALAE_AP
  1564.  
  1565. <LAND_GENERATION>
  1566. base_terrain GRASS
  1567.  
  1568. create_player_lands
  1569. {
  1570. terrain_type GRASS2
  1571. land_percent 40
  1572. base_size 14
  1573. border_fuzziness 10
  1574. clumping_factor 10
  1575. set_zone_by_teams
  1576. other_zone_avoidance_distance 15
  1577. }
  1578.  
  1579. /* **************************************** */
  1580. <TERRAIN_GENERATION>
  1581.  
  1582. /* BASE FOREST */
  1583. create_terrain PINE_FOREST
  1584. {
  1585. base_terrain GRASS2
  1586. spacing_to_other_terrain_types 1
  1587. land_percent 5
  1588. number_of_clumps 8
  1589. set_avoid_player_start_areas
  1590. set_scale_by_groups
  1591. }
  1592.  
  1593. create_terrain FOREST
  1594. {
  1595. base_terrain GRASS
  1596. spacing_to_other_terrain_types 0
  1597. land_percent 4
  1598. number_of_clumps 10
  1599. set_avoid_player_start_areas
  1600. set_scale_by_groups
  1601. }
  1602.  
  1603. create_terrain PINE_FOREST
  1604. {
  1605. base_terrain FOREST
  1606. spacing_to_other_terrain_types 0
  1607. land_percent 2
  1608. number_of_clumps 30
  1609. set_avoid_player_start_areas
  1610. set_scale_by_groups
  1611. }
  1612.  
  1613. create_terrain LEAVES
  1614. {
  1615. base_terrain GRASS
  1616. spacing_to_other_terrain_types 0
  1617. land_percent 8
  1618. number_of_clumps 25
  1619. set_avoid_player_start_areas
  1620. set_scale_by_size
  1621. }
  1622.  
  1623. elseif TWO_RIVERS_AP
  1624.  
  1625. <LAND_GENERATION>
  1626. base_terrain GRASS
  1627.  
  1628. create_player_lands
  1629. {
  1630. terrain_type GRASS2
  1631. land_percent 10
  1632. base_size 8
  1633. border_fuzziness 10
  1634. set_zone_by_team
  1635. other_zone_avoidance_distance 1
  1636. }
  1637.  
  1638. start_random
  1639. percent_chance 50 #define SMALL_RIVER
  1640. percent_chance 50 #define LARGE_RIVER
  1641. end_random
  1642.  
  1643. if SMALL_RIVER
  1644.  
  1645. create_land
  1646. {
  1647. terrain_type WATER
  1648. land_percent 20
  1649. right_border 33
  1650. left_border 64
  1651. top_border 1
  1652. bottom_border 20
  1653. border_fuzziness 15
  1654. clumping_factor 5
  1655. }
  1656.  
  1657. create_land
  1658. {
  1659. terrain_type WATER
  1660. land_percent 20
  1661. right_border 64
  1662. left_border 33
  1663. top_border 20
  1664. bottom_border 1
  1665. border_fuzziness 15
  1666. clumping_factor 5
  1667. }
  1668.  
  1669. elseif LARGE_RIVER
  1670.  
  1671. create_land
  1672. {
  1673. terrain_type WATER
  1674. land_percent 20
  1675. right_border 28
  1676. left_border 64
  1677. top_border 1
  1678. bottom_border 20
  1679. border_fuzziness 15
  1680. clumping_factor 10
  1681. }
  1682.  
  1683. create_land
  1684. {
  1685. terrain_type WATER
  1686. land_percent 20
  1687. right_border 64
  1688. left_border 28
  1689. top_border 20
  1690. bottom_border 1
  1691. border_fuzziness 15
  1692. clumping_factor 10
  1693. }
  1694. endif
  1695.  
  1696. /* ****************************************************** */
  1697. <TERRAIN_GENERATION>
  1698.  
  1699. /* BASE FOREST */
  1700. create_terrain PINE_FOREST
  1701. {
  1702. base_terrain GRASS2
  1703. land_percent 2
  1704. number_of_clumps 6
  1705. spacing_to_other_terrain_types 3
  1706. set_avoid_player_start_areas
  1707. set_scale_by_groups
  1708. }
  1709.  
  1710. create_terrain FOREST
  1711. {
  1712. base_terrain GRASS
  1713. spacing_to_other_terrain_types 4
  1714. land_percent 10
  1715. number_of_clumps 27
  1716. set_avoid_player_start_areas
  1717. set_scale_by_groups
  1718. }
  1719.  
  1720. /* WATER */
  1721. create_terrain MED_WATER
  1722. {
  1723. base_terrain WATER
  1724. land_percent 2
  1725. number_of_clumps 10
  1726. spacing_to_other_terrain_types 2
  1727. set_scale_by_groups
  1728. }
  1729.  
  1730. elseif MELTING_ICE_AP
  1731.  
  1732. <LAND_GENERATION>
  1733.  
  1734. start_random
  1735. percent_chance 50 #define STYLE_1
  1736. percent_chance 50 #define STYLE_2
  1737. end_random
  1738.  
  1739. if STYLE_1
  1740. base_terrain SHALLOW
  1741. elseif STYLE_2
  1742. base_terrain ICE
  1743. endif
  1744.  
  1745. create_player_lands
  1746. {
  1747. terrain_type GRASS
  1748. land_percent 100
  1749. base_size 10
  1750. if STYLE_1
  1751. top_border 2
  1752. bottom_border 2
  1753. left_border 2
  1754. right_border 2
  1755. elseif STYLE_2
  1756. top_border 3
  1757. bottom_border 3
  1758. left_border 3
  1759. right_border 3
  1760. endif
  1761. border_fuzziness 10
  1762. clumping_factor 10
  1763. }
  1764.  
  1765. create_land
  1766. {
  1767. terrain_type ICE
  1768. land_percent 100
  1769. top_border 34
  1770. left_border 34
  1771. right_border 34
  1772. bottom_border 34
  1773. border_fuzziness 15
  1774. clumping_factor 15
  1775. }
  1776.  
  1777. create_land
  1778. {
  1779. terrain_type ICE
  1780. land_percent 100
  1781. top_border 34
  1782. left_border 34
  1783. right_border 34
  1784. bottom_border 34
  1785. border_fuzziness 15
  1786. clumping_factor 15
  1787. }
  1788.  
  1789. create_land
  1790. {
  1791. terrain_type WATER
  1792. land_percent 100
  1793. top_border 40
  1794. left_border 40
  1795. right_border 40
  1796. bottom_border 40
  1797. border_fuzziness 10
  1798. if TINY_MAP
  1799. top_border 42
  1800. left_border 42
  1801. right_border 42
  1802. bottom_border 42
  1803. endif
  1804. if STYLE_2
  1805. if TINY_MAP
  1806. top_border 40
  1807. left_border 40
  1808. right_border 40
  1809. bottom_border 40
  1810. endif
  1811. endif
  1812. }
  1813.  
  1814. create_land
  1815. {
  1816. terrain_type WATER
  1817. land_percent 100
  1818. top_border 41
  1819. left_border 41
  1820. right_border 41
  1821. bottom_border 41
  1822. border_fuzziness 10
  1823. if TINY_MAP
  1824. top_border 43
  1825. left_border 43
  1826. right_border 43
  1827. bottom_border 43
  1828. endif
  1829. if STYLE_2
  1830. if TINY_MAP
  1831. top_border 41
  1832. left_border 41
  1833. right_border 41
  1834. bottom_border 41
  1835. endif
  1836. endif
  1837. }
  1838.  
  1839. /* **************************************** */
  1840. <TERRAIN_GENERATION>
  1841.  
  1842. create_terrain BAMBOO
  1843. {
  1844. land_percent 5
  1845. number_of_clumps 10
  1846. clumping_factor 25
  1847. spacing_to_other_terrain_types 2
  1848. set_avoid_player_start_areas
  1849. set_scale_by_groups
  1850. }
  1851.  
  1852. create_terrain FOREST
  1853. {
  1854. land_percent 5
  1855. number_of_clumps 10
  1856. clumping_factor 25
  1857. spacing_to_other_terrain_types 4
  1858. set_avoid_player_start_areas
  1859. set_scale_by_groups
  1860. }
  1861.  
  1862. elseif ARZACHEL_AP
  1863.  
  1864. <LAND_GENERATION>
  1865.  
  1866. start_random
  1867. percent_chance 20 #define MODE_1
  1868. percent_chance 20 #define MODE_2
  1869. percent_chance 20 #define MODE_3
  1870. percent_chance 30 #define MODE_4
  1871. percent_chance 10 #define MODE_5
  1872. end_random
  1873.  
  1874. if MODE_1
  1875. base_terrain DIRT
  1876. elseif MODE_2
  1877. base_terrain GRASS2
  1878. elseif MODE_3
  1879. base_terrain DESERT
  1880. elseif MODE_4
  1881. base_terrain LEAVES
  1882. elseif MODE_5
  1883. base_terrain DIRT3
  1884. endif
  1885.  
  1886. create_player_lands
  1887. {
  1888. if MODE_1
  1889. terrain_type GRASS
  1890. elseif MODE_2
  1891. terrain_type GRASS
  1892. elseif MODE_3
  1893. terrain_type DIRT
  1894. elseif MODE_4
  1895. terrain_type GRASS
  1896. elseif MODE_5
  1897. terrain_type GRASS
  1898. endif
  1899. land_percent 100
  1900. base_size 9
  1901. border_fuzziness 100
  1902. start_random
  1903. percent_chance 50 #define BIG_SIZE
  1904. percent_chance 50 #define SMALL_SIZE
  1905. end_random
  1906. if BIG_SIZE
  1907. right_border 7
  1908. bottom_border 7
  1909. left_border 7
  1910. top_border 7
  1911. elseif SMALL_SIZE
  1912. right_border 5
  1913. bottom_border 5
  1914. left_border 5
  1915. top_border 5
  1916. endif
  1917. }
  1918.  
  1919. if MODE_4
  1920. elseif TINY_MAP
  1921. elseif SMALL_MAP
  1922. start_random
  1923. percent_chance 100 #define NOTHING
  1924. end_random
  1925. else
  1926. start_random
  1927. percent_chance 40 #define SYMBOL_MARK
  1928. percent_chance 60 #define NOTHING
  1929. end_random
  1930. endif
  1931.  
  1932. if SYMBOL_MARK
  1933. create_land
  1934. {
  1935. terrain_type LEAVES
  1936. land_percent 100
  1937. top_border 47
  1938. left_border 46
  1939. right_border 47
  1940. bottom_border 46
  1941. if MEDIUM_MAP
  1942. top_border 50
  1943. left_border 50
  1944. right_border 47
  1945. bottom_border 50
  1946. endif
  1947. border_fuzziness 10
  1948. clumping_factor 10
  1949. }
  1950.  
  1951. elseif NOTHING
  1952. endif
  1953.  
  1954. <TERRAIN_GENERATION>
  1955.  
  1956. start_random
  1957. percent_chance 40 #define OASIS_STYLE
  1958. percent_chance 60 #define MIXTURE_STYLE
  1959. end_random
  1960.  
  1961. if MODE_1
  1962.  
  1963. create_terrain DIRT3
  1964. {
  1965. land_percent 100
  1966. number_of_clumps 1
  1967. border_fuzziness 100
  1968. spacing_to_other_terrain_types 9
  1969. if SMALL_SIZE
  1970. spacing_to_other_terrain_types 7
  1971. endif
  1972. set_avoid_player_start_areas
  1973. set_scale_by_groups
  1974. clumping_factor 10
  1975. }
  1976.  
  1977. create_terrain GRASS3
  1978. {
  1979. land_percent 100
  1980. base_terrain DIRT3
  1981. number_of_clumps 1
  1982. border_fuzziness 100
  1983. spacing_to_other_terrain_types 6
  1984. set_avoid_player_start_areas
  1985. set_scale_by_groups
  1986. clumping_factor 10
  1987. }
  1988.  
  1989. create_terrain PALM_DESERT
  1990. {
  1991. base_terrain DIRT
  1992. land_percent 3
  1993. number_of_clumps 12
  1994. spacing_to_other_terrain_types 1
  1995. set_avoid_player_start_areas
  1996. set_scale_by_groups
  1997. }
  1998.  
  1999. create_terrain PALM_DESERT
  2000. {
  2001. base_terrain LEAVES
  2002. land_percent 1
  2003. spacing_to_other_terrain_types 2
  2004. set_avoid_player_start_areas
  2005. set_scale_by_groups
  2006. }
  2007.  
  2008. if OASIS_STYLE
  2009.  
  2010. create_terrain JUNGLE
  2011. {
  2012. land_percent 100
  2013. base_terrain GRASS3
  2014. }
  2015.  
  2016. elseif MIXTURE_STYLE
  2017.  
  2018. create_terrain LEAVES
  2019. {
  2020. base_terrain GRASS3
  2021. land_percent 5
  2022. number_of_clumps 10
  2023. spacing_to_other_terrain_types 0
  2024. set_avoid_player_start_areas
  2025. set_scale_by_groups
  2026. }
  2027.  
  2028. create_terrain JUNGLE
  2029. {
  2030. base_terrain GRASS3
  2031. land_percent 11
  2032. number_of_clumps 30
  2033. spacing_to_other_terrain_types 1
  2034. set_avoid_player_start_areas
  2035. set_scale_by_groups
  2036. }
  2037. endif
  2038.  
  2039. elseif MODE_2
  2040.  
  2041. create_terrain GRASS_SNOW
  2042. {
  2043. land_percent 100
  2044. number_of_clumps 1
  2045. border_fuzziness 100
  2046. spacing_to_other_terrain_types 9
  2047. if SMALL_SIZE
  2048. spacing_to_other_terrain_types 7
  2049. endif
  2050. set_avoid_player_start_areas
  2051. set_scale_by_groups
  2052. clumping_factor 10
  2053. }
  2054.  
  2055. create_terrain SNOW
  2056. {
  2057. land_percent 100
  2058. base_terrain GRASS_SNOW
  2059. number_of_clumps 1
  2060. border_fuzziness 100
  2061. spacing_to_other_terrain_types 6
  2062. set_avoid_player_start_areas
  2063. set_scale_by_groups
  2064. clumping_factor 10
  2065. }
  2066.  
  2067. create_terrain PINE_FOREST
  2068. {
  2069. base_terrain GRASS2
  2070. land_percent 3
  2071. number_of_clumps 12
  2072. spacing_to_other_terrain_types 1
  2073. set_avoid_player_start_areas
  2074. set_scale_by_groups
  2075. }
  2076.  
  2077. create_terrain PINE_FOREST
  2078. {
  2079. base_terrain LEAVES
  2080. land_percent 1
  2081. spacing_to_other_terrain_types 2
  2082. set_avoid_player_start_areas
  2083. set_scale_by_groups
  2084. }
  2085.  
  2086. if OASIS_STYLE
  2087.  
  2088. create_terrain SNOW_FOREST
  2089. {
  2090. land_percent 100
  2091. base_terrain SNOW
  2092. }
  2093.  
  2094. elseif MIXTURE_STYLE
  2095.  
  2096. create_terrain SNOW_FOREST
  2097. {
  2098. base_terrain SNOW
  2099. land_percent 9
  2100. number_of_clumps 30
  2101. spacing_to_other_terrain_types 1
  2102. set_avoid_player_start_areas
  2103. set_scale_by_groups
  2104. }
  2105.  
  2106. create_terrain PINE_FOREST
  2107. {
  2108. base_terrain GRASS
  2109. land_percent 2
  2110. number_of_clumps 10
  2111. spacing_to_other_terrain_types 1
  2112. set_avoid_player_start_areas
  2113. set_scale_by_groups
  2114. }
  2115.  
  2116. endif
  2117.  
  2118. elseif MODE_3
  2119.  
  2120. create_terrain DIRT3
  2121. {
  2122. land_percent 100
  2123. base_terrain DIRT
  2124. number_of_clumps 1
  2125. border_fuzziness 100
  2126. spacing_to_other_terrain_types 9
  2127. if SMALL_SIZE
  2128. spacing_to_other_terrain_types 7
  2129. endif
  2130. set_avoid_player_start_areas
  2131. set_scale_by_groups
  2132. clumping_factor 10
  2133. }
  2134.  
  2135. create_terrain GRASS
  2136. {
  2137. land_percent 100
  2138. base_terrain DIRT3
  2139. number_of_clumps 1
  2140. border_fuzziness 100
  2141. spacing_to_other_terrain_types 6
  2142. set_avoid_player_start_areas
  2143. set_scale_by_groups
  2144. clumping_factor 10
  2145. }
  2146.  
  2147. create_terrain GRASS3
  2148. {
  2149. base_terrain DIRT
  2150. land_percent 5
  2151. number_of_clumps 10
  2152. spacing_to_other_terrain_types 1
  2153. set_avoid_player_start_areas
  2154. set_scale_by_groups
  2155. }
  2156.  
  2157. create_terrain PALM_DESERT
  2158. {
  2159. base_terrain DESERT
  2160. land_percent 3
  2161. number_of_clumps 10
  2162. spacing_to_other_terrain_types 1
  2163. set_avoid_player_start_areas
  2164. set_scale_by_groups
  2165. }
  2166.  
  2167. create_terrain PALM_DESERT
  2168. {
  2169. base_terrain DIRT
  2170. land_percent 2
  2171. number_of_clumps 10
  2172. spacing_to_other_terrain_types 1
  2173. set_avoid_player_start_areas
  2174. set_scale_by_groups
  2175. }
  2176.  
  2177. create_terrain PALM_DESERT
  2178. {
  2179. base_terrain LEAVES
  2180. land_percent 1
  2181. spacing_to_other_terrain_types 2
  2182. set_avoid_player_start_areas
  2183. set_scale_by_groups
  2184. }
  2185.  
  2186. if OASIS_STYLE
  2187.  
  2188. create_terrain PALM_DESERT
  2189. {
  2190. land_percent 100
  2191. base_terrain GRASS
  2192. }
  2193.  
  2194. elseif MIXTURE_STYLE
  2195.  
  2196. create_terrain PALM_DESERT
  2197. {
  2198. base_terrain GRASS
  2199. land_percent 9
  2200. number_of_clumps 30
  2201. spacing_to_other_terrain_types 1
  2202. set_avoid_player_start_areas
  2203. set_scale_by_groups
  2204. }
  2205.  
  2206. create_terrain FOREST
  2207. {
  2208. base_terrain DIRT3
  2209. land_percent 2
  2210. number_of_clumps 10
  2211. spacing_to_other_terrain_types 1
  2212. set_avoid_player_start_areas
  2213. set_scale_by_groups
  2214. }
  2215. endif
  2216.  
  2217. elseif MODE_4
  2218.  
  2219. create_terrain DIRT
  2220. {
  2221. land_percent 100
  2222. number_of_clumps 1
  2223. border_fuzziness 100
  2224. spacing_to_other_terrain_types 9
  2225. if SMALL_SIZE
  2226. spacing_to_other_terrain_types 9
  2227. endif
  2228. set_avoid_player_start_areas
  2229. set_scale_by_groups
  2230. clumping_factor 10
  2231. }
  2232.  
  2233. create_terrain DIRT3
  2234. {
  2235. land_percent 100
  2236. base_terrain DIRT
  2237. number_of_clumps 1
  2238. border_fuzziness 100
  2239. spacing_to_other_terrain_types 9
  2240. set_avoid_player_start_areas
  2241. set_scale_by_groups
  2242. clumping_factor 10
  2243. }
  2244.  
  2245. start_random
  2246. percent_chance 50
  2247. create_terrain SNOW_FOREST
  2248. percent_chance 50
  2249. create_terrain FOREST
  2250. end_random
  2251. {
  2252. base_terrain LEAVES
  2253. land_percent 100
  2254. start_random
  2255. percent_chance 50
  2256. spacing_to_other_terrain_types 2
  2257. percent_chance 50
  2258. spacing_to_other_terrain_types 1
  2259. end_random
  2260. if TINY_MAP
  2261. spacing_to_other_terrain_types 0
  2262. endif
  2263. set_avoid_player_start_areas
  2264. set_scale_by_groups
  2265. }
  2266.  
  2267. create_terrain BAMBOO
  2268. {
  2269. base_terrain DIRT
  2270. land_percent 2
  2271. number_of_clumps 12
  2272. spacing_to_other_terrain_types 1
  2273. set_avoid_player_start_areas
  2274. set_scale_by_groups
  2275. }
  2276.  
  2277. if OASIS_STYLE
  2278.  
  2279. create_terrain WATER
  2280. {
  2281. land_percent 100
  2282. base_terrain DIRT3
  2283. }
  2284.  
  2285. create_terrain MED_WATER
  2286. {
  2287. base_terrain WATER
  2288. number_of_clumps 20
  2289. spacing_to_other_terrain_types 3
  2290. land_percent 15
  2291. }
  2292.  
  2293. elseif MIXTURE_STYLE
  2294.  
  2295. create_terrain WATER
  2296. {
  2297. land_percent 100
  2298. base_terrain DIRT3
  2299. }
  2300.  
  2301. create_terrain MED_WATER
  2302. {
  2303. base_terrain WATER
  2304. number_of_clumps 20
  2305. spacing_to_other_terrain_types 3
  2306. land_percent 15
  2307. }
  2308. endif
  2309.  
  2310. elseif MODE_5
  2311.  
  2312. create_terrain DIRT2
  2313. {
  2314. land_percent 100
  2315. number_of_clumps 1
  2316. border_fuzziness 100
  2317. spacing_to_other_terrain_types 9
  2318. if SMALL_SIZE
  2319. spacing_to_other_terrain_types 7
  2320. endif
  2321. set_avoid_player_start_areas
  2322. set_scale_by_groups
  2323. clumping_factor 10
  2324. }
  2325.  
  2326. create_terrain LEAVES
  2327. {
  2328. land_percent 100
  2329. base_terrain DIRT2
  2330. number_of_clumps 1
  2331. border_fuzziness 100
  2332. spacing_to_other_terrain_types 7
  2333. set_avoid_player_start_areas
  2334. set_scale_by_groups
  2335. clumping_factor 10
  2336. }
  2337.  
  2338. create_terrain PALM_DESERT
  2339. {
  2340. base_terrain DESERT
  2341. land_percent 3
  2342. number_of_clumps 10
  2343. spacing_to_other_terrain_types 1
  2344. set_avoid_player_start_areas
  2345. set_scale_by_groups
  2346. }
  2347.  
  2348. create_terrain FOREST
  2349. {
  2350. base_terrain GRASS2
  2351. land_percent 2
  2352. number_of_clumps 10
  2353. spacing_to_other_terrain_types 1
  2354. set_avoid_player_start_areas
  2355. set_scale_by_groups
  2356. }
  2357.  
  2358. create_terrain FOREST
  2359. {
  2360. base_terrain DIRT3
  2361. land_percent 3
  2362. number_of_clumps 10
  2363. spacing_to_other_terrain_types 1
  2364. set_avoid_player_start_areas
  2365. set_scale_by_groups
  2366. }
  2367.  
  2368. if OASIS_STYLE
  2369.  
  2370. create_terrain BAMBOO
  2371. {
  2372. land_percent 100
  2373. base_terrain LEAVES
  2374. }
  2375.  
  2376. elseif MIXTURE_STYLE
  2377.  
  2378. create_terrain BAMBOO
  2379. {
  2380. base_terrain LEAVES
  2381. land_percent 9
  2382. number_of_clumps 30
  2383. spacing_to_other_terrain_types 1
  2384. set_avoid_player_start_areas
  2385. set_scale_by_groups
  2386. }
  2387.  
  2388. create_terrain GRASS
  2389. {
  2390. base_terrain LEAVES
  2391. land_percent 5
  2392. number_of_clumps 10
  2393. spacing_to_other_terrain_types 0
  2394. set_avoid_player_start_areas
  2395. set_scale_by_groups
  2396. }
  2397. endif
  2398. endif
  2399.  
  2400. elseif DAM_AP
  2401.  
  2402. <LAND_GENERATION>
  2403.  
  2404. base_terrain GRASS2
  2405.  
  2406. create_player_lands
  2407. {
  2408. terrain_type GRASS
  2409. land_percent 100
  2410. base_size 14
  2411. border_fuzziness 100
  2412. right_border 5
  2413. bottom_border 5
  2414. left_border 4
  2415. top_border 5
  2416. if TINY_MAP
  2417. right_border 9
  2418. bottom_border 9
  2419. left_border 7
  2420. top_border 9
  2421. elseif SMALL_MAP
  2422. right_border 7
  2423. bottom_border 7
  2424. left_border 6
  2425. top_border 7
  2426. elseif MEDIUM_MAP
  2427. right_border 7
  2428. bottom_border 7
  2429. left_border 5
  2430. top_border 7
  2431. elseif HUGE_MAP
  2432. right_border 5
  2433. bottom_border 5
  2434. left_border 4
  2435. top_border 5
  2436. elseif GIGANTIC_MAP
  2437. right_border 4
  2438. bottom_border 5
  2439. left_border 5
  2440. top_border 5
  2441. endif
  2442. }
  2443.  
  2444. <TERRAIN_GENERATION>
  2445.  
  2446. create_terrain WATER
  2447. {
  2448. base_terrain GRASS2
  2449. land_percent 100
  2450. spacing_to_other_terrain_types 1
  2451. set_avoid_player_start_areas
  2452. set_scale_by_groups
  2453. }
  2454.  
  2455. create_terrain PINE_FOREST
  2456. {
  2457. base_terrain GRASS
  2458. land_percent 10
  2459. number_of_clumps 25
  2460. spacing_to_other_terrain_types 5
  2461. set_avoid_player_start_areas
  2462. set_scale_by_groups
  2463. }
  2464.  
  2465. elseif FORT_AP
  2466.  
  2467. <LAND_GENERATION>
  2468. base_terrain GRASS
  2469.  
  2470. create_player_lands
  2471. {
  2472. start_random
  2473. percent_chance 34
  2474. terrain_type ROAD2
  2475. percent_chance 33
  2476. terrain_type LEAVES
  2477. percent_chance 33
  2478. terrain_type GRASS2
  2479. end_random
  2480. land_percent 1
  2481. base_size 9
  2482. border_fuzziness 15
  2483. clumping_factor 10
  2484. set_zone_by_teams
  2485. }
  2486.  
  2487. /* **************************************** */
  2488. <TERRAIN_GENERATION>
  2489.  
  2490. /* BASE FOREST */
  2491. create_terrain PINE_FOREST
  2492. {
  2493. base_terrain GRASS
  2494. spacing_to_other_terrain_types 3
  2495. land_percent 12
  2496. number_of_clumps 8
  2497. set_avoid_player_start_areas
  2498. set_scale_by_groups
  2499. }
  2500.  
  2501. create_terrain FOREST
  2502. {
  2503. base_terrain GRASS
  2504. spacing_to_other_terrain_types 2
  2505. land_percent 6
  2506. number_of_clumps 14
  2507. set_avoid_player_start_areas
  2508. set_scale_by_groups
  2509. }
  2510.  
  2511. create_terrain GRASS3
  2512. {
  2513. base_terrain GRASS
  2514. spacing_to_other_terrain_types 0
  2515. land_percent 4
  2516. number_of_clumps 16
  2517. set_avoid_player_start_areas
  2518. set_scale_by_size
  2519. }
  2520.  
  2521. elseif RELIC_PONDS_AP
  2522.  
  2523. <LAND_GENERATION>
  2524.  
  2525. base_terrain DIRT3
  2526.  
  2527. create_player_lands
  2528. {
  2529. terrain_type GRASS
  2530. land_percent 12
  2531. base_size 14
  2532. border_fuzziness 15
  2533. set_zone_by_teams
  2534. start_random
  2535. percent_chance 50
  2536. other_zone_avoidance_distance 7
  2537. percent_chance 50
  2538. other_zone_avoidance_distance 6
  2539. end_random
  2540. }
  2541.  
  2542. <TERRAIN_GENERATION>
  2543.  
  2544. create_terrain GRASS3
  2545. {
  2546. base_terrain DIRT3
  2547. number_of_clumps 20
  2548. land_percent 10
  2549. spacing_to_other_terrain_types 3
  2550. }
  2551.  
  2552. /* BASE FOREST */
  2553. create_terrain PINE_FOREST
  2554. {
  2555. base_terrain GRASS
  2556. spacing_to_other_terrain_types 1
  2557. land_percent 3
  2558. number_of_clumps 5
  2559. set_avoid_player_start_areas
  2560. set_scale_by_groups
  2561. }
  2562.  
  2563. create_terrain JUNGLE
  2564. {
  2565. base_terrain DIRT3
  2566. land_percent 5
  2567. number_of_clumps 9
  2568. spacing_to_other_terrain_types 3
  2569. set_avoid_player_start_areas
  2570. set_scale_by_groups
  2571. }
  2572.  
  2573. create_terrain FOREST
  2574. {
  2575. base_terrain GRASS3
  2576. land_percent 4
  2577. number_of_clumps 7
  2578. spacing_to_other_terrain_types 2
  2579. set_avoid_player_start_areas
  2580. set_scale_by_groups
  2581. }
  2582.  
  2583. create_terrain WATER
  2584. {
  2585. base_terrain DIRT3
  2586. number_of_clumps 50
  2587. land_percent 25
  2588. spacing_to_other_terrain_types 3
  2589. }
  2590.  
  2591. create_terrain SHALLOW
  2592. {
  2593. base_terrain WATER
  2594. spacing_to_other_terrain_types 2
  2595. land_percent 3
  2596. number_of_clumps 10
  2597. set_avoid_player_start_areas
  2598. set_scale_by_groups
  2599. }
  2600.  
  2601. elseif FLOOD_AP
  2602.  
  2603. <LAND_GENERATION>
  2604.  
  2605. base_terrain WATER
  2606.  
  2607. create_player_lands
  2608. {
  2609. terrain_type GRASS
  2610. land_percent 100
  2611. base_size 14
  2612. border_fuzziness 15
  2613. clumping_factor 11
  2614. other_zone_avoidance_distance 10
  2615. set_zone_by_teams
  2616. }
  2617.  
  2618. create_land
  2619. {
  2620. if TINY_MAP
  2621. start_random
  2622. percent_chance 100
  2623. terrain_type MED_WATER
  2624. end_random
  2625. elseif SMALL_MAP
  2626. start_random
  2627. percent_chance 100
  2628. terrain_type MED_WATER
  2629. end_random
  2630. else
  2631. start_random
  2632. percent_chance 30
  2633. terrain_type GRASS2
  2634. percent_chance 70
  2635. terrain_type MED_WATER
  2636. end_random
  2637. endif
  2638. land_percent 100
  2639. border_fuzziness 15
  2640. clumping_factor 15
  2641. bottom_border 40
  2642. top_border 40
  2643. left_border 40
  2644. right_border 40
  2645. if HUGE_MAP
  2646. right_border 38
  2647. bottom_border 38
  2648. left_border 38
  2649. top_border 38
  2650. elseif GIGANTIC_MAP
  2651. right_border 38
  2652. bottom_border 38
  2653. left_border 38
  2654. top_border 38
  2655. endif
  2656. }
  2657.  
  2658. <TERRAIN_GENERATION>
  2659.  
  2660. if TINY_MAP
  2661. start_random
  2662. percent_chance 100 #define MOREWOOD
  2663. end_random
  2664. else
  2665. start_random
  2666. percent_chance 50 #define MOREWOOD
  2667. percent_chance 50 #define LESSWOOD
  2668. end_random
  2669. endif
  2670.  
  2671. create_terrain FOREST
  2672. {
  2673. base_terrain GRASS
  2674. if MOREWOOD
  2675. land_percent 11
  2676. elseif LESSWOOD
  2677. land_percent 7
  2678. endif
  2679. number_of_clumps 25
  2680. spacing_to_other_terrain_types 5
  2681. set_avoid_player_start_areas
  2682. set_scale_by_groups
  2683. }
  2684.  
  2685. create_terrain GRASS3
  2686. {
  2687. base_terrain GRASS
  2688. set_avoid_player_start_areas
  2689. land_percent 10
  2690. number_of_clumps 90
  2691. spacing_to_other_terrain_types 2
  2692. set_scale_by_groups
  2693. }
  2694.  
  2695. /* ISLAND MIDDLE FOREST */
  2696. create_terrain PINE_FOREST
  2697. {
  2698. base_terrain GRASS2
  2699. land_percent 1
  2700. spacing_to_other_terrain_types 7
  2701. set_avoid_player_start_areas
  2702. set_scale_by_groups
  2703. }
  2704.  
  2705. create_terrain MED_WATER
  2706. {
  2707. base_terrain WATER
  2708. number_of_clumps 10
  2709. spacing_to_other_terrain_types 3
  2710. land_percent 35
  2711. }
  2712.  
  2713. create_terrain DEEP_WATER
  2714. {
  2715. base_terrain MED_WATER
  2716. number_of_clumps 6
  2717. spacing_to_other_terrain_types 5
  2718. land_percent 8
  2719. }
  2720.  
  2721. elseif BIG_BLUE_AP
  2722.  
  2723. <LAND_GENERATION>
  2724.  
  2725. start_random
  2726. percent_chance 50 #define BIG_BLUE_SAND
  2727. percent_chance 50 #define BIG_BLUE_WATER
  2728. end_random
  2729.  
  2730. if BIG_BLUE_WATER
  2731. base_terrain WATER
  2732. elseif BIG_BLUE_SAND
  2733. base_terrain BEACH
  2734. endif
  2735.  
  2736. create_player_lands
  2737. {
  2738. terrain_type DESERT
  2739. land_percent 100
  2740. base_size 14
  2741. start_random
  2742. percent_chance 34
  2743. border_fuzziness 10
  2744. percent_chance 33
  2745. border_fuzziness 50
  2746. percent_chance 33
  2747. border_fuzziness 100
  2748. end_random
  2749. if BIG_BLUE_WATER
  2750. right_border 5
  2751. bottom_border 5
  2752. left_border 5
  2753. top_border 5
  2754. elseif BIG_BLUE_SAND
  2755. right_border 3
  2756. bottom_border 3
  2757. left_border 3
  2758. top_border 3
  2759. endif
  2760. base_elevation 11
  2761. }
  2762.  
  2763. <TERRAIN_GENERATION>
  2764.  
  2765. create_terrain SNOW
  2766. {
  2767. base_terrain DESERT
  2768. land_percent 100
  2769. spacing_to_other_terrain_types 4
  2770. set_scale_by_groups
  2771. }
  2772.  
  2773. create_terrain PINE_FOREST
  2774. {
  2775. land_percent 11
  2776. base_terrain SNOW
  2777. number_of_clumps 15
  2778. clumping_factor 25
  2779. spacing_to_other_terrain_types 2
  2780. set_avoid_player_start_areas
  2781. set_scale_by_groups
  2782. }
  2783.  
  2784. create_terrain MED_WATER
  2785. {
  2786. base_terrain WATER
  2787. number_of_clumps 10
  2788. spacing_to_other_terrain_types 4
  2789. land_percent 35
  2790. }
  2791.  
  2792. elseif DEVASTATION_AP
  2793.  
  2794. <LAND_GENERATION>
  2795.  
  2796. base_terrain LEAVES
  2797.  
  2798. create_player_lands
  2799. {
  2800. terrain_type LEAVES
  2801. land_percent 100
  2802. base_size 14
  2803. clumping_factor 10
  2804. border_fuzziness 15
  2805. }
  2806.  
  2807. <TERRAIN_GENERATION>
  2808.  
  2809. create_terrain PINE_FOREST
  2810. {
  2811. start_random
  2812. percent_chance 50
  2813. land_percent 1
  2814. percent_chance 50
  2815. land_percent 2
  2816. end_random
  2817. base_terrain LEAVES
  2818. number_of_clumps 100
  2819. set_avoid_player_start_areas
  2820. set_scale_by_groups
  2821. }
  2822.  
  2823. /* BIG FOREST */
  2824. create_terrain PINE_FOREST
  2825. {
  2826. land_percent 12
  2827. base_terrain LEAVES
  2828. number_of_clumps 7
  2829. clumping_factor 25
  2830. spacing_to_other_terrain_types 3
  2831. set_avoid_player_start_areas
  2832. set_scale_by_groups
  2833. }
  2834.  
  2835. elseif FROSTY_ISLANDS_AP
  2836.  
  2837. /* ISLANDS */
  2838.  
  2839. <LAND_GENERATION>
  2840. base_terrain WATER
  2841.  
  2842. start_random
  2843. percent_chance 50 #define FROZEN
  2844. percent_chance 50 #define COLD
  2845. end_random
  2846.  
  2847. create_player_lands
  2848. {
  2849. if FROZEN
  2850. terrain_type SNOW
  2851. elseif COLD
  2852. terrain_type GRASS
  2853. endif
  2854. land_percent 30
  2855. base_size 15
  2856. border_fuzziness 10
  2857. clumping_factor 10
  2858. other_zone_avoidance_distance 10
  2859. left_border 7
  2860. right_border 7
  2861. top_border 7
  2862. bottom_border 7
  2863. }
  2864.  
  2865. if TINY_MAP
  2866. start_random
  2867. percent_chance 50
  2868.  
  2869. /* ISLANDS MIDDLE */
  2870.  
  2871. create_land
  2872. {
  2873. terrain_type GRASS_SNOW
  2874. land_percent 1
  2875. base_size 5
  2876. left_border 25
  2877. right_border 25
  2878. top_border 25
  2879. bottom_border 25
  2880. border_fuzziness 15
  2881. clumping_factor 10
  2882. other_zone_avoidance_distance 5
  2883. zone 1
  2884. }
  2885.  
  2886. else
  2887.  
  2888. create_land
  2889. {
  2890. terrain_type GRASS_SNOW
  2891. land_percent 1
  2892. base_size 5
  2893. left_border 25
  2894. right_border 25
  2895. top_border 25
  2896. bottom_border 25
  2897. border_fuzziness 15
  2898. clumping_factor 10
  2899. other_zone_avoidance_distance 5
  2900. zone 1
  2901. }
  2902. percent_chance 50
  2903. end_random
  2904. endif
  2905.  
  2906. if TINY_MAP
  2907. start_random
  2908. percent_chance 50
  2909.  
  2910. /* ISLANDS MIDDLE */
  2911.  
  2912. create_land
  2913. {
  2914. terrain_type GRASS_SNOW
  2915. land_percent 1
  2916. base_size 5
  2917. left_border 25
  2918. right_border 25
  2919. top_border 25
  2920. bottom_border 25
  2921. border_fuzziness 15
  2922. clumping_factor 10
  2923. other_zone_avoidance_distance 5
  2924. zone 2
  2925. }
  2926.  
  2927. else
  2928.  
  2929. create_land
  2930. {
  2931. terrain_type GRASS_SNOW
  2932. land_percent 1
  2933. base_size 5
  2934. left_border 25
  2935. right_border 25
  2936. top_border 25
  2937. bottom_border 25
  2938. border_fuzziness 15
  2939. clumping_factor 10
  2940. other_zone_avoidance_distance 5
  2941. zone 2
  2942. }
  2943. percent_chance 50
  2944. end_random
  2945. endif
  2946.  
  2947. if TINY_MAP
  2948. start_random
  2949. percent_chance 50
  2950.  
  2951. /* ISLANDS MIDDLE */
  2952.  
  2953. create_land
  2954. {
  2955. terrain_type GRASS_SNOW
  2956. land_percent 1
  2957. base_size 5
  2958. left_border 25
  2959. right_border 25
  2960. top_border 25
  2961. bottom_border 25
  2962. border_fuzziness 15
  2963. clumping_factor 10
  2964. other_zone_avoidance_distance 5
  2965. zone 3
  2966. }
  2967.  
  2968. else
  2969.  
  2970. create_land
  2971. {
  2972. terrain_type GRASS_SNOW
  2973. land_percent 1
  2974. base_size 5
  2975. left_border 25
  2976. right_border 25
  2977. top_border 25
  2978. bottom_border 25
  2979. border_fuzziness 15
  2980. clumping_factor 10
  2981. other_zone_avoidance_distance 5
  2982. zone 3
  2983. }
  2984. percent_chance 50
  2985. end_random
  2986. endif
  2987.  
  2988. /* ****************************************************** */
  2989. <TERRAIN_GENERATION>
  2990.  
  2991. if COLD
  2992. create_terrain PINE_FOREST
  2993. {
  2994. land_percent 7
  2995. number_of_clumps 12
  2996. clumping_factor 25
  2997. spacing_to_other_terrain_types 5
  2998. set_avoid_player_start_areas
  2999. set_scale_by_groups
  3000. }
  3001.  
  3002. elseif FROZEN
  3003. create_terrain SNOW_FOREST
  3004. {
  3005. land_percent 7
  3006. base_terrain SNOW
  3007. number_of_clumps 12
  3008. clumping_factor 20
  3009. spacing_to_other_terrain_types 5
  3010. set_avoid_player_start_areas
  3011. set_scale_by_groups
  3012. }
  3013. endif
  3014.  
  3015. /* FOREST ISLANDS MIDDLE */
  3016.  
  3017. start_random
  3018. percent_chance 50
  3019. create_terrain PINE_FOREST
  3020. percent_chance 50
  3021. create_terrain SNOW_FOREST
  3022. end_random
  3023. {
  3024. base_terrain GRASS_SNOW
  3025. land_percent 2
  3026. if TINY_MAP
  3027. spacing_to_other_terrain_types 4
  3028. number_of_clumps 3
  3029. else
  3030. number_of_clumps 4
  3031. spacing_to_other_terrain_types 5
  3032. endif
  3033. set_avoid_player_start_areas
  3034. set_scale_by_groups
  3035. }
  3036.  
  3037. create_terrain MED_WATER
  3038. {
  3039. base_terrain WATER
  3040. number_of_clumps 10
  3041. spacing_to_other_terrain_types 2
  3042. land_percent 40
  3043. }
  3044.  
  3045. create_terrain DEEP_WATER
  3046. {
  3047. base_terrain MED_WATER
  3048. number_of_clumps 6
  3049. spacing_to_other_terrain_types 3
  3050. land_percent 20
  3051. }
  3052.  
  3053. create_terrain ICE
  3054. {
  3055. base_terrain DEEP_WATER
  3056. number_of_clumps 80
  3057. spacing_to_other_terrain_types 4
  3058. set_avoid_player_start_areas
  3059. land_percent 3
  3060. }
  3061.  
  3062. elseif MIXTURE_AP
  3063.  
  3064. <LAND_GENERATION>
  3065.  
  3066. base_terrain GRASS
  3067.  
  3068. create_player_lands
  3069. {
  3070. terrain_type GRASS3
  3071. land_percent 45
  3072. base_size 14
  3073. border_fuzziness 10
  3074. clumping_factor 10
  3075. set_zone_by_team
  3076. other_zone_avoidance_distance 25
  3077. }
  3078.  
  3079. <TERRAIN_GENERATION>
  3080.  
  3081. /* FOREST BASE */
  3082. create_terrain FOREST
  3083. {
  3084. land_percent 4
  3085. base_terrain GRASS3
  3086. number_of_clumps 14
  3087. clumping_factor 15
  3088. spacing_to_other_terrain_types 2
  3089. set_avoid_player_start_areas
  3090. set_scale_by_groups
  3091. }
  3092.  
  3093. /* FOREST MIX START */
  3094. create_terrain FOREST
  3095. {
  3096. land_percent 2
  3097. number_of_clumps 10
  3098. clumping_factor 20
  3099. spacing_to_other_terrain_types 3
  3100. set_avoid_player_start_areas
  3101. set_scale_by_groups
  3102. }
  3103.  
  3104. create_terrain JUNGLE
  3105. {
  3106. land_percent 2
  3107. number_of_clumps 10
  3108. clumping_factor 20
  3109. spacing_to_other_terrain_types 3
  3110. set_avoid_player_start_areas
  3111. set_scale_by_groups
  3112. }
  3113.  
  3114. create_terrain PINE_FOREST
  3115. {
  3116. land_percent 2
  3117. number_of_clumps 10
  3118. clumping_factor 20
  3119. spacing_to_other_terrain_types 3
  3120. set_avoid_player_start_areas
  3121. set_scale_by_groups
  3122. }
  3123.  
  3124. create_terrain PALM_DESERT
  3125. {
  3126. land_percent 2
  3127. number_of_clumps 10
  3128. clumping_factor 25
  3129. spacing_to_other_terrain_types 3
  3130. set_avoid_player_start_areas
  3131. set_scale_by_groups
  3132. }
  3133. /* FOREST MIX END */
  3134.  
  3135. endif
  3136.  
  3137. elseif AP_PACK2
  3138. if EASTER_ISLAND_AP
  3139.  
  3140. start_random
  3141. percent_chance 65 #define ISLAND_MODE
  3142. percent_chance 35 #define FULL_LAND_MODE
  3143. end_random
  3144.  
  3145. <LAND_GENERATION>
  3146.  
  3147. if ISLAND_MODE
  3148. base_terrain WATER
  3149. elseif FULL_LAND_MODE
  3150. base_terrain GRASS2
  3151. endif
  3152.  
  3153. create_player_lands
  3154. {
  3155. if ISLAND_MODE
  3156. terrain_type BEACH
  3157. elseif FULL_LAND_MODE
  3158. terrain_type GRASS
  3159. endif
  3160. land_percent 100
  3161. base_size 14
  3162. start_random
  3163. percent_chance 34
  3164. border_fuzziness 10
  3165. percent_chance 33
  3166. border_fuzziness 50
  3167. percent_chance 33
  3168. border_fuzziness 100
  3169. end_random
  3170. right_border 5
  3171. bottom_border 5
  3172. left_border 5
  3173. top_border 5
  3174. set_zone_by_team
  3175. }
  3176.  
  3177. <TERRAIN_GENERATION>
  3178. create_terrain GRASS
  3179. {
  3180. base_terrain BEACH
  3181. land_percent 100
  3182. spacing_to_other_terrain_types 5
  3183. set_scale_by_groups
  3184. }
  3185.  
  3186. create_terrain GRASS3
  3187. {
  3188. base_terrain GRASS
  3189. land_percent 100
  3190. if GIGANTIC_MAP
  3191. spacing_to_other_terrain_types 80
  3192. elseif HUGE_MAP
  3193. spacing_to_other_terrain_types 75
  3194. elseif LARGE_MAP
  3195. spacing_to_other_terrain_types 60
  3196. elseif MEDIUM_MAP
  3197. spacing_to_other_terrain_types 50
  3198. elseif SMALL_MAP
  3199. spacing_to_other_terrain_types 45
  3200. elseif TINY_MAP
  3201. spacing_to_other_terrain_types 40
  3202. endif
  3203. set_scale_by_groups
  3204. }
  3205.  
  3206. create_terrain PINE_FOREST
  3207. {
  3208. land_percent 8
  3209. base_terrain GRASS
  3210. number_of_clumps 15
  3211. clumping_factor 25
  3212. spacing_to_other_terrain_types 2
  3213. set_avoid_player_start_areas
  3214. set_scale_by_groups
  3215. }
  3216.  
  3217. create_terrain PINE_FOREST
  3218. {
  3219. base_terrain GRASS2
  3220. spacing_to_other_terrain_types 1
  3221. land_percent 4
  3222. number_of_clumps 16
  3223. set_avoid_player_start_areas
  3224. set_scale_by_groups
  3225. }
  3226.  
  3227. create_terrain MED_WATER
  3228. {
  3229. base_terrain WATER
  3230. number_of_clumps 10
  3231. spacing_to_other_terrain_types 4
  3232. land_percent 35
  3233. }
  3234.  
  3235. elseif ENSNARED_AP
  3236.  
  3237. <LAND_GENERATION>
  3238.  
  3239. start_random
  3240. percent_chance 65 #define WATER_MODE
  3241. percent_chance 35 #define WOOD_MODE
  3242. end_random
  3243.  
  3244. if WOOD_MODE
  3245. base_terrain FOREST
  3246. elseif WATER_MODE
  3247. base_terrain WATER
  3248. endif
  3249.  
  3250. create_player_lands
  3251. {
  3252. terrain_type GRASS
  3253. land_percent 100
  3254. base_size 12
  3255. top_border 11
  3256. bottom_border 11
  3257. left_border 11
  3258. right_border 11
  3259. border_fuzziness 20
  3260. clumping_factor 10
  3261. set_zone_randomly
  3262. if WATER_MODE
  3263. set_zone_by_team
  3264. start_random
  3265. percent_chance 50
  3266. other_zone_avoidance_distance 10
  3267. percent_chance 50
  3268. other_zone_avoidance_distance 5
  3269. end_random
  3270. endif
  3271. }
  3272.  
  3273. <TERRAIN_GENERATION>
  3274.  
  3275. if WATER_MODE
  3276. create_terrain FOREST /* Main Forest on the big island */
  3277. {
  3278. land_percent 6
  3279. number_of_clumps 14
  3280. clumping_factor 25
  3281. spacing_to_other_terrain_types 3
  3282. set_avoid_player_start_areas
  3283. set_scale_by_groups
  3284. }
  3285. endif
  3286.  
  3287. if WOOD_MODE
  3288. create_terrain FOREST
  3289. {
  3290.  
  3291. land_percent 4
  3292. number_of_clumps 18
  3293. set_scale_by_group
  3294. spacing_to_other_terrain_types 2
  3295. set_avoid_player_start_areas
  3296. }
  3297. endif
  3298.  
  3299. if WOOD_MODE
  3300. start_random
  3301. percent_chance 50
  3302. create_terrain GRASS3
  3303. {
  3304. base_terrain FOREST
  3305. land_percent 100
  3306. number_of_clumps 100
  3307. if TINY_MAP
  3308. spacing_to_other_terrain_types 6
  3309. elseif SMALL_MAP
  3310. spacing_to_other_terrain_types 8
  3311. elseif MEDIUM_MAP
  3312. spacing_to_other_terrain_types 10
  3313. elseif LARGE_MAP
  3314. spacing_to_other_terrain_types 12
  3315. elseif HUGE_MAP
  3316. spacing_to_other_terrain_types 14
  3317. elseif GIGANTIC_MAP
  3318. spacing_to_other_terrain_types 16
  3319. endif
  3320. }
  3321. percent_chance 50
  3322. end_random
  3323.  
  3324. elseif WATER_MODE
  3325.  
  3326. create_terrain GRASS3
  3327. {
  3328. base_terrain WATER
  3329. land_percent 100
  3330. number_of_clumps 100
  3331. if TINY_MAP
  3332. spacing_to_other_terrain_types 5
  3333. elseif SMALL_MAP
  3334. spacing_to_other_terrain_types 8
  3335. elseif MEDIUM_MAP
  3336. spacing_to_other_terrain_types 10
  3337. elseif LARGE_MAP
  3338. spacing_to_other_terrain_types 12
  3339. elseif HUGE_MAP
  3340. spacing_to_other_terrain_types 14
  3341. elseif GIGANTIC_MAP
  3342. spacing_to_other_terrain_types 16
  3343. endif
  3344. }
  3345. endif
  3346.  
  3347. if WATER_MODE
  3348. create_terrain FOREST /* Main Forest on the big island */
  3349. {
  3350. land_percent 3
  3351. base_terrain GRASS3
  3352. number_of_clumps 7
  3353. clumping_factor 25
  3354. start_random
  3355. percent_chance 50
  3356. spacing_to_other_terrain_types 3
  3357. percent_chance 50
  3358. spacing_to_other_terrain_types 4
  3359. end_random
  3360. set_avoid_player_start_areas
  3361. set_scale_by_groups
  3362. }
  3363. endif
  3364.  
  3365. elseif GHOST_FOREST_AP
  3366.  
  3367. <LAND_GENERATION>
  3368. base_terrain GRASS
  3369.  
  3370. create_player_lands
  3371. {
  3372. terrain_type GRASS
  3373. land_percent 100
  3374. base_size 14
  3375. clumping_factor 10
  3376. border_fuzziness 15
  3377. }
  3378.  
  3379. create_land
  3380. {
  3381. terrain_type FOREST
  3382. land_percent 100
  3383. top_border 30
  3384. left_border 30
  3385. right_border 30
  3386. bottom_border 30
  3387. border_fuzziness 15
  3388. clumping_factor 20
  3389. other_zone_avoidance_distance 0
  3390. }
  3391.  
  3392. elseif OIRECTINE_AP
  3393.  
  3394. <LAND_GENERATION>
  3395. base_terrain WATER
  3396.  
  3397. create_player_lands
  3398. {
  3399. terrain_type GRASS
  3400. land_percent 100
  3401. base_size 14
  3402. clumping_factor 15
  3403. border_fuzziness 10
  3404. set_zone_by_team
  3405. if TINY_MAP
  3406. other_zone_avoidance_distance 30
  3407. else
  3408. other_zone_avoidance_distance 35
  3409. endif
  3410.  
  3411. }
  3412.  
  3413. <TERRAIN_GENERATION>
  3414.  
  3415. create_terrain PINE_FOREST
  3416. {
  3417. land_percent 10
  3418. base_terrain GRASS
  3419. number_of_clumps 15
  3420. clumping_factor 25
  3421. spacing_to_other_terrain_types 4
  3422. set_avoid_player_start_areas
  3423. set_scale_by_groups
  3424. }
  3425.  
  3426. create_terrain SHALLOW
  3427. {
  3428. base_terrain WATER
  3429. spacing_to_other_terrain_types 10
  3430. land_percent 100
  3431. }
  3432.  
  3433. create_terrain MED_WATER
  3434. {
  3435. base_terrain WATER
  3436. spacing_to_other_terrain_types 2
  3437. land_percent 100
  3438. }
  3439.  
  3440. create_terrain MED_WATER
  3441. {
  3442. base_terrain WATER
  3443. spacing_to_other_terrain_types 2
  3444. land_percent 100
  3445. }
  3446. elseif ANCIENT_LAKE_AP
  3447.  
  3448. <LAND_GENERATION>
  3449. base_terrain GRASS
  3450.  
  3451. create_player_lands
  3452. {
  3453. terrain_type GRASS
  3454. land_percent 100
  3455. base_size 12
  3456. border_fuzziness 15
  3457. }
  3458.  
  3459. create_land
  3460. {
  3461. terrain_type WATER
  3462. land_percent 100
  3463. border_fuzziness 15
  3464. clumping_factor 15
  3465. left_border 1
  3466. right_border 51
  3467. top_border 51
  3468. bottom_border 1
  3469. }
  3470.  
  3471. create_land
  3472. {
  3473. terrain_type WATER
  3474. land_percent 100
  3475. border_fuzziness 15
  3476. clumping_factor 15
  3477. left_border 51
  3478. right_border 1
  3479. top_border 1
  3480. bottom_border 51
  3481. }
  3482.  
  3483. create_land
  3484. {
  3485. terrain_type WATER
  3486. land_percent 100
  3487. border_fuzziness 15
  3488. clumping_factor 15
  3489. left_border 35
  3490. right_border 35
  3491. top_border 35
  3492. bottom_border 35
  3493. }
  3494.  
  3495. <TERRAIN_GENERATION>
  3496.  
  3497. create_terrain PINE_FOREST
  3498. {
  3499. base_terrain GRASS
  3500. spacing_to_other_terrain_types 3
  3501. land_percent 10
  3502. number_of_clumps 12
  3503. clumping_factor 25
  3504. set_avoid_player_start_areas
  3505. set_scale_by_groups
  3506. }
  3507.  
  3508. create_terrain FOREST
  3509. {
  3510. base_terrain PINE_FOREST
  3511. spacing_to_other_terrain_types 0
  3512. land_percent 4
  3513. number_of_clumps 80
  3514. }
  3515.  
  3516. create_terrain LEAVES
  3517. {
  3518. base_terrain GRASS
  3519. set_avoid_player_start_areas
  3520. land_percent 5
  3521. number_of_clumps 34
  3522. set_scale_by_groups
  3523. }
  3524.  
  3525. create_terrain LEAVES
  3526. {
  3527. base_terrain GRASS
  3528. number_of_clumps 30
  3529. spacing_to_other_terrain_types 0
  3530. land_percent 4
  3531. set_scale_by_size
  3532. }
  3533.  
  3534. create_terrain GRASS3
  3535. {
  3536. base_terrain GRASS
  3537. number_of_clumps 14
  3538. spacing_to_other_terrain_types 0
  3539. land_percent 6
  3540. set_scale_by_size
  3541. }
  3542.  
  3543. create_terrain MED_WATER
  3544. {
  3545. base_terrain WATER
  3546. land_percent 100
  3547. spacing_to_other_terrain_types 3
  3548. }
  3549.  
  3550. create_terrain MED_WATER
  3551. {
  3552. base_terrain WATER
  3553. land_percent 100
  3554. spacing_to_other_terrain_types 3
  3555. }
  3556.  
  3557. create_terrain MED_WATER
  3558. {
  3559. base_terrain WATER
  3560. land_percent 100
  3561. spacing_to_other_terrain_types 3
  3562. }
  3563.  
  3564. create_terrain DEEP_WATER
  3565. {
  3566. base_terrain MED_WATER
  3567. land_percent 100
  3568. spacing_to_other_terrain_types 2
  3569. }
  3570.  
  3571. create_terrain DEEP_WATER
  3572. {
  3573. base_terrain MED_WATER
  3574. land_percent 100
  3575. spacing_to_other_terrain_types 2
  3576. }
  3577.  
  3578. elseif ACROPOLIS_AP
  3579.  
  3580. if TINY_MAP
  3581. start_random
  3582. percent_chance 100 #define ACROPOLIS
  3583. end_random
  3584. elseif SMALL_MAP
  3585. start_random
  3586. percent_chance 100 #define ACROPOLIS
  3587. end_random
  3588. else
  3589. start_random
  3590. percent_chance 50 #define ACROPOLIS
  3591. percent_chance 50 #define TEAM_ACROPOLIS
  3592. end_random
  3593. endif
  3594.  
  3595. if ACROPOLIS
  3596.  
  3597. /* Forgotten Empires - Acropolis (ver. Jan 23rd 2013) */
  3598.  
  3599. #const ROCKS 40
  3600.  
  3601. <PLAYER_SETUP>
  3602. ai_info_map_type ARABIA 0 0 0
  3603.  
  3604.  
  3605. <LAND_GENERATION>
  3606. base_terrain ROCKS
  3607.  
  3608. create_land
  3609. {
  3610. terrain_type DESERT
  3611. land_percent 100
  3612. border_fuzziness 14
  3613. left_border 42
  3614. right_border 42
  3615. top_border 42
  3616. bottom_border 42
  3617. }
  3618.  
  3619. create_land
  3620. {
  3621. terrain_type LEAVES
  3622. number_of_tiles 60
  3623. border_fuzziness 14
  3624. start_random
  3625. percent_chance 25
  3626. land_position 39 39
  3627. percent_chance 25
  3628. land_position 37 39
  3629. percent_chance 25
  3630. land_position 39 37
  3631. percent_chance 25
  3632. land_position 37 37
  3633. end_random
  3634. }
  3635.  
  3636. create_land
  3637. {
  3638. terrain_type LEAVES
  3639. number_of_tiles 60
  3640. border_fuzziness 14
  3641. land_position 36 64
  3642. }
  3643.  
  3644. create_land
  3645. {
  3646. terrain_type LEAVES
  3647. number_of_tiles 60
  3648. border_fuzziness 14
  3649. land_position 64 36
  3650. }
  3651.  
  3652. create_land
  3653. {
  3654. terrain_type LEAVES
  3655. number_of_tiles 60
  3656. border_fuzziness 14
  3657. start_random
  3658. percent_chance 25
  3659. land_position 61 61
  3660. percent_chance 25
  3661. land_position 61 64
  3662. percent_chance 25
  3663. land_position 64 61
  3664. percent_chance 25
  3665. land_position 64 64
  3666. end_random
  3667. }
  3668.  
  3669. create_land
  3670. {
  3671. terrain_type LEAVES
  3672. number_of_tiles 100
  3673. border_fuzziness 14
  3674. start_random
  3675. percent_chance 33
  3676. land_position 50 64
  3677. percent_chance 33
  3678. land_position 53 64
  3679. percent_chance 34
  3680. land_position 47 64
  3681. end_random
  3682. }
  3683.  
  3684. create_land
  3685. {
  3686. terrain_type LEAVES
  3687. number_of_tiles 100
  3688. border_fuzziness 14
  3689. start_random
  3690. percent_chance 33
  3691. land_position 64 50
  3692. percent_chance 33
  3693. land_position 64 53
  3694. percent_chance 34
  3695. land_position 64 47
  3696. end_random
  3697. }
  3698.  
  3699. create_land
  3700. {
  3701. terrain_type LEAVES
  3702. number_of_tiles 100
  3703. border_fuzziness 14
  3704. start_random
  3705. percent_chance 33
  3706. land_position 50 36
  3707. percent_chance 33
  3708. land_position 53 36
  3709. percent_chance 34
  3710. land_position 47 36
  3711. end_random
  3712. }
  3713.  
  3714. create_land
  3715. {
  3716. terrain_type LEAVES
  3717. number_of_tiles 100
  3718. border_fuzziness 14
  3719. start_random
  3720. percent_chance 33
  3721. land_position 36 50
  3722. percent_chance 33
  3723. land_position 36 47
  3724. percent_chance 34
  3725. land_position 36 53
  3726. end_random
  3727. }
  3728.  
  3729. create_player_lands
  3730. {
  3731. terrain_type DIRT
  3732. base_size 10
  3733. base_elevation 7
  3734. number_of_tiles 1024
  3735. clumping_factor 20
  3736. other_zone_avoidance_distance 10
  3737. set_zone_by_team
  3738. }
  3739.  
  3740. <TERRAIN_GENERATION>
  3741.  
  3742. create_terrain GRASS3
  3743. {
  3744. base_terrain ROCKS
  3745. land_percent 100
  3746. number_of_clumps 100
  3747. clumping_factor 5
  3748. set_avoid_player_start_areas
  3749. height_limits 0 0
  3750. }
  3751.  
  3752. create_terrain GRASS3
  3753. {
  3754. base_terrain ROCKS
  3755. land_percent 100
  3756. number_of_clumps 100
  3757. clumping_factor 5
  3758. set_avoid_player_start_areas
  3759. height_limits 0 0
  3760. }
  3761.  
  3762. create_terrain GRASS3
  3763. {
  3764. base_terrain ROCKS
  3765. land_percent 100
  3766. number_of_clumps 100
  3767. clumping_factor 5
  3768. set_avoid_player_start_areas
  3769. height_limits 0 0
  3770. }
  3771.  
  3772. create_terrain GRASS3
  3773. {
  3774. base_terrain ROCKS
  3775. land_percent 100
  3776. number_of_clumps 100
  3777. clumping_factor 5
  3778. set_avoid_player_start_areas
  3779. height_limits 0 0
  3780. }
  3781.  
  3782. create_terrain MED_WATER
  3783. {
  3784. base_terrain DESERT
  3785. land_percent 100
  3786. number_of_clumps 1000
  3787. clumping_factor 100
  3788. set_flat_terrain_only
  3789. if TINY_MAP
  3790. spacing_to_other_terrain_types 3
  3791. else
  3792. spacing_to_other_terrain_types 4
  3793. endif
  3794. }
  3795.  
  3796. create_terrain DEEP_WATER
  3797. {
  3798. base_terrain MED_WATER
  3799. land_percent 1
  3800. number_of_clumps 10
  3801. clumping_factor 5
  3802. set_scale_by_groups
  3803. set_avoid_player_start_areas
  3804. spacing_to_other_terrain_types 2
  3805. }
  3806.  
  3807. create_terrain GRASS
  3808. {
  3809. base_terrain DIRT
  3810. land_percent 100
  3811. number_of_clumps 1000
  3812. clumping_factor 100
  3813. set_scale_by_groups
  3814. }
  3815.  
  3816. create_terrain FOREST
  3817. {
  3818. base_terrain GRASS
  3819. number_of_tiles 150
  3820. number_of_clumps 20
  3821. clumping_factor 100
  3822. set_scale_by_groups
  3823. set_avoid_player_start_areas
  3824. spacing_to_other_terrain_types 1
  3825. }
  3826.  
  3827. create_terrain GRASS3
  3828. {
  3829. base_terrain LEAVES
  3830. land_percent 100
  3831. number_of_clumps 1000
  3832. clumping_factor 100
  3833. set_scale_by_groups
  3834. }
  3835.  
  3836. create_terrain PALM_DESERT
  3837. {
  3838. base_terrain DESERT
  3839. if TINY_MAP
  3840. number_of_tiles 70
  3841. elseif MEDIUM_MAP
  3842. number_of_tiles 90
  3843. else
  3844. number_of_tiles 160
  3845. endif
  3846. number_of_clumps 20
  3847. clumping_factor 20
  3848. }
  3849.  
  3850. create_terrain FOREST
  3851. {
  3852. base_terrain GRASS3
  3853. land_percent 8
  3854. number_of_clumps 8
  3855. clumping_factor 40
  3856. set_scale_by_groups
  3857. set_avoid_player_start_areas
  3858. spacing_to_other_terrain_types 3
  3859. }
  3860.  
  3861. create_terrain ROCKS
  3862. {
  3863. base_terrain GRASS
  3864. land_percent 100
  3865. number_of_clumps 100
  3866. set_avoid_player_start_areas
  3867. height_limits 2 6
  3868. }
  3869.  
  3870.  
  3871. create_terrain ROCKS
  3872. {
  3873. base_terrain GRASS
  3874. land_percent 100
  3875. number_of_clumps 100
  3876. set_avoid_player_start_areas
  3877. height_limits 2 6
  3878. }
  3879.  
  3880.  
  3881. create_terrain ROCKS
  3882. {
  3883. base_terrain GRASS3
  3884. land_percent 100
  3885. number_of_clumps 100
  3886. set_avoid_player_start_areas
  3887. height_limits 2 6
  3888. }
  3889.  
  3890.  
  3891. create_terrain ROCKS
  3892. {
  3893. base_terrain GRASS3
  3894. land_percent 100
  3895. number_of_clumps 100
  3896. set_avoid_player_start_areas
  3897. height_limits 2 6
  3898. }
  3899.  
  3900. create_terrain GRASS3
  3901. {
  3902. base_terrain ROCKS
  3903. land_percent 100
  3904. number_of_clumps 100
  3905. clumping_factor 5
  3906. set_avoid_player_start_areas
  3907. height_limits 0 0
  3908. }
  3909.  
  3910. create_terrain GRASS3
  3911. {
  3912. base_terrain ROCKS
  3913. land_percent 100
  3914. number_of_clumps 100
  3915. clumping_factor 5
  3916. set_avoid_player_start_areas
  3917. height_limits 0 0
  3918. }
  3919.  
  3920. create_terrain GRASS3
  3921. {
  3922. base_terrain ROCKS
  3923. land_percent 100
  3924. number_of_clumps 100
  3925. clumping_factor 5
  3926. set_avoid_player_start_areas
  3927. height_limits 0 0
  3928. }
  3929.  
  3930. create_terrain GRASS3
  3931. {
  3932. base_terrain ROCKS
  3933. land_percent 100
  3934. number_of_clumps 100
  3935. clumping_factor 5
  3936. set_avoid_player_start_areas
  3937. height_limits 0 0
  3938. }
  3939.  
  3940. elseif TEAM_ACROPOLIS
  3941.  
  3942. #const ROAD_OTHER 40
  3943. #const PLAYER_TERRAIN 3
  3944.  
  3945. <LAND_GENERATION>
  3946. base_terrain ROAD_OTHER
  3947.  
  3948. create_land
  3949. {
  3950. terrain_type DESERT
  3951. base_elevation 0
  3952. land_position 50 50
  3953.  
  3954. if TINY_MAP
  3955. base_size 6
  3956. border_fuzziness 16
  3957. left_border 46
  3958. right_border 46
  3959. top_border 46
  3960. bottom_border 46
  3961. elseif SMALL_MAP
  3962. base_size 8
  3963. border_fuzziness 12
  3964. left_border 44
  3965. right_border 44
  3966. top_border 44
  3967. bottom_border 44
  3968. elseif MEDIUM_MAP
  3969. base_size 12
  3970. border_fuzziness 14
  3971. left_border 42
  3972. right_border 42
  3973. top_border 42
  3974. bottom_border 42
  3975. elseif LARGE_MAP
  3976. base_size 14
  3977. border_fuzziness 16
  3978. left_border 42
  3979. right_border 42
  3980. top_border 42
  3981. bottom_border 42
  3982. elseif HUGE_MAP
  3983. base_size 14
  3984. border_fuzziness 16
  3985. left_border 42
  3986. right_border 42
  3987. top_border 42
  3988. bottom_border 42
  3989. else //GIGANTIC_MAP
  3990. base_size 16
  3991. border_fuzziness 18
  3992. left_border 40
  3993. right_border 40
  3994. top_border 40
  3995. bottom_border 40
  3996. endif
  3997. }
  3998.  
  3999. create_land
  4000. {
  4001. terrain_type DIRT
  4002. base_elevation 0
  4003. border_fuzziness 0
  4004. other_zone_avoidance_distance 6
  4005. }
  4006.  
  4007. create_player_lands
  4008. {
  4009. terrain_type PLAYER_TERRAIN
  4010. base_size 13
  4011. base_elevation 7
  4012. number_of_tiles 960
  4013. clumping_factor 20
  4014. other_zone_avoidance_distance 10
  4015. set_zone_by_team
  4016. }
  4017.  
  4018. <TERRAIN_GENERATION>
  4019.  
  4020. create_terrain MED_WATER
  4021. {
  4022. base_terrain DESERT
  4023. land_percent 100
  4024. number_of_clumps 1000
  4025. clumping_factor 100
  4026. set_flat_terrain_only
  4027. if TINY_MAP
  4028. spacing_to_other_terrain_types 3
  4029. else
  4030. spacing_to_other_terrain_types 4
  4031. endif
  4032. }
  4033.  
  4034. create_terrain DEEP_WATER
  4035. {
  4036. base_terrain MED_WATER
  4037. land_percent 1
  4038. number_of_clumps 10
  4039. clumping_factor 5
  4040. set_scale_by_groups
  4041. set_avoid_player_start_areas
  4042. spacing_to_other_terrain_types 2
  4043. }
  4044.  
  4045. create_terrain GRASS
  4046. {
  4047. base_terrain PLAYER_TERRAIN
  4048. land_percent 100
  4049. number_of_clumps 1000
  4050. clumping_factor 100
  4051. set_avoid_player_start_areas
  4052. }
  4053.  
  4054.  
  4055. create_terrain DESERT
  4056. {
  4057. base_terrain GRASS3
  4058. land_percent 100
  4059. number_of_clumps 1000
  4060. clumping_factor 100
  4061. set_scale_by_groups
  4062. }
  4063.  
  4064. create_terrain DIRT
  4065. {
  4066. base_terrain ROAD_OTHER
  4067. land_percent 100
  4068. number_of_clumps 1000
  4069. clumping_factor 100
  4070. height_limits 0 0
  4071. }
  4072.  
  4073. create_terrain GRASS3
  4074. {
  4075. base_terrain DIRT
  4076. land_percent 100
  4077. number_of_clumps 1000
  4078. clumping_factor 100
  4079. set_scale_by_groups
  4080. }
  4081.  
  4082. create_terrain PALM_DESERT
  4083. {
  4084. base_terrain DESERT
  4085. number_of_tiles 32
  4086. if TINY_MAP
  4087. number_of_clumps 5
  4088. clumping_factor 20
  4089. spacing_to_other_terrain_types 1
  4090. elseif SMALL_MAP
  4091. number_of_clumps 5
  4092. clumping_factor 20
  4093. spacing_to_other_terrain_types 1
  4094. elseif MEDIUM_MAP
  4095. number_of_clumps 5
  4096. clumping_factor 30
  4097. spacing_to_other_terrain_types 1
  4098. elseif LARGE_MAP
  4099. number_of_clumps 5
  4100. clumping_factor 20
  4101. spacing_to_other_terrain_types 1
  4102. else
  4103. number_of_clumps 5
  4104. clumping_factor 10
  4105. spacing_to_other_terrain_types 1
  4106. endif
  4107. set_scale_by_groups
  4108. }
  4109.  
  4110. create_terrain FOREST
  4111. {
  4112. base_terrain GRASS3
  4113. land_percent 8
  4114. number_of_clumps 8
  4115. clumping_factor 40
  4116. set_scale_by_groups
  4117. set_avoid_player_start_areas
  4118. spacing_to_other_terrain_types 3
  4119. }
  4120.  
  4121. create_terrain FOREST
  4122. {
  4123. base_terrain GRASS
  4124. number_of_tiles 100
  4125. number_of_clumps 16
  4126. clumping_factor 20
  4127. set_scale_by_groups
  4128. set_avoid_player_start_areas
  4129. spacing_to_other_terrain_types 1
  4130. }
  4131. endif
  4132.  
  4133. elseif HIDEOUT_AP
  4134.  
  4135. /* Forgotten Empires - Hideout (ver. Jan 23rd 2013) */
  4136.  
  4137. <PLAYER_SETUP>
  4138. ai_info_map_type ARABIA 0 0 0
  4139.  
  4140. <LAND_GENERATION>
  4141.  
  4142. base_terrain GRASS
  4143.  
  4144. create_player_lands
  4145. {
  4146. terrain_type LEAVES
  4147. land_percent 16
  4148. base_size 12
  4149. top_border 18
  4150. bottom_border 18
  4151. right_border 18
  4152. left_border 18
  4153. clumping_factor 15
  4154. other_zone_avoidance_distance 16
  4155. }
  4156.  
  4157. create_land
  4158. {
  4159. terrain_type FOREST
  4160. land_percent 90
  4161. top_border 20
  4162. bottom_border 20
  4163. right_border 20
  4164. left_border 20
  4165. clumping_factor 15
  4166. border_fuzziness 45
  4167. zone 52
  4168. other_zone_avoidance_distance 0
  4169. }
  4170.  
  4171. <TERRAIN_GENERATION>
  4172.  
  4173. create_terrain PINE_FOREST
  4174. {
  4175. base_terrain GRASS
  4176. spacing_to_other_terrain_types 0
  4177. land_percent 4
  4178. number_of_clumps 6
  4179. set_avoid_player_start_areas
  4180. set_scale_by_groups
  4181. }
  4182.  
  4183. create_terrain GRASS3
  4184. {
  4185. base_terrain GRASS
  4186. number_of_clumps 8
  4187. spacing_to_other_terrain_types 0
  4188. land_percent 6
  4189. set_scale_by_size
  4190. }
  4191.  
  4192. create_terrain DIRT3
  4193. {
  4194. base_terrain LEAVES
  4195. number_of_clumps 24
  4196. spacing_to_other_terrain_types 0
  4197. land_percent 5
  4198. set_scale_by_size
  4199. }
  4200.  
  4201. create_terrain GRASS
  4202. {
  4203. base_terrain LEAVES
  4204. number_of_clumps 30
  4205. spacing_to_other_terrain_types 0
  4206. land_percent 2
  4207. set_scale_by_size
  4208. }
  4209.  
  4210. create_terrain FOREST
  4211. {
  4212. base_terrain LEAVES
  4213. number_of_clumps 10
  4214. spacing_to_other_terrain_types 2
  4215. number_of_tiles 20
  4216. set_avoid_player_start_areas
  4217. set_scale_by_size
  4218. }
  4219.  
  4220. create_terrain PINE_FOREST
  4221. {
  4222. base_terrain FOREST
  4223. land_percent 8
  4224. number_of_clumps 100
  4225. }
  4226.  
  4227. elseif SEIZE_THE_HUMP_AP
  4228.  
  4229. <LAND_GENERATION>
  4230.  
  4231. base_terrain DESERT
  4232.  
  4233. if TINY_MAP
  4234. create_player_lands
  4235. {
  4236. terrain_type GRASS
  4237. land_percent 8
  4238. base_size 12
  4239. border_fuzziness 4
  4240. set_zone_by_team
  4241. other_zone_avoidance_distance 8
  4242. bottom_border 2
  4243. top_border 2
  4244. left_border 2
  4245. right_border 2
  4246. }
  4247. else
  4248. create_player_lands
  4249. {
  4250. terrain_type GRASS
  4251. land_percent 8
  4252. base_size 8
  4253. border_fuzziness 4
  4254. set_zone_by_team
  4255. other_zone_avoidance_distance 14
  4256. bottom_border 3
  4257. top_border 3
  4258. left_border 3
  4259. right_border 3
  4260. }
  4261. endif
  4262.  
  4263. create_land
  4264. {
  4265. terrain_type DIRT3
  4266. land_percent 70
  4267. base_size 8
  4268. border_fuzziness 4
  4269. base_elevation 3
  4270. other_zone_avoidance_distance 14
  4271. bottom_border 10
  4272. top_border 10
  4273. left_border 10
  4274. right_border 10
  4275. }
  4276.  
  4277. /* *********************************** */
  4278. <TERRAIN_GENERATION>
  4279.  
  4280. create_terrain SHALLOW
  4281. {
  4282. base_terrain DESERT
  4283. land_percent 100
  4284. number_of_clumps 100
  4285. height_limits 0 0
  4286. spacing_to_other_terrain_types 1
  4287. }
  4288.  
  4289. create_terrain SHALLOW
  4290. {
  4291. base_terrain DESERT
  4292. land_percent 100
  4293. number_of_clumps 100
  4294. height_limits 0 0
  4295. spacing_to_other_terrain_types 1
  4296. }
  4297.  
  4298. if TINY_MAP
  4299. create_terrain FOREST
  4300. {
  4301. base_terrain DIRT3
  4302. land_percent 7
  4303. number_of_clumps 20
  4304. clumping_factor 25
  4305. spacing_to_other_terrain_types 4
  4306. set_avoid_player_start_areas
  4307. set_scale_by_groups
  4308. }
  4309. else
  4310. create_terrain FOREST
  4311. {
  4312. base_terrain DIRT3
  4313. land_percent 12
  4314. number_of_clumps 20
  4315. clumping_factor 25
  4316. spacing_to_other_terrain_types 4
  4317. set_avoid_player_start_areas
  4318. set_scale_by_groups
  4319. }
  4320. endif
  4321.  
  4322. create_terrain PINE_FOREST
  4323. {
  4324. base_terrain GRASS
  4325. land_percent 1
  4326. number_of_clumps 10
  4327. clumping_factor 20
  4328. spacing_to_other_terrain_types 2
  4329. set_avoid_player_start_areas
  4330. set_scale_by_groups
  4331. }
  4332.  
  4333. /* PRIMARY PATCH */
  4334.  
  4335. create_terrain GRASS3
  4336. {
  4337. base_terrain DIRT
  4338. number_of_clumps 27
  4339. spacing_to_other_terrain_types 0
  4340. land_percent 2
  4341. set_scale_by_groups
  4342. }
  4343.  
  4344. elseif BALTIC_AP
  4345.  
  4346. /* ********* BALTIC ********** */
  4347. /* 21 DEC 99 */
  4348.  
  4349. start_random
  4350. percent_chance 50
  4351. #define FROZEN_MAP
  4352. percent_chance 50
  4353. #define ALPINE_MAP
  4354. end_random
  4355.  
  4356. <LAND_GENERATION>
  4357.  
  4358. if ALPINE_MAP
  4359. base_terrain GRASS2
  4360. else
  4361. base_terrain SNOW
  4362. endif
  4363.  
  4364. /* CREATE THE INLAND SEA */
  4365.  
  4366. create_land
  4367. {
  4368. terrain_type WATER
  4369. land_percent 85
  4370. left_border 10
  4371. right_border 10
  4372. top_border 10
  4373. bottom_border 10
  4374. border_fuzziness 40
  4375. zone 16
  4376. }
  4377.  
  4378. create_player_lands
  4379. {
  4380. if ALPINE_MAP
  4381. terrain_type GRASS2
  4382. else
  4383. terrain_type SNOW
  4384. endif
  4385. land_percent 50
  4386. base_size 14
  4387. other_zone_avoidance_distance 7
  4388. set_zone_by_team
  4389. }
  4390.  
  4391. /* ****************************************************** */
  4392. <TERRAIN_GENERATION>
  4393.  
  4394. create_terrain MED_WATER
  4395. {
  4396. base_terrain WATER
  4397. number_of_clumps 3
  4398. spacing_to_other_terrain_types 1
  4399. land_percent 40
  4400. }
  4401.  
  4402. create_terrain DEEP_WATER
  4403. {
  4404. base_terrain MED_WATER
  4405. number_of_clumps 6
  4406. spacing_to_other_terrain_types 3
  4407. land_percent 25
  4408. }
  4409.  
  4410. create_terrain MED_WATER
  4411. {
  4412. base_terrain DEEP_WATER
  4413. number_of_clumps 6
  4414. spacing_to_other_terrain_types 1
  4415. land_percent 1
  4416. }
  4417.  
  4418. /* PRIMARY FOREST */
  4419.  
  4420. if ALPINE_MAP
  4421. create_terrain PINE_FOREST
  4422. {
  4423. base_terrain GRASS2
  4424. spacing_to_other_terrain_types 5
  4425. land_percent 9
  4426. number_of_clumps 12
  4427. set_avoid_player_start_areas
  4428. set_scale_by_groups
  4429. }
  4430. else
  4431. create_terrain SNOW_FOREST
  4432. {
  4433. base_terrain SNOW
  4434. spacing_to_other_terrain_types 5
  4435. land_percent 9
  4436. number_of_clumps 12
  4437. set_avoid_player_start_areas
  4438. set_scale_by_groups
  4439. }
  4440. endif
  4441.  
  4442. /* PRIMARY PATCH */
  4443.  
  4444. if ALPINE_MAP
  4445. create_terrain GRASS3
  4446. {
  4447. base_terrain GRASS2
  4448. number_of_clumps 8
  4449. spacing_to_other_terrain_types 0
  4450. land_percent 6
  4451. set_scale_by_size
  4452. }
  4453. else
  4454. create_terrain GRASS_SNOW
  4455. {
  4456. base_terrain SNOW
  4457. number_of_clumps 8
  4458. spacing_to_other_terrain_types 0
  4459. land_percent 9
  4460. set_scale_by_size
  4461. }
  4462. endif
  4463.  
  4464. /* SECONDARY FOREST */
  4465.  
  4466. if ALPINE_MAP
  4467. create_terrain FOREST
  4468. {
  4469. base_terrain GRASS
  4470. spacing_to_other_terrain_types 3
  4471. land_percent 1
  4472. number_of_clumps 3
  4473. set_avoid_player_start_areas
  4474. set_scale_by_groups
  4475. }
  4476. else
  4477. create_terrain PINE_FOREST
  4478. {
  4479. base_terrain GRASS_SNOW
  4480. spacing_to_other_terrain_types 3
  4481. land_percent 1
  4482. number_of_clumps 3
  4483. set_avoid_player_start_areas
  4484. set_scale_by_groups
  4485. }
  4486. endif
  4487.  
  4488. /* SECONDARY PATCH */
  4489.  
  4490. if ALPINE_MAP
  4491. create_terrain DIRT3
  4492. {
  4493. base_terrain GRASS2
  4494. number_of_clumps 24
  4495. spacing_to_other_terrain_types 0
  4496. land_percent 2
  4497. set_scale_by_size
  4498. }
  4499. else
  4500. create_terrain DIRT_SNOW
  4501. {
  4502. base_terrain SNOW
  4503. number_of_clumps 24
  4504. spacing_to_other_terrain_types 0
  4505. land_percent 2
  4506. set_scale_by_size
  4507. }
  4508. endif
  4509.  
  4510. /* TERTIARY PATCH */
  4511.  
  4512. if ALPINE_MAP
  4513. create_terrain GRASS
  4514. {
  4515. base_terrain GRASS2
  4516. number_of_clumps 30
  4517. spacing_to_other_terrain_types 0
  4518. land_percent 2
  4519. set_scale_by_size
  4520. }
  4521. else
  4522. create_terrain GRASS2
  4523. {
  4524. base_terrain GRASS_SNOW
  4525. number_of_clumps 30
  4526. spacing_to_other_terrain_types 0
  4527. land_percent 2
  4528. set_scale_by_size
  4529. }
  4530. endif
  4531.  
  4532. elseif ISLANDS_AP
  4533.  
  4534. <LAND_GENERATION>
  4535. base_terrain WATER
  4536.  
  4537. create_player_lands
  4538. {
  4539. terrain_type GRASS
  4540. land_percent 30
  4541. base_size 14
  4542. border_fuzziness 15
  4543. clumping_factor 15
  4544. other_zone_avoidance_distance 9
  4545. left_border 8
  4546. right_border 8
  4547. top_border 8
  4548. bottom_border 8
  4549. }
  4550.  
  4551. /* BONUS ISLANDS MIDDLE */
  4552.  
  4553. if TINY_MAP
  4554. else
  4555. create_land
  4556. {
  4557. terrain_type GRASS2
  4558. land_percent 1
  4559. base_size 3
  4560. left_border 25
  4561. right_border 25
  4562. top_border 25
  4563. bottom_border 25
  4564. border_fuzziness 15
  4565. clumping_factor 11
  4566. other_zone_avoidance_distance 4
  4567. zone 74
  4568. }
  4569. endif
  4570. create_land
  4571. {
  4572. terrain_type GRASS2
  4573. land_percent 1
  4574. base_size 3
  4575. left_border 25
  4576. right_border 25
  4577. top_border 25
  4578. bottom_border 25
  4579. border_fuzziness 15
  4580. clumping_factor 11
  4581. other_zone_avoidance_distance 4
  4582. zone 73
  4583. }
  4584.  
  4585. create_land
  4586. {
  4587. terrain_type GRASS2
  4588. land_percent 1
  4589. base_size 3
  4590. left_border 25
  4591. right_border 25
  4592. top_border 25
  4593. bottom_border 25
  4594. border_fuzziness 15
  4595. clumping_factor 11
  4596. other_zone_avoidance_distance 4
  4597. zone 72
  4598. }
  4599.  
  4600. /* ****************************************************** */
  4601. <TERRAIN_GENERATION>
  4602.  
  4603. create_terrain PINE_FOREST
  4604. {
  4605. land_percent 7
  4606. number_of_clumps 12
  4607. clumping_factor 25
  4608. spacing_to_other_terrain_types 5
  4609. set_avoid_player_start_areas
  4610. set_scale_by_groups
  4611. }
  4612.  
  4613. create_terrain PINE_FOREST
  4614. {
  4615. base_terrain GRASS2
  4616. land_percent 2
  4617. if TINY_MAP
  4618. spacing_to_other_terrain_types 3
  4619. number_of_clumps 3
  4620. else
  4621. number_of_clumps 4
  4622. spacing_to_other_terrain_types 4
  4623. endif
  4624. set_avoid_player_start_areas
  4625. set_scale_by_groups
  4626. }
  4627.  
  4628.  
  4629. create_terrain MED_WATER
  4630. {
  4631. base_terrain WATER
  4632. number_of_clumps 10
  4633. spacing_to_other_terrain_types 2
  4634. land_percent 40
  4635. }
  4636.  
  4637. create_terrain DEEP_WATER
  4638. {
  4639. base_terrain MED_WATER
  4640. number_of_clumps 6
  4641. spacing_to_other_terrain_types 3
  4642. land_percent 20
  4643. }
  4644.  
  4645. elseif GEOMETRIC_PISS_AP
  4646.  
  4647. <LAND_GENERATION>
  4648. base_terrain DESERT
  4649.  
  4650. create_player_lands
  4651. {
  4652. terrain_type DESERT
  4653. land_percent 100
  4654. base_size 12
  4655. clumping_factor 10
  4656. border_fuzziness 15
  4657. other_zone_avoidance_distance 5
  4658. }
  4659.  
  4660. <TERRAIN_GENERATION>
  4661.  
  4662. start_random
  4663. percent_chance 50
  4664. create_terrain FOREST
  4665. percent_chance 50
  4666. create_terrain PALM_DESERT
  4667. end_random
  4668. {
  4669. base_terrain DESERT
  4670. start_random
  4671. percent_chance 50
  4672. spacing_to_other_terrain_types 5
  4673. percent_chance 50
  4674. spacing_to_other_terrain_types 6
  4675. end_random
  4676. land_percent 18
  4677. number_of_clumps 10
  4678. clumping_factor 25
  4679. set_avoid_player_start_areas
  4680. set_scale_by_groups
  4681. }
  4682.  
  4683. elseif MICROPHONE_AP
  4684.  
  4685. <LAND_GENERATION>
  4686.  
  4687. base_terrain WATER
  4688.  
  4689. create_land
  4690. {
  4691. terrain_type MED_WATER
  4692. land_percent 100
  4693. bottom_border 33
  4694. top_border 33
  4695. left_border 33
  4696. right_border 33
  4697. }
  4698.  
  4699. create_player_lands
  4700. {
  4701. terrain_type GRASS2
  4702. land_percent 85
  4703. border_fuzziness 15
  4704. clumping_factor 20
  4705. other_zone_avoidance_distance 4
  4706. base_size 14
  4707. bottom_border 10
  4708. top_border 10
  4709. set_zone_by_team
  4710. }
  4711.  
  4712. <TERRAIN_GENERATION>
  4713.  
  4714. create_terrain GRASS
  4715. {
  4716. base_terrain MED_WATER
  4717. spacing_to_other_terrain_types 4
  4718. land_percent 100
  4719. }
  4720.  
  4721. create_terrain WATER
  4722. {
  4723. base_terrain MED_WATER
  4724. spacing_to_other_terrain_types 0
  4725. land_percent 100
  4726. }
  4727.  
  4728. create_terrain WATER
  4729. {
  4730. base_terrain MED_WATER
  4731. spacing_to_other_terrain_types 0
  4732. land_percent 100
  4733. }
  4734.  
  4735. create_terrain WATER
  4736. {
  4737. base_terrain MED_WATER
  4738. spacing_to_other_terrain_types 0
  4739. land_percent 100
  4740. }
  4741.  
  4742. create_terrain WATER
  4743. {
  4744. base_terrain MED_WATER
  4745. spacing_to_other_terrain_types 0
  4746. land_percent 100
  4747. }
  4748.  
  4749. create_terrain FOREST
  4750. {
  4751. base_terrain GRASS
  4752. spacing_to_other_terrain_types 4
  4753. land_percent 2
  4754. }
  4755.  
  4756. create_terrain FOREST
  4757. {
  4758. base_terrain GRASS2
  4759. number_of_clumps 40
  4760. spacing_to_other_terrain_types 3
  4761. land_percent 12
  4762. set_avoid_player_start_areas
  4763. }
  4764.  
  4765. elseif SINKHOLES_AP
  4766.  
  4767. <LAND_GENERATION>
  4768. base_terrain GRASS3
  4769.  
  4770. create_player_lands
  4771. {
  4772. terrain_type GRASS3
  4773. land_percent 100
  4774. base_size 12
  4775. border_fuzziness 15
  4776. base_elevation 7
  4777. }
  4778.  
  4779. create_land
  4780. {
  4781. terrain_type DIRT3
  4782. land_percent 100
  4783. border_fuzziness 15
  4784. clumping_factor 15
  4785. left_border 1
  4786. right_border 51
  4787. top_border 51
  4788. bottom_border 1
  4789. spacing 1
  4790. }
  4791.  
  4792. create_land
  4793. {
  4794. terrain_type DIRT3
  4795. land_percent 100
  4796. border_fuzziness 15
  4797. clumping_factor 15
  4798. left_border 51
  4799. right_border 1
  4800. top_border 1
  4801. bottom_border 51
  4802. spacing 1
  4803. }
  4804.  
  4805. create_land
  4806. {
  4807. terrain_type DIRT3
  4808. land_percent 100
  4809. border_fuzziness 15
  4810. clumping_factor 15
  4811. left_border 35
  4812. right_border 35
  4813. top_border 35
  4814. bottom_border 35
  4815. spacing 1
  4816. }
  4817.  
  4818. start_random
  4819. percent_chance 60
  4820. <ELEVATION_GENERATION>
  4821. create_elevation 7
  4822. {
  4823. base_terrain DIRT3
  4824. number_of_clumps 30
  4825. number_of_tiles 9500
  4826. set_scale_by_groups
  4827. set_scale_by_size
  4828. spacing 4
  4829. }
  4830. end_random
  4831.  
  4832. <TERRAIN_GENERATION>
  4833.  
  4834. create_terrain PINE_FOREST
  4835. {
  4836. base_terrain GRASS3
  4837. spacing_to_other_terrain_types 3
  4838. land_percent 12
  4839. number_of_clumps 12
  4840. clumping_factor 25
  4841. set_avoid_player_start_areas
  4842. set_scale_by_groups
  4843. }
  4844.  
  4845. create_terrain DIRT3
  4846. {
  4847. base_terrain GRASS3
  4848. number_of_clumps 30
  4849. spacing_to_other_terrain_types 0
  4850. land_percent 4
  4851. set_scale_by_size
  4852. }
  4853.  
  4854. create_terrain DIRT
  4855. {
  4856. base_terrain DIRT3
  4857. spacing_to_other_terrain_types 7
  4858. land_percent 100
  4859. set_scale_by_size
  4860. }
  4861.  
  4862. create_terrain DIRT
  4863. {
  4864. base_terrain DIRT3
  4865. spacing_to_other_terrain_types 6
  4866. land_percent 100
  4867. set_scale_by_size
  4868. }
  4869.  
  4870. create_terrain DIRT
  4871. {
  4872. base_terrain DIRT3
  4873. spacing_to_other_terrain_types 6
  4874. land_percent 100
  4875. set_scale_by_size
  4876. }
  4877.  
  4878. elseif SAHARA_AP
  4879.  
  4880. #const GROUND 6 /* dirt1 */
  4881. #const WOODS 13 /* palm */
  4882. #const MIDTERR 14 /* desert */
  4883. #const PATCH 9 /* more grass less dirt */
  4884.  
  4885. ai_info_map_type ARABIA 0 0 0
  4886.  
  4887. <LAND_GENERATION>
  4888. base_terrain GROUND
  4889. create_player_lands
  4890. {
  4891. terrain_type GROUND
  4892. left_border 1
  4893. right_border 1
  4894. top_border 1
  4895. bottom_border 1
  4896. land_percent 25
  4897. base_size 9
  4898. other_zone_avoidance_distance 35
  4899. }
  4900. create_land /* middle */
  4901. {
  4902. terrain_type MIDTERR
  4903. land_percent 50
  4904. left_border 20
  4905. right_border 20
  4906. top_border 20
  4907. bottom_border 20
  4908. zone 1
  4909. }
  4910. <ELEVATION_GENERATION>
  4911. create_elevation 1
  4912. {
  4913. base_terrain MIDTERR
  4914. number_of_tiles 625
  4915. number_of_clumps 24
  4916. set_scale_by_groups
  4917. }
  4918. create_elevation 3
  4919. {
  4920. base_terrain MIDTERR
  4921. number_of_tiles 625
  4922. number_of_clumps 24
  4923. set_scale_by_groups
  4924. }
  4925. create_elevation 5
  4926. {
  4927. base_terrain MIDTERR
  4928. number_of_tiles 625
  4929. number_of_clumps 24
  4930. set_scale_by_groups
  4931. }
  4932.  
  4933. <TERRAIN_GENERATION>
  4934. create_terrain WOODS
  4935. {
  4936. set_flat_terrain_only
  4937. base_terrain MIDTERR
  4938. land_percent 1
  4939. number_of_clumps 6
  4940. set_scale_by_groups
  4941. }
  4942. create_terrain WOODS
  4943. {
  4944. base_terrain GROUND
  4945. land_percent 12
  4946. number_of_clumps 12
  4947. set_scale_by_groups
  4948. set_avoid_player_start_areas
  4949. }
  4950. create_terrain PATCH
  4951. {
  4952. base_terrain GROUND
  4953. land_percent 8
  4954. number_of_clumps 16
  4955. set_scale_by_size
  4956. }
  4957. create_terrain GROUND
  4958. {
  4959. base_terrain MIDTERR
  4960. land_percent 8
  4961. number_of_clumps 24
  4962. set_scale_by_groups
  4963. }
  4964.  
  4965. elseif CONTINENTAL_AP
  4966.  
  4967. /* ************ CONTINENTAL ************ */
  4968. /* 21 DEC 99 */
  4969.  
  4970. <LAND_GENERATION>
  4971.  
  4972. base_terrain WATER
  4973.  
  4974. start_random
  4975. percent_chance 20
  4976. #define ASIAN_MAP
  4977. percent_chance 20
  4978. #define ALPINE_MAP
  4979. end_random
  4980.  
  4981. /* Fill in center */
  4982.  
  4983. create_land
  4984. {
  4985. if ASIAN_MAP
  4986. terrain_type GRASS2
  4987. elseif ALPINE_MAP
  4988. terrain_type GRASS2
  4989. else
  4990. terrain_type GRASS
  4991. endif
  4992. land_percent 10
  4993. base_size 7
  4994. left_border 25
  4995. right_border 25
  4996. top_border 25
  4997. bottom_border 25
  4998. }
  4999.  
  5000. create_player_lands
  5001. {
  5002. if ASIAN_MAP
  5003. terrain_type GRASS2
  5004. elseif ALPINE_MAP
  5005. terrain_type GRASS2
  5006. else
  5007. terrain_type GRASS
  5008. endif
  5009. land_percent 50
  5010. base_size 9
  5011. start_random
  5012. percent_chance 50
  5013. left_border 8
  5014. right_border 6
  5015. percent_chance 50
  5016. left_border 6
  5017. right_border 8
  5018. end_random
  5019. start_random
  5020. percent_chance 50
  5021. top_border 8
  5022. bottom_border 6
  5023. percent_chance 50
  5024. top_border 6
  5025. bottom_border 8
  5026. end_random
  5027. border_fuzziness 10
  5028. set_zone_randomly
  5029. other_zone_avoidance_distance 5
  5030. }
  5031.  
  5032. /* ****************************************************** */
  5033. <TERRAIN_GENERATION>
  5034.  
  5035. /* MIXING WATER */
  5036.  
  5037. create_terrain MED_WATER
  5038. {
  5039. base_terrain WATER
  5040. number_of_clumps 3
  5041. spacing_to_other_terrain_types 2
  5042. land_percent 40
  5043. }
  5044.  
  5045. create_terrain MED_WATER
  5046. {
  5047. base_terrain WATER
  5048. number_of_clumps 30
  5049. spacing_to_other_terrain_types 1
  5050. land_percent 1
  5051. }
  5052.  
  5053. create_terrain DEEP_WATER
  5054. {
  5055. base_terrain MED_WATER
  5056. number_of_clumps 5
  5057. spacing_to_other_terrain_types 5
  5058. land_percent 20
  5059. }
  5060.  
  5061. create_terrain DEEP_WATER
  5062. {
  5063. base_terrain MED_WATER
  5064. number_of_clumps 30
  5065. spacing_to_other_terrain_types 1
  5066. land_percent 1
  5067. }
  5068.  
  5069. create_terrain MED_WATER
  5070. {
  5071. base_terrain DEEP_WATER
  5072. number_of_clumps 30
  5073. spacing_to_other_terrain_types 1
  5074. land_percent 1
  5075. }
  5076.  
  5077. create_terrain WATER
  5078. {
  5079. base_terrain MED_WATER
  5080. number_of_clumps 30
  5081. spacing_to_other_terrain_types 1
  5082. land_percent 1
  5083. }
  5084.  
  5085. create_terrain MED_WATER
  5086. {
  5087. base_terrain WATER
  5088. number_of_clumps 30
  5089. spacing_to_other_terrain_types 1
  5090. land_percent 1
  5091. }
  5092.  
  5093. /* PRIMARY FOREST */
  5094.  
  5095. if ASIAN_MAP
  5096. create_terrain PINE_FOREST
  5097. {
  5098. base_terrain GRASS2
  5099. spacing_to_other_terrain_types 5
  5100. land_percent 7
  5101. number_of_clumps 10
  5102. set_avoid_player_start_areas
  5103. set_scale_by_groups
  5104. }
  5105. elseif ALPINE_MAP
  5106. create_terrain PINE_FOREST
  5107. {
  5108. base_terrain GRASS2
  5109. spacing_to_other_terrain_types 5
  5110. land_percent 7
  5111. number_of_clumps 10
  5112. set_avoid_player_start_areas
  5113. set_scale_by_groups
  5114. }
  5115. else
  5116. create_terrain FOREST
  5117. {
  5118. base_terrain GRASS
  5119. spacing_to_other_terrain_types 5
  5120. land_percent 7
  5121. number_of_clumps 10
  5122. set_avoid_player_start_areas
  5123. set_scale_by_groups
  5124. }
  5125. endif
  5126.  
  5127. /* PRIMARY PATCH */
  5128.  
  5129. if ASIAN_MAP
  5130. create_terrain GRASS3
  5131. {
  5132. base_terrain GRASS2
  5133. number_of_clumps 8
  5134. spacing_to_other_terrain_types 0
  5135. land_percent 4
  5136. set_scale_by_size
  5137. }
  5138. elseif ALPINE_MAP
  5139. create_terrain GRASS3
  5140. {
  5141. base_terrain GRASS2
  5142. number_of_clumps 8
  5143. spacing_to_other_terrain_types 0
  5144. land_percent 6
  5145. set_scale_by_size
  5146. }
  5147. else
  5148. create_terrain DIRT
  5149. {
  5150. base_terrain GRASS
  5151. number_of_clumps 8
  5152. spacing_to_other_terrain_types 0
  5153. land_percent 9
  5154. set_scale_by_size
  5155. }
  5156. endif
  5157.  
  5158. /* SECONDARY FOREST */
  5159.  
  5160. if ASIAN_MAP
  5161. create_terrain BAMBOO
  5162. {
  5163. base_terrain GRASS3
  5164.  
  5165. spacing_to_other_terrain_types 3
  5166. land_percent 1
  5167. number_of_clumps 3
  5168. set_avoid_player_start_areas
  5169. set_scale_by_groups
  5170. }
  5171. elseif ALPINE_MAP
  5172. create_terrain FOREST
  5173. {
  5174. base_terrain GRASS3
  5175.  
  5176. spacing_to_other_terrain_types 3
  5177. land_percent 1
  5178. number_of_clumps 3
  5179. set_avoid_player_start_areas
  5180. set_scale_by_groups
  5181. }
  5182. else
  5183. create_terrain PALM_DESERT
  5184. {
  5185. base_terrain DIRT
  5186. spacing_to_other_terrain_types 3
  5187. land_percent 1
  5188. number_of_clumps 3
  5189. set_avoid_player_start_areas
  5190. set_scale_by_groups
  5191. }
  5192. endif
  5193.  
  5194. /* SECONDARY PATCH */
  5195.  
  5196. if ASIAN_MAP
  5197. create_terrain DIRT3
  5198. {
  5199. base_terrain GRASS2
  5200. number_of_clumps 24
  5201. spacing_to_other_terrain_types 0
  5202. land_percent 2
  5203. set_scale_by_size
  5204. }
  5205. elseif ALPINE_MAP
  5206. create_terrain DIRT3
  5207. {
  5208. base_terrain GRASS2
  5209. number_of_clumps 24
  5210. spacing_to_other_terrain_types 0
  5211. land_percent 2
  5212. set_scale_by_size
  5213. }
  5214. else
  5215. create_terrain GRASS3
  5216. {
  5217. base_terrain GRASS
  5218. number_of_clumps 24
  5219. spacing_to_other_terrain_types 0
  5220. land_percent 2
  5221. set_scale_by_size
  5222. }
  5223. endif
  5224.  
  5225. /* TERTIARY PATCH */
  5226.  
  5227. if ASIAN_MAP
  5228. create_terrain GRASS
  5229. {
  5230. base_terrain GRASS2
  5231. number_of_clumps 30
  5232. spacing_to_other_terrain_types 0
  5233. land_percent 2
  5234. set_scale_by_size
  5235. }
  5236. elseif ALPINE_MAP
  5237. create_terrain GRASS
  5238. {
  5239. base_terrain GRASS2
  5240. number_of_clumps 30
  5241. spacing_to_other_terrain_types 0
  5242. land_percent 2
  5243. set_scale_by_size
  5244. }
  5245. else
  5246. create_terrain DIRT3
  5247. {
  5248. base_terrain GRASS
  5249. number_of_clumps 30
  5250. spacing_to_other_terrain_types 0
  5251. land_percent 2
  5252. set_scale_by_size
  5253. }
  5254. endif
  5255.  
  5256. elseif DRY_ARABIA_AP
  5257.  
  5258. /* ************ ARABIA ************ */
  5259. /* Modified by Idle Beaver (http://rene.kooi.me/) */
  5260.  
  5261. #include_drs random_map.def
  5262. ai_info_map_type ARABIA
  5263.  
  5264. <LAND_GENERATION>
  5265.  
  5266. start_random
  5267. percent_chance 50
  5268. #define DESERT_MAP
  5269. end_random
  5270.  
  5271. if DESERT_MAP
  5272. base_terrain DIRT
  5273. else
  5274. base_terrain GRASS3
  5275. endif
  5276.  
  5277. create_player_lands
  5278. {
  5279. if DESERT_MAP
  5280. terrain_type DIRT
  5281. else
  5282. terrain_type GRASS3
  5283. endif
  5284. land_percent 25
  5285. base_size 9
  5286. border_fuzziness 15
  5287. }
  5288.  
  5289. /* ****************************************************** */
  5290. <TERRAIN_GENERATION>
  5291.  
  5292. /* PRIMARY FOREST */
  5293.  
  5294. if DESERT_MAP
  5295. create_terrain PALM_DESERT
  5296. {
  5297. base_terrain DIRT
  5298. spacing_to_other_terrain_types 5
  5299. land_percent 12
  5300. number_of_clumps 10
  5301. set_avoid_player_start_areas
  5302. set_scale_by_groups
  5303. }
  5304. else
  5305. create_terrain FOREST
  5306. {
  5307. base_terrain GRASS3
  5308. spacing_to_other_terrain_types 5
  5309. land_percent 12
  5310. number_of_clumps 10
  5311. set_avoid_player_start_areas
  5312. set_scale_by_groups
  5313. }
  5314. endif
  5315.  
  5316. /* PRIMARY PATCH */
  5317.  
  5318. if DESERT_MAP
  5319. create_terrain DESERT
  5320. {
  5321. base_terrain DIRT
  5322. number_of_clumps 16
  5323. spacing_to_other_terrain_types 0
  5324. land_percent 10
  5325. set_scale_by_size
  5326. }
  5327. else
  5328. create_terrain DIRT
  5329. {
  5330. base_terrain GRASS3
  5331. number_of_clumps 26
  5332. spacing_to_other_terrain_types 1
  5333. land_percent 9
  5334. set_scale_by_size
  5335. }
  5336. endif
  5337.  
  5338. /* SECONDARY FOREST */
  5339.  
  5340. if DESERT_MAP
  5341. create_terrain FOREST
  5342. {
  5343. base_terrain DIRT
  5344. spacing_to_other_terrain_types 3
  5345. land_percent 1
  5346. number_of_clumps 3
  5347. set_avoid_player_start_areas
  5348. set_scale_by_groups
  5349. }
  5350. else
  5351. create_terrain PALM_DESERT
  5352. {
  5353. base_terrain DIRT
  5354. spacing_to_other_terrain_types 3
  5355. land_percent 1
  5356. number_of_clumps 3
  5357. set_avoid_player_start_areas
  5358. set_scale_by_groups
  5359. }
  5360. endif
  5361.  
  5362. /* SECONDARY PATCH */
  5363.  
  5364. if DESERT_MAP
  5365. create_terrain DIRT3
  5366. {
  5367. base_terrain DIRT
  5368. number_of_clumps 24
  5369. spacing_to_other_terrain_types 1
  5370. land_percent 2
  5371. set_scale_by_size
  5372. }
  5373. else
  5374. create_terrain DIRT3
  5375. {
  5376. base_terrain GRASS3
  5377. number_of_clumps 24
  5378. spacing_to_other_terrain_types 1
  5379. land_percent 2
  5380. set_scale_by_size
  5381. }
  5382. endif
  5383.  
  5384. /* TERTIARY PATCH */
  5385.  
  5386. if DESERT_MAP
  5387. create_terrain GRASS3
  5388. {
  5389. base_terrain DIRT
  5390. number_of_clumps 30
  5391. spacing_to_other_terrain_types 1
  5392. land_percent 2
  5393. set_scale_by_size
  5394. }
  5395. else
  5396. create_terrain DESERT
  5397. {
  5398. base_terrain GRASS
  5399. number_of_clumps 30
  5400. spacing_to_other_terrain_types 1
  5401. land_percent 2
  5402. set_scale_by_size
  5403. }
  5404. endif
  5405.  
  5406. /* OASES */
  5407. /* Our oases dried up, sorry!
  5408. if DESERT_MAP
  5409.  
  5410. create_terrain WATER
  5411. {
  5412. base_terrain PALM_DESERT
  5413. spacing_to_other_terrain_types 1
  5414. land_percent 1
  5415. number_of_clumps 8
  5416. set_avoid_player_start_areas
  5417. set_flat_terrain_only
  5418. set_scale_by_groups
  5419. }
  5420. endif
  5421. */
  5422.  
  5423. endif
  5424.  
  5425. elseif AP_NOMAD
  5426.  
  5427. if HILL_NOMAD_AP
  5428.  
  5429. <LAND_GENERATION>
  5430. base_terrain GRASS
  5431.  
  5432. create_player_lands
  5433. {
  5434. terrain_type GRASS3
  5435. base_size 12
  5436. base_elevation 10
  5437. number_of_tiles 1000
  5438. clumping_factor 20
  5439. if TINY_MAP
  5440. other_zone_avoidance_distance 30
  5441. endif
  5442. set_zone_by_team
  5443. }
  5444.  
  5445. <ELEVATION_GENERATION>
  5446.  
  5447. <TERRAIN_GENERATION>
  5448.  
  5449. create_terrain FOREST
  5450. {
  5451. base_terrain GRASS
  5452. spacing_to_other_terrain_types 6
  5453. land_percent 16
  5454. number_of_clumps 10
  5455. clumping_factor 20
  5456. set_avoid_player_start_areas
  5457. set_scale_by_groups
  5458. }
  5459.  
  5460. elseif BEDOUINS_AP
  5461.  
  5462. <PLAYER_SETUP>
  5463. ai_info_map_type BEDOUINS 1 0 0
  5464.  
  5465. <LAND_GENERATION>
  5466.  
  5467. base_terrain GRASS
  5468.  
  5469. create_player_lands
  5470. {
  5471. terrain_type DIRT
  5472. land_percent 100
  5473. border_fuzziness 50
  5474. clumping_factor 15
  5475. left_border 7
  5476. right_border 7
  5477. top_border 7
  5478. bottom_border 7
  5479. }
  5480.  
  5481. <ELEVATION_GENERATION>
  5482.  
  5483. <TERRAIN_GENERATION>
  5484.  
  5485. /* TERRAIN MIXING */
  5486.  
  5487. create_terrain DESERT
  5488. {
  5489. base_terrain DIRT
  5490. land_percent 100
  5491. spacing_to_other_terrain_types 7
  5492. }
  5493.  
  5494. create_terrain FOREST
  5495. {
  5496. base_terrain GRASS
  5497. land_percent 100
  5498. if TINY_MAP
  5499. spacing_to_other_terrain_types 4
  5500. elseif SMALL_MAP
  5501. spacing_to_other_terrain_types 4
  5502. elseif MEDIUM_MAP
  5503. spacing_to_other_terrain_types 5
  5504. else
  5505. spacing_to_other_terrain_types 6
  5506. endif
  5507. }
  5508.  
  5509. create_terrain DESERT
  5510. {
  5511. base_terrain DIRT
  5512. land_percent 100
  5513. }
  5514.  
  5515. create_terrain DIRT
  5516. {
  5517. base_terrain GRASS
  5518. land_percent 100
  5519. }
  5520.  
  5521. /* WOOD */
  5522. create_terrain PALM_DESERT
  5523. {
  5524. base_terrain DESERT
  5525. spacing_to_other_terrain_types 2
  5526. land_percent 8
  5527. number_of_clumps 18
  5528. set_avoid_player_start_areas
  5529. set_scale_by_groups
  5530. }
  5531.  
  5532. /* WATER */
  5533. create_terrain WATER
  5534. {
  5535. base_terrain PALM_DESERT
  5536. land_percent 1
  5537. number_of_clumps 18
  5538. set_scale_by_groups
  5539. }
  5540.  
  5541. elseif LAND_NOMAD_AP
  5542.  
  5543. /* *** Land Nomad(fixed) *** */
  5544.  
  5545. /* Based on original LN map created by KOBR_RAGE */
  5546.  
  5547. /* ************************************ */
  5548. <LAND_GENERATION>
  5549.  
  5550. /* The map is first covered with the base terrain before other lands are placed */
  5551. base_terrain GRASS
  5552.  
  5553. /* The lands that the players will start on */
  5554. create_player_lands
  5555. {
  5556. terrain_type GRASS
  5557.  
  5558. /* The percentage of lands taken by ALL the players.
  5559. Each player will get an equal portion of the percentage. */
  5560. land_percent 50
  5561.  
  5562. /* The base size will create a minimum land area for each player. */
  5563. base_size 15
  5564.  
  5565. /* The fuzziness, or raggedness of the edges. 20 is normal. */
  5566. border_fuzziness 20
  5567.  
  5568. /* The clumping factor determines how round or stringy the land will be. 20 is normal.
  5569. Low numbers will be stringy, high numbers will make more round-square shapes. */
  5570. clumping_factor 25
  5571.  
  5572. /* The players can be in their own zones or they can share zones. */
  5573. /* no zone given, each player in seperate zone */
  5574.  
  5575. /* The distance to separate player zones from each other. */
  5576. other_zone_avoidance_distance 5
  5577. }
  5578.  
  5579.  
  5580. /* **************************************** */
  5581. <TERRAIN_GENERATION>
  5582.  
  5583. /* Adding forest. Change the percentage or number of groups as desired. */
  5584. /* FOREST */
  5585.  
  5586. create_terrain FOREST
  5587. {
  5588. base_terrain GRASS
  5589. spacing_to_other_terrain_types 5
  5590. land_percent 25
  5591. number_of_clumps 10
  5592. clumping_factor 20
  5593. set_avoid_player_start_areas
  5594. set_scale_by_groups
  5595. }
  5596.  
  5597. elseif NOMAD_AP
  5598.  
  5599. /* ************ NOMAD ************ */
  5600. /* 14 FEB 00 */
  5601.  
  5602. <LAND_GENERATION>
  5603.  
  5604. base_terrain WATER
  5605.  
  5606. start_random
  5607. percent_chance 20
  5608. #define DESERT_MAP
  5609. percent_chance 20
  5610. #define ALPINE_MAP
  5611. percent_chance 20
  5612. #define FROZEN_MAP
  5613. end_random
  5614.  
  5615. create_player_lands
  5616. {
  5617. if DESERT_MAP
  5618. terrain_type DIRT
  5619. elseif ALPINE_MAP
  5620. terrain_type GRASS2
  5621. elseif FROZEN_MAP
  5622. terrain_type SNOW
  5623. else
  5624. terrain_type GRASS
  5625. endif
  5626. start_random
  5627. percent_chance 50
  5628. land_percent 52
  5629. percent_chance 50
  5630. land_percent 60
  5631. end_random
  5632. base_size 8
  5633. start_random
  5634. percent_chance 25
  5635. left_border 8
  5636. top_border 8
  5637. bottom_border 8
  5638. percent_chance 25
  5639. left_border 8
  5640. top_border 8
  5641. right_border 8
  5642. percent_chance 25
  5643. right_border 8
  5644. left_border 8
  5645. bottom_border 8
  5646. percent_chance 25
  5647. right_border 8
  5648. top_border 8
  5649. bottom_border 8
  5650. end_random
  5651. border_fuzziness 15
  5652. zone 1
  5653. other_zone_avoidance_distance 7
  5654. clumping_factor 15
  5655. }
  5656.  
  5657. /* ****************************************************** */
  5658. <TERRAIN_GENERATION>
  5659.  
  5660. /* MIXING WATER */
  5661.  
  5662. create_terrain MED_WATER
  5663. {
  5664. base_terrain WATER
  5665. number_of_clumps 10
  5666. spacing_to_other_terrain_types 2
  5667. land_percent 40
  5668. }
  5669.  
  5670. create_terrain MED_WATER
  5671. {
  5672. base_terrain WATER
  5673. number_of_clumps 30
  5674. spacing_to_other_terrain_types 1
  5675. land_percent 1
  5676. }
  5677.  
  5678. create_terrain DEEP_WATER
  5679. {
  5680. base_terrain MED_WATER
  5681. number_of_clumps 8
  5682. spacing_to_other_terrain_types 3
  5683. land_percent 20
  5684. }
  5685.  
  5686. create_terrain DEEP_WATER
  5687. {
  5688. base_terrain MED_WATER
  5689. number_of_clumps 30
  5690. spacing_to_other_terrain_types 1
  5691. land_percent 1
  5692. }
  5693.  
  5694. create_terrain MED_WATER
  5695. {
  5696. base_terrain DEEP_WATER
  5697. number_of_clumps 30
  5698. spacing_to_other_terrain_types 1
  5699. land_percent 1
  5700. }
  5701.  
  5702. create_terrain WATER
  5703. {
  5704. base_terrain MED_WATER
  5705. number_of_clumps 30
  5706. spacing_to_other_terrain_types 1
  5707. land_percent 1
  5708. }
  5709.  
  5710. /* PRIMARY FOREST */
  5711.  
  5712. if DESERT_MAP
  5713. create_terrain PALM_DESERT
  5714. {
  5715. base_terrain DIRT
  5716. spacing_to_other_terrain_types 5
  5717. land_percent 9
  5718. number_of_clumps 10
  5719. set_avoid_player_start_areas
  5720. set_scale_by_groups
  5721. }
  5722. elseif ALPINE_MAP
  5723. create_terrain PINE_FOREST
  5724. {
  5725. base_terrain GRASS2
  5726. spacing_to_other_terrain_types 5
  5727. land_percent 9
  5728. number_of_clumps 10
  5729. set_avoid_player_start_areas
  5730. set_scale_by_groups
  5731. }
  5732. elseif FROZEN_MAP
  5733. create_terrain SNOW_FOREST
  5734. {
  5735. base_terrain SNOW
  5736. spacing_to_other_terrain_types 5
  5737. land_percent 9
  5738. number_of_clumps 10
  5739. set_avoid_player_start_areas
  5740. set_scale_by_groups
  5741. }
  5742. else
  5743. create_terrain FOREST
  5744. {
  5745. base_terrain GRASS
  5746. spacing_to_other_terrain_types 5
  5747. land_percent 9
  5748. number_of_clumps 10
  5749. set_avoid_player_start_areas
  5750. set_scale_by_groups
  5751. }
  5752. endif
  5753.  
  5754. /* PRIMARY PATCH */
  5755.  
  5756. if DESERT_MAP
  5757. create_terrain DESERT
  5758. {
  5759. base_terrain DIRT
  5760. number_of_clumps 8
  5761. spacing_to_other_terrain_types 1
  5762. land_percent 4
  5763. set_scale_by_size
  5764. }
  5765. elseif ALPINE_MAP
  5766. create_terrain GRASS3
  5767. {
  5768. base_terrain GRASS2
  5769. number_of_clumps 8
  5770. spacing_to_other_terrain_types 1
  5771. land_percent 6
  5772. set_scale_by_size
  5773. }
  5774. elseif FROZEN_MAP
  5775. create_terrain GRASS_SNOW
  5776. {
  5777. base_terrain SNOW
  5778. number_of_clumps 8
  5779. spacing_to_other_terrain_types 0
  5780. land_percent 6
  5781. set_scale_by_size
  5782. }
  5783. else
  5784. create_terrain DIRT
  5785. {
  5786. base_terrain GRASS
  5787. number_of_clumps 8
  5788. spacing_to_other_terrain_types 1
  5789. land_percent 9
  5790. set_scale_by_size
  5791. }
  5792. endif
  5793.  
  5794. /* SECONDARY FOREST */
  5795.  
  5796. if DESERT_MAP
  5797. create_terrain PALM_DESERT
  5798. {
  5799. base_terrain DESERT
  5800. spacing_to_other_terrain_types 3
  5801. land_percent 1
  5802. number_of_clumps 3
  5803. set_avoid_player_start_areas
  5804. set_scale_by_groups
  5805. }
  5806. elseif ALPINE_MAP
  5807. create_terrain FOREST
  5808. {
  5809. base_terrain GRASS3
  5810. spacing_to_other_terrain_types 3
  5811. land_percent 1
  5812. number_of_clumps 3
  5813. set_avoid_player_start_areas
  5814. set_scale_by_groups
  5815. }
  5816. elseif FROZEN_MAP
  5817. create_terrain SNOW_FOREST
  5818. {
  5819. base_terrain GRASS_SNOW
  5820. spacing_to_other_terrain_types 3
  5821. land_percent 1
  5822. number_of_clumps 3
  5823. set_avoid_player_start_areas
  5824. set_scale_by_groups
  5825. }
  5826. else
  5827. create_terrain PALM_DESERT
  5828. {
  5829. base_terrain DIRT
  5830. spacing_to_other_terrain_types 3
  5831. land_percent 1
  5832. number_of_clumps 3
  5833. set_avoid_player_start_areas
  5834. set_scale_by_groups
  5835. }
  5836. endif
  5837.  
  5838. /* SECONDARY PATCH */
  5839.  
  5840. if DESERT_MAP
  5841. create_terrain DIRT3
  5842. {
  5843. base_terrain DIRT
  5844. number_of_clumps 24
  5845. spacing_to_other_terrain_types 1
  5846. land_percent 2
  5847. set_scale_by_size
  5848. }
  5849. elseif ALPINE_MAP
  5850. create_terrain DIRT3
  5851. {
  5852. base_terrain GRASS2
  5853. number_of_clumps 24
  5854. spacing_to_other_terrain_types 1
  5855. land_percent 2
  5856. set_scale_by_size
  5857. }
  5858. elseif FROZEN_MAP
  5859. create_terrain DIRT_SNOW
  5860. {
  5861. base_terrain SNOW
  5862. number_of_clumps 24
  5863. spacing_to_other_terrain_types 0
  5864. land_percent 2
  5865. set_scale_by_size
  5866. }
  5867. else
  5868. create_terrain GRASS3
  5869. {
  5870. base_terrain GRASS
  5871. number_of_clumps 24
  5872. spacing_to_other_terrain_types 1
  5873. land_percent 2
  5874. set_scale_by_size
  5875. }
  5876. endif
  5877.  
  5878. /* TERTIARY PATCH */
  5879.  
  5880. if DESERT_MAP
  5881. create_terrain GRASS3
  5882. {
  5883. base_terrain DIRT
  5884. number_of_clumps 30
  5885. spacing_to_other_terrain_types 1
  5886. land_percent 2
  5887. set_scale_by_size
  5888. }
  5889. elseif ALPINE_MAP
  5890. create_terrain GRASS
  5891. {
  5892. base_terrain GRASS2
  5893. number_of_clumps 30
  5894. spacing_to_other_terrain_types 1
  5895. land_percent 2
  5896. set_scale_by_size
  5897. }
  5898. elseif FROZEN_MAP
  5899. create_terrain GRASS2
  5900. {
  5901. base_terrain GRASS_SNOW
  5902. number_of_clumps 30
  5903. spacing_to_other_terrain_types 0
  5904. land_percent 2
  5905. set_scale_by_size
  5906. }
  5907. else
  5908. create_terrain DIRT3
  5909. {
  5910. base_terrain GRASS
  5911. number_of_clumps 30
  5912. spacing_to_other_terrain_types 1
  5913. land_percent 2
  5914. set_scale_by_size
  5915. }
  5916. endif
  5917.  
  5918. endif
  5919. endif
  5920.  
  5921. if AP_PACK1
  5922. if RAFT_AP
  5923. start_random
  5924. percent_chance 100 #define TEAM_RANDOM
  5925. end_random
  5926. elseif QUICKSAND_AP
  5927. start_random
  5928. percent_chance 100 #define TEAM_RANDOM
  5929. end_random
  5930. elseif HYPERBOREA_AP
  5931. start_random
  5932. percent_chance 100 #define TEAM_RANDOM
  5933. end_random
  5934. elseif LOCK_WASHER_AP
  5935. start_random
  5936. percent_chance 100 #define TEAM_RANDOM
  5937. end_random
  5938. elseif GLACIER_AP
  5939. start_random
  5940. percent_chance 100 #define TEAM_RANDOM
  5941. end_random
  5942. elseif ROAD_TO_VICTORY_AP
  5943. start_random
  5944. percent_chance 100 #define TEAM_RANDOM
  5945. end_random
  5946. elseif CARIBBEAN_AP
  5947. start_random
  5948. percent_chance 100 #define TEAM_RANDOM
  5949. end_random
  5950. elseif TWO_RIVERS_AP
  5951. start_random
  5952. percent_chance 100 #define TEAM_RANDOM
  5953. end_random
  5954. elseif MELTING_ICE_AP
  5955. start_random
  5956. percent_chance 100 #define TEAM_RANDOM
  5957. end_random
  5958. elseif FLOOD_AP
  5959. start_random
  5960. percent_chance 100 #define TEAM_RANDOM
  5961. end_random
  5962. elseif FORT_AP
  5963. start_random
  5964. percent_chance 100 #define TEAM_RANDOM
  5965. end_random
  5966. elseif FROSTY_ISLANDS_AP
  5967. start_random
  5968. percent_chance 100 #define TEAM_RANDOM
  5969. end_random
  5970. elseif BIG_BLUE_AP
  5971. start_random
  5972. percent_chance 100 #define TEAM_RANDOM
  5973. end_random
  5974. elseif MODE_4
  5975. start_random
  5976. percent_chance 100 #define TEAM_RANDOM
  5977. end_random
  5978. else
  5979. start_random
  5980. percent_chance 80 #define TEAM_RANDOM
  5981. percent_chance 20 #define TEAM_GROUPED
  5982. end_random
  5983. endif
  5984. endif
  5985.  
  5986. if AP_PACK2
  5987. if ENSNARED_AP
  5988. start_random
  5989. percent_chance 100 #define TEAM_RANDOM
  5990. end_random
  5991. elseif ISLAND_MODE
  5992. start_random
  5993. percent_chance 100 #define TEAM_RANDOM
  5994. end_random
  5995. elseif ACROPOLIS
  5996. start_random
  5997. percent_chance 100 #define TEAM_RANDOM
  5998. end_random
  5999. elseif TEAM_ACROPOLIS
  6000. start_random
  6001. percent_chance 100 #define TEAM_GROUPED
  6002. end_random
  6003. elseif HIDEOUT_AP
  6004. start_random
  6005. percent_chance 100 #define TEAM_RANDOM
  6006. end_random
  6007. elseif SEIZE_THE_HUMP_AP
  6008. start_random
  6009. percent_chance 100 #define TEAM_GROUPED
  6010. end_random
  6011. elseif ISLANDS_AP
  6012. start_random
  6013. percent_chance 100 #define TEAM_RANDOM
  6014. end_random
  6015. elseif GEOMETRIC_PISS_AP
  6016. start_random
  6017. percent_chance 100 #define TEAM_RANDOM
  6018. end_random
  6019. elseif MICROPHONE_AP
  6020. start_random
  6021. percent_chance 100 #define TEAM_RANDOM
  6022. end_random
  6023. elseif CONTINENTAL_AP
  6024. start_random
  6025. percent_chance 100 #define TEAM_RANDOM
  6026. end_random
  6027. else
  6028. start_random
  6029. percent_chance 80 #define TEAM_RANDOM
  6030. percent_chance 20 #define TEAM_GROUPED
  6031. end_random
  6032. endif
  6033. endif
  6034.  
  6035. if AP_NOMAD
  6036. if HILL_NOMAD_AP
  6037. start_random
  6038. percent_chance 100 #define TEAM_GROUPED
  6039. end_random
  6040. else
  6041. start_random
  6042. percent_chance 100 #define TEAM_RANDOM
  6043. end_random
  6044. endif
  6045. endif
  6046.  
  6047. if TEAM_GROUPED
  6048. <PLAYER_SETUP>
  6049. grouped_by_team
  6050.  
  6051. elseif TEAM_RANDOM
  6052. endif
  6053.  
  6054.  
  6055. /* ********************************************************************** */
  6056.  
  6057. <OBJECTS_GENERATION>
  6058.  
  6059. /* ********************************************************************** */
  6060.  
  6061. /* PLAYER START OBJECTS */
  6062.  
  6063. /* MR RES engine, all respect and rights to creator The_Prophet (MSN: fnx_tiger@centrum.cz), more information at www.AoCZone.net */
  6064. /* Link to MR map: http://www.aoczone.net/viewtopic.php?f=103&t=59837 */
  6065. /* Start of Engine. */
  6066.  
  6067. /* Fixed */
  6068.  
  6069. if AP_PACK1
  6070. if BOARDS_OF_CANADA_AP
  6071. start_random
  6072. percent_chance 100 #define TCMODE
  6073. end_random
  6074. elseif GLACIER_AP
  6075. start_random
  6076. percent_chance 100 #define TCMODE
  6077. end_random
  6078. elseif ROAD_TO_VICTORY_AP
  6079. start_random
  6080. percent_chance 100 #define TCMODE
  6081. end_random
  6082. elseif CARIBBEAN_AP
  6083. start_random
  6084. percent_chance 100 #define TCMODE
  6085. end_random
  6086. elseif MODE_4
  6087. start_random
  6088. percent_chance 100 #define TCMODE
  6089. end_random
  6090. elseif FORT_AP
  6091. start_random
  6092. percent_chance 100 #define TCMODE
  6093. end_random
  6094. elseif RELIC_PONDS_AP
  6095. start_random
  6096. percent_chance 100 #define TCMODE
  6097. end_random
  6098. elseif FLOOD_AP
  6099. start_random
  6100. percent_chance 100 #define TCMODE
  6101. end_random
  6102. elseif FROSTY_ISLANDS_AP
  6103. start_random
  6104. percent_chance 100 #define TCMODE
  6105. end_random
  6106. else
  6107. start_random
  6108. percent_chance 95 #define TCMODE
  6109. percent_chance 5 #define NOTCMODE
  6110. end_random
  6111. endif
  6112. endif
  6113.  
  6114. /* AP_PACK2 */
  6115.  
  6116. if AP_PACK2
  6117. if ISLAND_MODE
  6118. start_random
  6119. percent_chance 100 #define TCMODE
  6120. end_random
  6121. elseif OIRECTINE_AP
  6122. start_random
  6123. percent_chance 100 #define TCMODE
  6124. end_random
  6125. elseif ANCIENT_LAKE_AP
  6126. start_random
  6127. percent_chance 100 #define TCMODE
  6128. end_random
  6129. elseif ACROPOLIS_AP
  6130. start_random
  6131. percent_chance 100 #define TCMODE
  6132. end_random
  6133. elseif HIDEOUT_AP
  6134. start_random
  6135. percent_chance 100 #define TCMODE
  6136. end_random
  6137. elseif SEIZE_THE_HUMP_AP
  6138. start_random
  6139. percent_chance 100 #define TCMODE
  6140. end_random
  6141. elseif ISLANDS_AP
  6142. start_random
  6143. percent_chance 100 #define TCMODE
  6144. end_random
  6145. elseif CONTINENTAL_AP
  6146. start_random
  6147. percent_chance 100 #define TCMODE
  6148. end_random
  6149. else
  6150. start_random
  6151. percent_chance 95 #define TCMODE
  6152. percent_chance 5 #define NOTCMODE
  6153. end_random
  6154. endif
  6155. endif
  6156.  
  6157. if AP_NOMAD
  6158. start_random
  6159. percent_chance 100 #define NOTCMODE
  6160. end_random
  6161. endif
  6162.  
  6163. if TCMODE
  6164. create_object TOWN_CENTER
  6165. {
  6166. set_place_for_every_player
  6167. group_placement_radius 18
  6168. min_distance_to_players 0
  6169. max_distance_to_players 0
  6170. }
  6171. elseif NOTCMODE
  6172. endif
  6173.  
  6174. if NOTCMODE
  6175. start_random
  6176. percent_chance 100 #define INGENTING
  6177. end_random
  6178. else
  6179. start_random
  6180. percent_chance 2 #define FLAG_1
  6181. percent_chance 2 #define FLAG_2
  6182. percent_chance 2 #define FLAG_3
  6183. percent_chance 2 #define FLAG_4
  6184. percent_chance 2 #define FLAG_5
  6185. percent_chance 90 #define INGENTING
  6186. end_random
  6187. endif
  6188.  
  6189. if FLAG_1
  6190. create_object FLAG_A
  6191. {
  6192. number_of_objects 1
  6193. set_place_for_every_player
  6194. min_distance_to_players 5
  6195. max_distance_to_players 8
  6196. }
  6197. elseif FLAG_2
  6198. create_object FLAG_B
  6199. {
  6200. number_of_objects 1
  6201. set_place_for_every_player
  6202. min_distance_to_players 5
  6203. max_distance_to_players 8
  6204. }
  6205. elseif FLAG_3
  6206. create_object FLAG_C
  6207. {
  6208. number_of_objects 1
  6209. set_place_for_every_player
  6210. min_distance_to_players 5
  6211. max_distance_to_players 8
  6212. }
  6213. elseif FLAG_4
  6214. create_object FLAG_D
  6215. {
  6216. number_of_objects 1
  6217. set_place_for_every_player
  6218. min_distance_to_players 5
  6219. max_distance_to_players 8
  6220. }
  6221. elseif FLAG_5
  6222. create_object FLAG_E
  6223. {
  6224. number_of_objects 1
  6225. set_place_for_every_player
  6226. min_distance_to_players 5
  6227. max_distance_to_players 8
  6228. }
  6229. elseif INGENTING
  6230. endif
  6231.  
  6232. if NOTCMODE
  6233. start_random
  6234. percent_chance 100 #define NIC
  6235. end_random
  6236. elseif BOARDS_OF_CANADA_AP
  6237. start_random
  6238. percent_chance 100 #define NIC
  6239. end_random
  6240. elseif FORT_AP
  6241. start_random
  6242. percent_chance 100 #define NIC
  6243. end_random
  6244. else
  6245. start_random
  6246. percent_chance 3 #define VEZICKA
  6247. percent_chance 1 #define BUMVEZICKA
  6248. percent_chance 93 #define NIC
  6249. percent_chance 1 #define MALAVEZICKA
  6250. percent_chance 1 #define MODERNIVEZICKA
  6251. percent_chance 1 #define GUARDVEZICKA
  6252. end_random
  6253. endif
  6254. start_random
  6255. percent_chance 50 #define JUSTONE
  6256. percent_chance 30 #define JUSTTWO
  6257. percent_chance 20 #define JUSTTHREE
  6258. end_random
  6259.  
  6260. if VEZICKA
  6261. create_object WATCH_TOWER
  6262. {
  6263. if JUSTONE
  6264. number_of_objects 1
  6265. elseif JUSTTWO
  6266. number_of_objects 2
  6267. elseif JUSTTHREE
  6268. number_of_objects 3
  6269. endif
  6270. set_place_for_every_player
  6271. min_distance_to_players 13
  6272. max_distance_to_players 15
  6273. min_distance_group_placement 3
  6274. }
  6275. elseif BUMVEZICKA
  6276. create_object BOMBARD_TOWER
  6277. {
  6278. if JUSTONE
  6279. number_of_objects 1
  6280. elseif JUSTTWO
  6281. number_of_objects 2
  6282. elseif JUSTTHREE
  6283. number_of_objects 3
  6284. endif
  6285. set_place_for_every_player
  6286. min_distance_to_players 13
  6287. max_distance_to_players 15
  6288. min_distance_group_placement 3
  6289. }
  6290. elseif NIC
  6291. elseif MALAVEZICKA
  6292. create_object OUTPOST
  6293. {
  6294. if JUSTONE
  6295. number_of_objects 1
  6296. elseif JUSTTWO
  6297. number_of_objects 2
  6298. elseif JUSTTHREE
  6299. number_of_objects 3
  6300. endif
  6301. set_place_for_every_player
  6302. min_distance_to_players 13
  6303. max_distance_to_players 15
  6304. min_distance_group_placement 3
  6305. }
  6306.  
  6307. #const GUARD_TOWER 234
  6308.  
  6309. elseif GUARDVEZICKA
  6310.  
  6311. create_object GUARD_TOWER
  6312. {
  6313. if JUSTONE
  6314. number_of_objects 1
  6315. elseif JUSTTWO
  6316. number_of_objects 2
  6317. elseif JUSTTHREE
  6318. number_of_objects 3
  6319. endif
  6320. set_place_for_every_player
  6321. min_distance_to_players 13
  6322. max_distance_to_players 15
  6323. min_distance_group_placement 3
  6324. }
  6325.  
  6326. elseif MODERNIVEZICKA
  6327. create_object KEEP
  6328. {
  6329. if JUSTONE
  6330. number_of_objects 1
  6331. elseif JUSTTWO
  6332. number_of_objects 2
  6333. elseif JUSTTHREE
  6334. number_of_objects 3
  6335. endif
  6336. set_place_for_every_player
  6337. min_distance_to_players 13
  6338. max_distance_to_players 15
  6339. min_distance_group_placement 3
  6340. }
  6341. endif
  6342. endif
  6343.  
  6344. /* Fixed */
  6345.  
  6346. /* AP_PACK1 */
  6347.  
  6348. if AP_PACK1
  6349. if WOODEN_WEB_AP
  6350. start_random
  6351. percent_chance 100 #define HOVINKO
  6352. end_random
  6353. elseif MAZE_AP
  6354. start_random
  6355. percent_chance 100 #define HOVINKO
  6356. end_random
  6357. elseif GLACIER_AP
  6358. start_random
  6359. percent_chance 100 #define HOVINKO
  6360. end_random
  6361. elseif CARIBBEAN_AP
  6362. start_random
  6363. percent_chance 100 #define HOVINKO
  6364. end_random
  6365. elseif TWO_RIVERS_AP
  6366. start_random
  6367. percent_chance 100 #define HOVINKO
  6368. end_random
  6369. elseif MELTING_ICE_AP
  6370. start_random
  6371. percent_chance 100 #define HOVINKO
  6372. end_random
  6373. elseif FORT_AP
  6374. start_random
  6375. percent_chance 100 #define HOVINKO
  6376. end_random
  6377. elseif RAFT_AP
  6378. start_random
  6379. percent_chance 100 #define HOVINKO
  6380. end_random
  6381. elseif MODE_4
  6382. start_random
  6383. percent_chance 100 #define HOVINKO
  6384. end_random
  6385. elseif FLOOD_AP
  6386. start_random
  6387. percent_chance 100 #define HOVINKO
  6388. end_random
  6389. elseif BIG_BLUE_AP
  6390. start_random
  6391. percent_chance 100 #define HOVINKO
  6392. end_random
  6393. elseif BOARDS_OF_CANADA_AP
  6394. start_random
  6395. percent_chance 100 #define HOVINKO
  6396. end_random
  6397. elseif RELIC_PONDS_AP
  6398. start_random
  6399. percent_chance 100 #define HOVINKO
  6400. end_random
  6401. elseif FROSTY_ISLANDS_AP
  6402. start_random
  6403. percent_chance 100 #define HOVINKO
  6404. end_random
  6405. elseif MIXTURE_AP
  6406. start_random
  6407. percent_chance 100 #define HOVINKO
  6408. end_random
  6409. else
  6410. start_random
  6411. percent_chance 2 #define PALISADKA
  6412. percent_chance 3 #define ZIDKA
  6413. percent_chance 95 #define HOVINKO
  6414. end_random
  6415. endif
  6416. endif
  6417.  
  6418. /* AP_PACK2 */
  6419.  
  6420. if AP_PACK2
  6421. if ENSNARED_AP
  6422. start_random
  6423. percent_chance 100 #define HOVINKO
  6424. end_random
  6425. elseif FULL_LAND_MODE
  6426. start_random
  6427. percent_chance 100 #define HOVINKO
  6428. end_random
  6429. elseif ANCIENT_LAKE_AP
  6430. start_random
  6431. percent_chance 100 #define HOVINKO
  6432. end_random
  6433. elseif ACROPOLIS_AP
  6434. start_random
  6435. percent_chance 100 #define HOVINKO
  6436. end_random
  6437. elseif HIDEOUT_AP
  6438. start_random
  6439. percent_chance 60 #define HOVINKO
  6440. percent_chance 20 #define ZIDKA
  6441. percent_chance 20 #define PALISADKA
  6442. end_random
  6443. elseif BALTIC_AP
  6444. start_random
  6445. percent_chance 100 #define HOVINKO
  6446. end_random
  6447. elseif ISLANDS_AP
  6448. start_random
  6449. percent_chance 100 #define HOVINKO
  6450. end_random
  6451. elseif MICROPHONE_AP
  6452. start_random
  6453. percent_chance 100 #define HOVINKO
  6454. end_random
  6455. else
  6456. start_random
  6457. percent_chance 2 #define PALISADKA
  6458. percent_chance 3 #define ZIDKA
  6459. percent_chance 95 #define HOVINKO
  6460. end_random
  6461. endif
  6462. endif
  6463.  
  6464. if NOTCMODE
  6465. else
  6466. if PALISADKA
  6467. create_object PALISADE_WALL
  6468. {
  6469. number_of_objects 9999
  6470. set_place_for_every_player
  6471. min_distance_to_players 18
  6472. max_distance_to_players 22
  6473. }
  6474. elseif ZIDKA
  6475. create_object STONE_WALL
  6476. {
  6477. number_of_objects 9999
  6478. set_place_for_every_player
  6479. min_distance_to_players 18
  6480. max_distance_to_players 22
  6481. }
  6482. elseif HOVINKO
  6483. endif
  6484. endif
  6485. endif
  6486.  
  6487. if BOARDS_OF_CANADA_AP
  6488. start_random
  6489. percent_chance 100 #define NORMALVILLS
  6490. end_random
  6491. elseif NOTCMODE
  6492. start_random
  6493. percent_chance 100 #define NORMALVILLS
  6494. end_random
  6495. elseif AP_NOMAD
  6496. start_random
  6497. percent_chance 100 #define NORMALVILLS
  6498. end_random
  6499. else
  6500. start_random
  6501. percent_chance 10 #define MOREVILLS
  6502. percent_chance 90 #define NORMALVILLS
  6503. end_random
  6504. endif
  6505. if MOREVILLS
  6506. create_object VILLAGER
  6507. {
  6508. set_place_for_every_player
  6509. if NOTCMODE
  6510. if VEZICKA
  6511. min_distance_to_players 6
  6512. max_distance_to_players 6
  6513. elseif BUMVEZICKA
  6514. min_distance_to_players 6
  6515. max_distance_to_players 6
  6516. elseif MODERNIVEZICKA
  6517. min_distance_to_players 6
  6518. max_distance_to_players 6
  6519. else
  6520. min_distance_to_players 6
  6521. max_distance_to_players 15
  6522. endif
  6523. else
  6524. min_distance_to_players 6
  6525. max_distance_to_players 6
  6526. endif
  6527. }
  6528.  
  6529. create_object VILLAGER
  6530. {
  6531. number_of_objects 3
  6532. set_place_for_every_player
  6533. if NOTCMODE
  6534. if VEZICKA
  6535. min_distance_to_players 6
  6536. max_distance_to_players 6
  6537. elseif BUMVEZICKA
  6538. min_distance_to_players 6
  6539. max_distance_to_players 6
  6540. elseif MODERNIVEZICKA
  6541. min_distance_to_players 6
  6542. max_distance_to_players 6
  6543. else
  6544. min_distance_to_players 6
  6545. max_distance_to_players 15
  6546. endif
  6547. else
  6548. min_distance_to_players 6
  6549. max_distance_to_players 6
  6550. endif
  6551. }
  6552. elseif NORMALVILLS
  6553. create_object VILLAGER
  6554. {
  6555. set_place_for_every_player
  6556. if NOTCMODE
  6557. if VEZICKA
  6558. min_distance_to_players 6
  6559. max_distance_to_players 6
  6560. elseif BUMVEZICKA
  6561. min_distance_to_players 6
  6562. max_distance_to_players 6
  6563. elseif MODERNIVEZICKA
  6564. min_distance_to_players 6
  6565. max_distance_to_players 6
  6566. elseif AP_PACK1
  6567. min_distance_to_players 6
  6568. max_distance_to_players 15
  6569. elseif AP_PACK2
  6570. min_distance_to_players 6
  6571. max_distance_to_players 15
  6572. elseif BEDOUINS_AP
  6573. min_distance_to_players 8
  6574. max_distance_to_players 70
  6575. elseif LAND_NOMAD_AP
  6576. min_distance_to_players 8
  6577. max_distance_to_players 70
  6578. elseif NOMAD_AP
  6579. min_distance_group_placement 15
  6580. else
  6581. min_distance_to_players 6
  6582. max_distance_to_players 15
  6583. endif
  6584. else
  6585. min_distance_to_players 6
  6586. max_distance_to_players 6
  6587. endif
  6588. }
  6589. endif
  6590. endif
  6591.  
  6592. start_random
  6593. percent_chance 75 #define IWANTSC
  6594. percent_chance 1 #define NOSCFORME /* 3% if AoC */
  6595. percent_chance 5 #define DOUBLESCOUTING
  6596. percent_chance 2 #define DRUSH
  6597. percent_chance 2 #define SPEARS
  6598. percent_chance 2 #define SCYTHIAN_WOMAN
  6599. percent_chance 3 #define FASTKING
  6600. percent_chance 2 #define ANIMAL
  6601. percent_chance 2 #define EWSC
  6602. percent_chance 2 #define EWDOUBLE
  6603. percent_chance 2 #define THROWER
  6604. percent_chance 2 #define MEMORIES /* Unique scout from AoFE, if AoC is played this will give you no SC. 3% if AoC. */
  6605. percent_chance 0 #define CAMEL_ANIMAL /* Unique scout from AoFE, if AoC is played this will give you no SC (This need to be 0% if AoC) */
  6606. end_random
  6607.  
  6608. if IWANTSC
  6609.  
  6610. create_object SCOUT
  6611. {
  6612. if NOTCMODE
  6613. number_of_objects 0
  6614. else
  6615. number_of_objects 1
  6616. endif
  6617. set_place_for_every_player
  6618. min_distance_to_players 7
  6619. max_distance_to_players 9
  6620. }
  6621. elseif DOUBLESCOUTING
  6622. create_object SCOUT
  6623. {
  6624. if NOTCMODE
  6625. number_of_objects 0
  6626. else
  6627. number_of_objects 2
  6628. endif
  6629. set_place_for_every_player
  6630. min_distance_to_players 7
  6631. max_distance_to_players 9
  6632. }
  6633. elseif NOSCFORME
  6634. elseif DRUSH
  6635. create_object MILITIA
  6636. {
  6637. if NOTCMODE
  6638. number_of_objects 0
  6639. else
  6640. number_of_objects 1
  6641. endif
  6642. set_place_for_every_player
  6643. min_distance_to_players 7
  6644. max_distance_to_players 9
  6645. }
  6646.  
  6647. elseif SPEARS
  6648. create_object SPEARMAN
  6649. {
  6650. if NOTCMODE
  6651. number_of_objects 0
  6652. else
  6653. number_of_objects 1
  6654. endif
  6655. set_place_for_every_player
  6656. min_distance_to_players 7
  6657. max_distance_to_players 9
  6658. }
  6659.  
  6660. elseif SCYTHIAN_WOMAN
  6661. create_object SCYTHIAN_WILD_WOMAN
  6662. {
  6663. if NOTCMODE
  6664. number_of_objects 0
  6665. else
  6666. number_of_objects 1
  6667. endif
  6668. set_place_for_every_player
  6669. min_distance_to_players 7
  6670. max_distance_to_players 9
  6671. }
  6672.  
  6673. elseif FASTKING
  6674. create_object KING
  6675. if REGICIDE
  6676. create_object SCOUT
  6677. endif
  6678. {
  6679. if NOTCMODE
  6680. number_of_objects 0
  6681. else
  6682. number_of_objects 1
  6683. endif
  6684. set_place_for_every_player
  6685. min_distance_to_players 7
  6686. max_distance_to_players 9
  6687. }
  6688.  
  6689. elseif ANIMAL
  6690. create_object HORSE
  6691. {
  6692. if NOTCMODE
  6693. number_of_objects 0
  6694. else
  6695. number_of_objects 1
  6696. endif
  6697. set_place_for_every_player
  6698. min_distance_to_players 7
  6699. max_distance_to_players 9
  6700. }
  6701.  
  6702. elseif EWSC
  6703. create_object EAGLE_WARRIOR
  6704. {
  6705. if NOTCMODE
  6706. number_of_objects 0
  6707. else
  6708. number_of_objects 1
  6709. endif
  6710. set_place_for_every_player
  6711. min_distance_to_players 7
  6712. max_distance_to_players 9
  6713. }
  6714.  
  6715. elseif EWDOUBLE
  6716. create_object EAGLE_WARRIOR
  6717. {
  6718. if NOTCMODE
  6719. number_of_objects 0
  6720. else
  6721. number_of_objects 2
  6722. endif
  6723. set_place_for_every_player
  6724. min_distance_to_players 7
  6725. max_distance_to_players 9
  6726. }
  6727.  
  6728. elseif THROWER
  6729. create_object SKIRMISHER
  6730. {
  6731. if NOTCMODE
  6732. number_of_objects 0
  6733. else
  6734. number_of_objects 1
  6735. endif
  6736. set_place_for_every_player
  6737. min_distance_to_players 7
  6738. max_distance_to_players 9
  6739. }
  6740.  
  6741. elseif MEMORIES /* Can only be used in AoFE. If AoC version is used, you'll get no scout. */
  6742.  
  6743. #const LEGIONARY 1
  6744. create_object LEGIONARY
  6745. {
  6746. if NOTCMODE
  6747. number_of_objects 0
  6748. else
  6749. number_of_objects 1
  6750. endif
  6751. set_place_for_every_player
  6752. min_distance_to_players 7
  6753. max_distance_to_players 9
  6754. }
  6755.  
  6756. elseif CAMEL_ANIMAL
  6757. #const CAMEL_ 897
  6758. create_object CAMEL_
  6759. {
  6760. if NOTCMODE
  6761. number_of_objects 0
  6762. else
  6763. number_of_objects 1
  6764. endif
  6765. set_place_for_every_player
  6766. min_distance_to_players 7
  6767. max_distance_to_players 9
  6768. }
  6769. endif
  6770.  
  6771. if FORT_AP
  6772. start_random
  6773. percent_chance 100 #define NEITHER_GG
  6774. end_random
  6775. elseif BOARDS_OF_CANADA_AP
  6776. start_random
  6777. percent_chance 100 #define NEITHER_GG
  6778. end_random
  6779. elseif SEIZE_THE_HUMP_AP
  6780. start_random
  6781. percent_chance 100 #define NEITHER_GG
  6782. end_random
  6783. elseif AP_NOMAD
  6784. start_random
  6785. percent_chance 100 #define NEITHER_GG
  6786. end_random
  6787. else
  6788. start_random
  6789. percent_chance 2 #define CASTLE_GG
  6790. percent_chance 5 #define HOUSE_GG
  6791. percent_chance 5 #define YURT_GG
  6792. percent_chance 88 #define NEITHER_GG
  6793. end_random
  6794. start_random
  6795. percent_chance 3 #define BARRACKS_GG
  6796. percent_chance 3 #define MARKET_GG
  6797. percent_chance 3 #define BLACKSMITH_GG
  6798. percent_chance 3 #define SCHOOL_GG
  6799. percent_chance 88 #define NONE_GG
  6800. end_random
  6801. endif
  6802. if CASTLE_GG
  6803. create_object CASTLE
  6804. {
  6805. if NOTCMODE
  6806. number_of_objects 0
  6807. else
  6808. number_of_objects 1
  6809. endif
  6810. set_place_for_every_player
  6811. min_distance_to_players 10
  6812. max_distance_to_players 10
  6813. }
  6814.  
  6815. elseif HOUSE_GG
  6816. create_object HOUSE
  6817. {
  6818. if JUSTONE
  6819. number_of_objects 1
  6820. elseif JUSTTWO
  6821. number_of_objects 2
  6822. elseif JUSTTHREE
  6823. number_of_objects 3
  6824. endif
  6825. set_loose_grouping
  6826. set_place_for_every_player
  6827. min_distance_to_players 12
  6828. max_distance_to_players 12
  6829.  
  6830. }
  6831.  
  6832. elseif YURT_GG
  6833. start_random
  6834. percent_chance 50 #define GROUP_1
  6835. percent_chance 50 #define GROUP_2
  6836. end_random
  6837. start_random
  6838. percent_chance 30 #define G1_ONE_MORE
  6839. percent_chance 20 #define G1_TWO_MORE
  6840. percent_chance 50 #define NO_MORE
  6841. end_random
  6842. start_random
  6843. percent_chance 30 #define G2_ONE_MORE
  6844. percent_chance 20 #define G2_TWO_MORE
  6845. percent_chance 50 #define NO_MORE
  6846. end_random
  6847.  
  6848. if NO_MORE
  6849. endif
  6850.  
  6851. if GROUP_1
  6852.  
  6853. start_random
  6854. percent_chance 25
  6855. create_object YURT
  6856. percent_chance 25
  6857. create_object YURT2
  6858. percent_chance 25
  6859. create_object YURT3
  6860. percent_chance 25
  6861. create_object YURT4
  6862. end_random
  6863. {
  6864. set_loose_grouping
  6865. set_place_for_every_player
  6866. min_distance_to_players 7
  6867. max_distance_to_players 8
  6868.  
  6869. }
  6870. if G1_ONE_MORE
  6871. start_random
  6872. percent_chance 25
  6873. create_object YURT
  6874. percent_chance 25
  6875. create_object YURT2
  6876. percent_chance 25
  6877. create_object YURT3
  6878. percent_chance 25
  6879. create_object YURT4
  6880. end_random
  6881. {
  6882. set_loose_grouping
  6883. set_place_for_every_player
  6884. min_distance_to_players 7
  6885. max_distance_to_players 8
  6886. }
  6887. elseif G1_TWO_MORE
  6888. start_random
  6889. percent_chance 25
  6890. create_object YURT
  6891. percent_chance 25
  6892. create_object YURT2
  6893. percent_chance 25
  6894. create_object YURT3
  6895. percent_chance 25
  6896. create_object YURT4
  6897. end_random
  6898. {
  6899. set_loose_grouping
  6900. set_place_for_every_player
  6901. min_distance_to_players 7
  6902. max_distance_to_players 8
  6903. }
  6904. start_random
  6905. percent_chance 25
  6906. create_object YURT
  6907. percent_chance 25
  6908. create_object YURT2
  6909. percent_chance 25
  6910. create_object YURT3
  6911. percent_chance 25
  6912. create_object YURT4
  6913. end_random
  6914. {
  6915. set_loose_grouping
  6916. set_place_for_every_player
  6917. min_distance_to_players 7
  6918. max_distance_to_players 8
  6919. }
  6920. endif
  6921. endif
  6922.  
  6923. if GROUP_2
  6924.  
  6925. start_random
  6926. percent_chance 25
  6927. create_object YURT5
  6928. percent_chance 25
  6929. create_object YURT6
  6930. percent_chance 25
  6931. create_object YURT7
  6932. percent_chance 25
  6933. create_object YURT8
  6934. end_random
  6935. {
  6936. set_loose_grouping
  6937. set_place_for_every_player
  6938. min_distance_to_players 7
  6939. max_distance_to_players 8
  6940. }
  6941. if G2_ONE_MORE
  6942. start_random
  6943. percent_chance 25
  6944. create_object YURT5
  6945. percent_chance 25
  6946. create_object YURT6
  6947. percent_chance 25
  6948. create_object YURT7
  6949. percent_chance 25
  6950. create_object YURT8
  6951. end_random
  6952. {
  6953. set_loose_grouping
  6954. set_place_for_every_player
  6955. min_distance_to_players 7
  6956. max_distance_to_players 8
  6957. }
  6958. elseif G2_TWO_MORE
  6959. start_random
  6960. percent_chance 25
  6961. create_object YURT5
  6962. percent_chance 25
  6963. create_object YURT6
  6964. percent_chance 25
  6965. create_object YURT7
  6966. percent_chance 25
  6967. create_object YURT8
  6968. end_random
  6969. {
  6970. set_loose_grouping
  6971. set_place_for_every_player
  6972. min_distance_to_players 7
  6973. max_distance_to_players 8
  6974. }
  6975. start_random
  6976. percent_chance 25
  6977. create_object YURT5
  6978. percent_chance 25
  6979. create_object YURT6
  6980. percent_chance 25
  6981. create_object YURT7
  6982. percent_chance 25
  6983. create_object YURT8
  6984. end_random
  6985. {
  6986. set_loose_grouping
  6987. set_place_for_every_player
  6988. min_distance_to_players 7
  6989. max_distance_to_players 8
  6990. }
  6991. endif
  6992. endif
  6993.  
  6994. elseif NEITHER_GG
  6995. endif
  6996.  
  6997. if BARRACKS_GG
  6998. create_object BARRACKS
  6999. {
  7000. if BOARDS_OF_CANADA_AP
  7001. number_of_objects 0
  7002. elseif NOTCMODE
  7003. number_of_objects 0
  7004. else
  7005. number_of_objects 1
  7006. endif
  7007. set_place_for_every_player
  7008. min_distance_to_players 8
  7009. max_distance_to_players 14
  7010. }
  7011. elseif MARKET_GG
  7012. create_object MARKET
  7013. {
  7014. if BOARDS_OF_CANADA_AP
  7015. number_of_objects 0
  7016. elseif NOTCMODE
  7017. number_of_objects 0
  7018. else
  7019. number_of_objects 1
  7020. endif
  7021. set_place_for_every_player
  7022. min_distance_to_players 8
  7023. max_distance_to_players 14
  7024. }
  7025. elseif BLACKSMITH_GG
  7026. create_object BLACKSMITH
  7027. {
  7028. if BOARDS_OF_CANADA_AP
  7029. number_of_objects 0
  7030. elseif NOTCMODE
  7031. number_of_objects 0
  7032. else
  7033. number_of_objects 1
  7034. endif
  7035. set_place_for_every_player
  7036. min_distance_to_players 8
  7037. max_distance_to_players 14
  7038. }
  7039. elseif SCHOOL_GG
  7040. create_object UNIVERSITY
  7041. {
  7042. if BOARDS_OF_CANADA_AP
  7043. number_of_objects 0
  7044. elseif NOTCMODE
  7045. number_of_objects 0
  7046. else
  7047. number_of_objects 1
  7048. endif
  7049. set_place_for_every_player
  7050. min_distance_to_players 8
  7051. max_distance_to_players 14
  7052. }
  7053.  
  7054. elseif NONE_GG
  7055. endif
  7056. endif
  7057.  
  7058. /* SPECIAL STUFF FOR REGICIDE */
  7059.  
  7060. if REGICIDE
  7061. create_object VILLAGER
  7062. {
  7063. number_of_objects 7
  7064. set_place_for_every_player
  7065. min_distance_to_players 6
  7066. max_distance_to_players 6
  7067. }
  7068.  
  7069. create_object KING
  7070. {
  7071. set_place_for_every_player
  7072. min_distance_to_players 6
  7073. max_distance_to_players 6
  7074. }
  7075.  
  7076. create_object CASTLE
  7077. {
  7078. set_place_for_every_player
  7079. min_distance_to_players 10
  7080. max_distance_to_players 10
  7081. if FORT_AP
  7082. min_distance_to_players 7
  7083. max_distance_to_players 7
  7084. endif
  7085. }
  7086. endif
  7087.  
  7088. endif
  7089.  
  7090. /* Duplicated for no resources maps. */
  7091.  
  7092. if AP_NOMAD
  7093.  
  7094. /* FISH by Captain Fin */
  7095.  
  7096. start_random
  7097. percent_chance 20 #define CAPTAINFINGRAND
  7098. percent_chance 20 #define CAPTAINFINGOOD
  7099. percent_chance 20 #define CAPTAINFINDECENT
  7100. percent_chance 20 #define CAPTAINFINBAD
  7101. percent_chance 20 #define CAPTAINFINOUCH
  7102. end_random
  7103. create_object DORADO
  7104. {
  7105. if CAPTAINFINGRAND
  7106. number_of_objects 22
  7107. elseif CAPTAINFINGOOD
  7108. number_of_objects 19
  7109. elseif CAPTAINFINDECENT
  7110. number_of_objects 16
  7111. elseif CAPTAINFINBAD
  7112. number_of_objects 13
  7113. elseif CAPTAINFINOUCH
  7114. number_of_objects 10
  7115. endif
  7116. set_scaling_to_map_size
  7117. set_gaia_object_only
  7118. max_distance_to_other_zones 5
  7119. min_distance_group_placement 4
  7120. }
  7121. create_object TUNA
  7122. {
  7123. if CAPTAINFINGRAND
  7124. number_of_objects 22
  7125. elseif CAPTAINFINGOOD
  7126. number_of_objects 19
  7127. elseif CAPTAINFINDECENT
  7128. number_of_objects 16
  7129. elseif CAPTAINFINBAD
  7130. number_of_objects 13
  7131. elseif CAPTAINFINOUCH
  7132. number_of_objects 10
  7133. endif
  7134. set_scaling_to_map_size
  7135. set_gaia_object_only
  7136. max_distance_to_other_zones 4
  7137. min_distance_group_placement 4
  7138. }
  7139. create_object SNAPPER
  7140. {
  7141. if CAPTAINFINGRAND
  7142. number_of_objects 22
  7143. elseif CAPTAINFINGOOD
  7144. number_of_objects 19
  7145. elseif CAPTAINFINDECENT
  7146. number_of_objects 16
  7147. elseif CAPTAINFINBAD
  7148. number_of_objects 13
  7149. elseif CAPTAINFINOUCH
  7150. number_of_objects 10
  7151. endif
  7152. set_scaling_to_map_size
  7153. set_gaia_object_only
  7154. max_distance_to_other_zones 5
  7155. min_distance_group_placement 4
  7156. }
  7157.  
  7158. start_random
  7159. percent_chance 50
  7160. create_object MARLIN1
  7161. {
  7162. if CAPTAINFINGRAND
  7163. number_of_objects 8
  7164. elseif CAPTAINFINGOOD
  7165. number_of_objects 7
  7166. elseif CAPTAINFINDECENT
  7167. number_of_objects 6
  7168. elseif CAPTAINFINBAD
  7169. number_of_objects 5
  7170. elseif CAPTAINFINOUCH
  7171. number_of_objects 4
  7172. endif
  7173. set_scaling_to_map_size
  7174. set_gaia_object_only
  7175. min_distance_group_placement 10
  7176. max_distance_to_other_zones 7
  7177. }
  7178. percent_chance 50
  7179. create_object MARLIN2
  7180. {
  7181. if CAPTAINFINGRAND
  7182. number_of_objects 8
  7183. elseif CAPTAINFINGOOD
  7184. number_of_objects 7
  7185. elseif CAPTAINFINDECENT
  7186. number_of_objects 6
  7187. elseif CAPTAINFINBAD
  7188. number_of_objects 5
  7189. elseif CAPTAINFINOUCH
  7190. number_of_objects 4
  7191. endif
  7192. set_scaling_to_map_size
  7193. set_gaia_object_only
  7194. min_distance_group_placement 10
  7195. max_distance_to_other_zones 7
  7196. }
  7197. end_random
  7198.  
  7199. if BEDOUINS_AP
  7200.  
  7201. create_object SHORE_FISH
  7202. {
  7203. number_of_objects 200
  7204. set_scaling_to_map_size
  7205. set_gaia_object_only
  7206. resource_delta 100
  7207. }
  7208. else
  7209.  
  7210. create_object SHORE_FISH
  7211. {
  7212. number_of_objects 25
  7213. set_scaling_to_map_size
  7214. min_distance_group_placement 5
  7215. set_gaia_object_only
  7216. }
  7217. endif
  7218.  
  7219. start_random
  7220. percent_chance 40 #define RELICCOOL
  7221. percent_chance 50 #define RELICFEW
  7222. percent_chance 10 #define RELICNONE
  7223. end_random
  7224. endif
  7225. create_object RELIC
  7226. {
  7227. if RELICCOOL
  7228. number_of_objects 1
  7229. number_of_groups 6
  7230. elseif RELICFEW
  7231. number_of_objects 1
  7232. number_of_groups 4
  7233. elseif RELICNONE
  7234. number_of_objects 1
  7235. number_of_groups 0
  7236. endif
  7237. group_placement_radius 3
  7238. set_tight_grouping
  7239. set_gaia_object_only
  7240. min_distance_to_players 25
  7241. min_distance_group_placement 20
  7242. }
  7243. endif
  7244.  
  7245. if AP_NOMAD
  7246. if HILL_NOMAD_AP
  7247.  
  7248. create_object FORAGE
  7249. {
  7250. number_of_objects 6
  7251. group_placement_radius 3
  7252. set_tight_grouping
  7253. set_gaia_object_only
  7254. set_place_for_every_player
  7255. min_distance_to_players 20
  7256. max_distance_to_players 55
  7257. min_distance_group_placement 10
  7258. }
  7259.  
  7260. /* NEAR GOLD */
  7261.  
  7262. create_object GOLD
  7263. {
  7264. number_of_objects 7
  7265. group_placement_radius 3
  7266. set_tight_grouping
  7267. set_gaia_object_only
  7268. set_place_for_every_player
  7269. min_distance_to_players 35
  7270. max_distance_to_players 56
  7271. min_distance_group_placement 17
  7272. max_distance_to_other_zones 7
  7273. }
  7274.  
  7275. /* MEDIUM GOLD */
  7276.  
  7277. create_object GOLD
  7278. {
  7279. number_of_objects 4
  7280. group_placement_radius 3
  7281. set_tight_grouping
  7282. set_gaia_object_only
  7283. set_place_for_every_player
  7284. min_distance_to_players 45
  7285. max_distance_to_players 56
  7286. min_distance_group_placement 17
  7287. max_distance_to_other_zones 7
  7288. }
  7289.  
  7290. /* NEAR STONE */
  7291.  
  7292. create_object STONE
  7293. {
  7294. number_of_objects 5
  7295. group_placement_radius 2
  7296. set_tight_grouping
  7297. set_gaia_object_only
  7298. set_place_for_every_player
  7299. min_distance_to_players 35
  7300. max_distance_to_players 56
  7301. min_distance_group_placement 17
  7302. max_distance_to_other_zones 7
  7303. }
  7304.  
  7305. /* FAR STONE */
  7306.  
  7307. create_object STONE
  7308. {
  7309. number_of_objects 4
  7310. group_placement_radius 2
  7311. set_tight_grouping
  7312. set_gaia_object_only
  7313. set_place_for_every_player
  7314. min_distance_to_players 45
  7315. max_distance_to_players 56
  7316. min_distance_group_placement 17
  7317. max_distance_to_other_zones 7
  7318. }
  7319.  
  7320. /* BAA BAA */
  7321.  
  7322. create_object SHEEP
  7323. {
  7324. number_of_objects 2
  7325. set_loose_grouping
  7326. set_gaia_object_only
  7327. set_place_for_every_player
  7328. min_distance_to_players 9
  7329. max_distance_to_players 11
  7330. }
  7331. create_object SHEEP
  7332. {
  7333. number_of_objects 3
  7334. number_of_groups 5
  7335. set_loose_grouping
  7336. set_gaia_object_only
  7337. set_place_for_every_player
  7338. min_distance_to_players 10
  7339. max_distance_to_players 70
  7340. min_distance_group_placement 10
  7341. }
  7342.  
  7343. create_object DEER
  7344. {
  7345. number_of_objects 8
  7346. group_variance 1
  7347. group_placement_radius 3
  7348. set_loose_grouping
  7349. set_gaia_object_only
  7350. set_place_for_every_player
  7351. min_distance_to_players 30
  7352. max_distance_to_players 70
  7353. min_distance_group_placement 15
  7354. }
  7355.  
  7356.  
  7357. create_object JAVELINA /* BOARS = KING OF HILL */
  7358. {
  7359. number_of_objects 3
  7360. set_loose_grouping
  7361. set_gaia_object_only
  7362. set_place_for_every_player
  7363. min_distance_to_players 1
  7364. max_distance_to_players 5
  7365. }
  7366.  
  7367. create_object BOAR /* or JAVELINA */
  7368. {
  7369. number_of_objects 1
  7370. set_gaia_object_only
  7371. set_place_for_every_player
  7372. if TINY_MAP
  7373. min_distance_to_players 35
  7374. max_distance_to_players 60
  7375. else
  7376. min_distance_to_players 39
  7377. max_distance_to_players 70
  7378. endif
  7379. min_distance_group_placement 15
  7380. }
  7381.  
  7382. create_object BOAR /* or JAVELINA */
  7383. {
  7384. number_of_objects 1
  7385. set_gaia_object_only
  7386. set_place_for_every_player
  7387. if TINY_MAP
  7388. min_distance_to_players 35
  7389. max_distance_to_players 60
  7390. else
  7391. min_distance_to_players 42
  7392. max_distance_to_players 70
  7393. endif
  7394. min_distance_group_placement 15
  7395. }
  7396.  
  7397. create_object BOAR /* or JAVELINA */
  7398. {
  7399. number_of_objects 1
  7400. set_gaia_object_only
  7401. set_place_for_every_player
  7402. if TINY_MAP
  7403. min_distance_to_players 30
  7404. max_distance_to_players 60
  7405. else
  7406. min_distance_to_players 35
  7407. max_distance_to_players 70
  7408. endif
  7409. min_distance_group_placement 15
  7410. }
  7411.  
  7412. /* Extra resources: various gold, stone, and food scattered across the map. */
  7413.  
  7414. /* *****EXTRA RESOURCES BY MAP***** */
  7415.  
  7416. if LARGE_MAP
  7417. create_object FORAGE
  7418. {
  7419. number_of_groups 3
  7420. number_of_objects 7
  7421. group_placement_radius 3
  7422. set_tight_grouping
  7423. set_gaia_object_only
  7424. min_distance_to_players 40
  7425. max_distance_to_players 120
  7426. min_distance_group_placement 9
  7427. }
  7428. endif
  7429.  
  7430. if HUGE_MAP
  7431. create_object FORAGE
  7432. {
  7433. number_of_groups 2
  7434. number_of_objects 5
  7435. group_placement_radius 3
  7436. set_tight_grouping
  7437. set_gaia_object_only
  7438. min_distance_to_players 40
  7439. max_distance_to_players 120
  7440. min_distance_group_placement 9
  7441. }
  7442. endif
  7443. if GIGANTIC_MAP
  7444. create_object FORAGE
  7445. {
  7446. number_of_groups 3
  7447. number_of_objects 5
  7448. group_placement_radius 3
  7449. set_tight_grouping
  7450. set_gaia_object_only
  7451. min_distance_to_players 40
  7452. max_distance_to_players 120
  7453. min_distance_group_placement 9
  7454. }
  7455. endif
  7456.  
  7457. /* EXTRA GOLD */
  7458.  
  7459. if TINY_MAP
  7460. create_object GOLD
  7461. {
  7462. number_of_groups 2
  7463. number_of_objects 5
  7464. group_placement_radius 2
  7465. set_tight_grouping
  7466. set_gaia_object_only
  7467. min_distance_to_players 40
  7468. min_distance_group_placement 17
  7469. terrain_to_place_on GRASS
  7470. }
  7471. endif
  7472.  
  7473. if SMALL_MAP
  7474. create_object GOLD
  7475. {
  7476. number_of_groups 4
  7477. number_of_objects 6
  7478. group_placement_radius 2
  7479. set_tight_grouping
  7480. set_gaia_object_only
  7481. min_distance_to_players 40
  7482. min_distance_group_placement 17
  7483. terrain_to_place_on GRASS
  7484. }
  7485. endif
  7486.  
  7487. if MEDIUM_MAP
  7488. create_object GOLD
  7489. {
  7490. number_of_groups 6
  7491. number_of_objects 5
  7492. group_variance 1
  7493. group_placement_radius 2
  7494. set_tight_grouping
  7495. set_gaia_object_only
  7496. min_distance_to_players 40
  7497. min_distance_group_placement 20
  7498. terrain_to_place_on GRASS
  7499. }
  7500. endif
  7501.  
  7502. if LARGE_MAP
  7503. create_object GOLD
  7504. {
  7505. number_of_groups 8
  7506. number_of_objects 5
  7507. group_variance 1
  7508. group_placement_radius 2
  7509. set_tight_grouping
  7510. set_gaia_object_only
  7511. min_distance_to_players 40
  7512. min_distance_group_placement 17
  7513. terrain_to_place_on GRASS
  7514. }
  7515. endif
  7516.  
  7517. if HUGE_MAP
  7518. create_object GOLD
  7519. {
  7520. number_of_groups 10
  7521. number_of_objects 5
  7522. group_variance 1
  7523. group_placement_radius 2
  7524. set_tight_grouping
  7525. set_gaia_object_only
  7526. min_distance_to_players 40
  7527. min_distance_group_placement 17
  7528. terrain_to_place_on GRASS
  7529. }
  7530. endif
  7531.  
  7532. if GIGANTIC_MAP
  7533. create_object GOLD
  7534. {
  7535. number_of_groups 12
  7536. number_of_objects 5
  7537. group_variance 1
  7538. group_placement_radius 2
  7539. set_tight_grouping
  7540. set_gaia_object_only
  7541. min_distance_to_players 40
  7542. min_distance_group_placement 17
  7543. terrain_to_place_on GRASS
  7544. }
  7545. endif
  7546.  
  7547. /* EXTRA STONE */
  7548.  
  7549. if TINY_MAP
  7550. create_object STONE
  7551. {
  7552. number_of_groups 2
  7553. number_of_objects 4
  7554. group_variance 1
  7555. group_placement_radius 2
  7556. set_tight_grouping
  7557. set_gaia_object_only
  7558. min_distance_to_players 40
  7559. min_distance_group_placement 17
  7560. terrain_to_place_on GRASS
  7561. }
  7562. endif
  7563.  
  7564. if SMALL_MAP
  7565. create_object STONE
  7566. {
  7567. number_of_groups 4
  7568. number_of_objects 4
  7569. group_variance 1
  7570. group_placement_radius 2
  7571. set_tight_grouping
  7572. set_gaia_object_only
  7573. min_distance_to_players 40
  7574. min_distance_group_placement 17
  7575. terrain_to_place_on GRASS
  7576. }
  7577. endif
  7578.  
  7579. if MEDIUM_MAP
  7580. create_object STONE
  7581. {
  7582. number_of_groups 6
  7583. number_of_objects 4
  7584. group_variance 1
  7585. group_placement_radius 2
  7586. set_tight_grouping
  7587. set_gaia_object_only
  7588. min_distance_to_players 40
  7589. min_distance_group_placement 17
  7590. terrain_to_place_on GRASS
  7591. }
  7592. endif
  7593.  
  7594. if LARGE_MAP
  7595. create_object STONE
  7596. {
  7597. number_of_groups 8
  7598. number_of_objects 4
  7599. group_variance 1
  7600. group_placement_radius 2
  7601. set_tight_grouping
  7602. set_gaia_object_only
  7603. min_distance_to_players 40
  7604. min_distance_group_placement 17
  7605. terrain_to_place_on GRASS
  7606. }
  7607. endif
  7608.  
  7609. if HUGE_MAP
  7610. create_object STONE
  7611. {
  7612. number_of_groups 10
  7613. number_of_objects 4
  7614. group_variance 1
  7615. group_placement_radius 2
  7616. set_tight_grouping
  7617. set_gaia_object_only
  7618. min_distance_to_players 40
  7619. min_distance_group_placement 17
  7620. terrain_to_place_on GRASS
  7621. }
  7622. endif
  7623.  
  7624. if GIGANTIC_MAP
  7625. create_object STONE
  7626. {
  7627. number_of_groups 12
  7628. number_of_objects 4
  7629. group_variance 1
  7630. group_placement_radius 2
  7631. set_tight_grouping
  7632. set_gaia_object_only
  7633. min_distance_to_players 40
  7634. min_distance_group_placement 17
  7635. terrain_to_place_on GRASS
  7636. }
  7637. endif
  7638.  
  7639. elseif BEDOUINS_AP
  7640.  
  7641. create_object FORAGE
  7642. {
  7643. number_of_objects 6
  7644. group_placement_radius 3
  7645. set_tight_grouping
  7646. set_gaia_object_only
  7647. set_place_for_every_player
  7648. min_distance_to_players 10
  7649. max_distance_to_players 55
  7650. min_distance_group_placement 10
  7651. terrain_to_place_on DESERT
  7652. }
  7653.  
  7654. /* NEAR GOLD */
  7655.  
  7656. create_object GOLD
  7657. {
  7658. number_of_objects 7
  7659. group_placement_radius 3
  7660. set_tight_grouping
  7661. set_gaia_object_only
  7662. set_place_for_every_player
  7663. min_distance_to_players 12
  7664. max_distance_to_players 56
  7665. min_distance_group_placement 7
  7666. max_distance_to_other_zones 7
  7667. terrain_to_place_on DESERT
  7668. }
  7669.  
  7670. /* MEDIUM GOLD */
  7671.  
  7672. create_object GOLD
  7673. {
  7674. number_of_objects 4
  7675. group_placement_radius 3
  7676. set_tight_grouping
  7677. set_gaia_object_only
  7678. set_place_for_every_player
  7679. min_distance_to_players 18
  7680. max_distance_to_players 26
  7681. min_distance_group_placement 7
  7682. max_distance_to_other_zones 7
  7683. terrain_to_place_on DESERT
  7684. }
  7685.  
  7686. /* FAR GOLD */
  7687.  
  7688. create_object GOLD
  7689. {
  7690. number_of_objects 4
  7691. group_placement_radius 3
  7692. set_tight_grouping
  7693. set_gaia_object_only
  7694. set_place_for_every_player
  7695. min_distance_to_players 25
  7696. max_distance_to_players 35
  7697. min_distance_group_placement 7
  7698. max_distance_to_other_zones 7
  7699. terrain_to_place_on DESERT
  7700. }
  7701.  
  7702. /* NEAR STONE */
  7703.  
  7704. create_object STONE
  7705. {
  7706. number_of_objects 5
  7707. group_placement_radius 2
  7708. set_tight_grouping
  7709. set_gaia_object_only
  7710. set_place_for_every_player
  7711. min_distance_to_players 14
  7712. max_distance_to_players 18
  7713. min_distance_group_placement 7
  7714. max_distance_to_other_zones 7
  7715. terrain_to_place_on DESERT
  7716. }
  7717.  
  7718. /* FAR STONE */
  7719.  
  7720. create_object STONE
  7721. {
  7722. number_of_objects 4
  7723. group_placement_radius 2
  7724. set_tight_grouping
  7725. set_gaia_object_only
  7726. set_place_for_every_player
  7727. min_distance_to_players 20
  7728. max_distance_to_players 26
  7729. min_distance_group_placement 7
  7730. max_distance_to_other_zones 7
  7731. terrain_to_place_on DESERT
  7732. }
  7733.  
  7734. /* BAA BAA */
  7735.  
  7736. create_object SHEEP
  7737. {
  7738. number_of_objects 4
  7739. set_loose_grouping
  7740. set_gaia_object_only
  7741. set_place_for_every_player
  7742. min_distance_to_players 9
  7743. max_distance_to_players 11
  7744. terrain_to_place_on DESERT
  7745. }
  7746. create_object SHEEP
  7747. {
  7748. number_of_objects 3
  7749. number_of_groups 4
  7750. set_loose_grouping
  7751. set_gaia_object_only
  7752. set_place_for_every_player
  7753. min_distance_to_players 10
  7754. max_distance_to_players 50
  7755. terrain_to_place_on DESERT
  7756. }
  7757.  
  7758. create_object DEER
  7759. {
  7760. number_of_objects 8
  7761. group_variance 1
  7762. group_placement_radius 3
  7763. set_loose_grouping
  7764. set_gaia_object_only
  7765. set_place_for_every_player
  7766. min_distance_to_players 11
  7767. max_distance_to_players 16
  7768. terrain_to_place_on DESERT
  7769. }
  7770.  
  7771. create_object JAVELINA /* or JAVELINA */
  7772. {
  7773. number_of_objects 3
  7774. set_loose_grouping
  7775. set_gaia_object_only
  7776. set_place_for_every_player
  7777. min_distance_to_players 13
  7778. max_distance_to_players 30
  7779. terrain_to_place_on DESERT
  7780. }
  7781.  
  7782. create_object BOAR /* or JAVELINA */
  7783. {
  7784. number_of_objects 1
  7785. set_gaia_object_only
  7786. set_place_for_every_player
  7787. min_distance_to_players 14
  7788. max_distance_to_players 18
  7789. terrain_to_place_on DESERT
  7790. }
  7791.  
  7792. if LARGE_MAP
  7793. create_object FORAGE
  7794. {
  7795. number_of_groups 3
  7796. number_of_objects 7
  7797. group_placement_radius 3
  7798. set_tight_grouping
  7799. set_gaia_object_only
  7800. min_distance_to_players 40
  7801. max_distance_to_players 120
  7802. min_distance_group_placement 9
  7803. terrain_to_place_on DESERT
  7804. }
  7805. endif
  7806.  
  7807. if HUGE_MAP
  7808. create_object FORAGE
  7809. {
  7810. number_of_groups 2
  7811. number_of_objects 5
  7812. group_placement_radius 3
  7813. set_tight_grouping
  7814. set_gaia_object_only
  7815. min_distance_to_players 40
  7816. max_distance_to_players 120
  7817. min_distance_group_placement 9
  7818. terrain_to_place_on DESERT
  7819. }
  7820. endif
  7821. if GIGANTIC_MAP
  7822. create_object FORAGE
  7823. {
  7824. number_of_groups 3
  7825. number_of_objects 5
  7826. group_placement_radius 3
  7827. set_tight_grouping
  7828. set_gaia_object_only
  7829. min_distance_to_players 40
  7830. max_distance_to_players 120
  7831. min_distance_group_placement 9
  7832. terrain_to_place_on DESERT
  7833. }
  7834. endif
  7835.  
  7836. /* EXTRA GOLD */
  7837.  
  7838. if TINY_MAP
  7839. create_object GOLD
  7840. {
  7841. number_of_groups 2
  7842. number_of_objects 5
  7843. group_placement_radius 2
  7844. set_tight_grouping
  7845. set_gaia_object_only
  7846. min_distance_to_players 40
  7847. min_distance_group_placement 9
  7848. terrain_to_place_on DESERT
  7849. }
  7850. endif
  7851.  
  7852. if SMALL_MAP
  7853. create_object GOLD
  7854. {
  7855. number_of_groups 4
  7856. number_of_objects 6
  7857. group_placement_radius 2
  7858. set_tight_grouping
  7859. set_gaia_object_only
  7860. min_distance_to_players 40
  7861. min_distance_group_placement 9
  7862. terrain_to_place_on DESERT
  7863. }
  7864. endif
  7865.  
  7866. if MEDIUM_MAP
  7867. create_object GOLD
  7868. {
  7869. number_of_groups 6
  7870. number_of_objects 5
  7871. group_variance 1
  7872. group_placement_radius 2
  7873. set_tight_grouping
  7874. set_gaia_object_only
  7875. min_distance_to_players 40
  7876. min_distance_group_placement 9
  7877. terrain_to_place_on DESERT
  7878. }
  7879. endif
  7880.  
  7881. if LARGE_MAP
  7882. create_object GOLD
  7883. {
  7884. number_of_groups 8
  7885. number_of_objects 5
  7886. group_variance 1
  7887. group_placement_radius 2
  7888. set_tight_grouping
  7889. set_gaia_object_only
  7890. min_distance_to_players 40
  7891. min_distance_group_placement 9
  7892. terrain_to_place_on DESERT
  7893. }
  7894. endif
  7895.  
  7896. if HUGE_MAP
  7897. create_object GOLD
  7898. {
  7899. number_of_groups 10
  7900. number_of_objects 5
  7901. group_variance 1
  7902. group_placement_radius 2
  7903. set_tight_grouping
  7904. set_gaia_object_only
  7905. min_distance_to_players 40
  7906. min_distance_group_placement 9
  7907. terrain_to_place_on DESERT
  7908. }
  7909. endif
  7910.  
  7911. if GIGANTIC_MAP
  7912. create_object GOLD
  7913. {
  7914. number_of_groups 12
  7915. number_of_objects 5
  7916. group_variance 1
  7917. group_placement_radius 2
  7918. set_tight_grouping
  7919. set_gaia_object_only
  7920. min_distance_to_players 40
  7921. min_distance_group_placement 9
  7922. terrain_to_place_on DESERT
  7923. }
  7924. endif
  7925.  
  7926. /* EXTRA STONE */
  7927.  
  7928. if TINY_MAP
  7929. create_object STONE
  7930. {
  7931. number_of_groups 2
  7932. number_of_objects 4
  7933. group_variance 1
  7934. group_placement_radius 2
  7935. set_tight_grouping
  7936. set_gaia_object_only
  7937. min_distance_to_players 40
  7938. min_distance_group_placement 9
  7939. terrain_to_place_on DESERT
  7940. }
  7941. endif
  7942.  
  7943. if SMALL_MAP
  7944. create_object STONE
  7945. {
  7946. number_of_groups 4
  7947. number_of_objects 4
  7948. group_variance 1
  7949. group_placement_radius 2
  7950. set_tight_grouping
  7951. set_gaia_object_only
  7952. min_distance_to_players 40
  7953. min_distance_group_placement 9
  7954. terrain_to_place_on DESERT
  7955. }
  7956. endif
  7957.  
  7958. if MEDIUM_MAP
  7959. create_object STONE
  7960. {
  7961. number_of_groups 6
  7962. number_of_objects 4
  7963. group_variance 1
  7964. group_placement_radius 2
  7965. set_tight_grouping
  7966. set_gaia_object_only
  7967. min_distance_to_players 40
  7968. min_distance_group_placement 9
  7969. terrain_to_place_on DESERT
  7970. }
  7971. endif
  7972.  
  7973. if LARGE_MAP
  7974. create_object STONE
  7975. {
  7976. number_of_groups 8
  7977. number_of_objects 4
  7978. group_variance 1
  7979. group_placement_radius 2
  7980. set_tight_grouping
  7981. set_gaia_object_only
  7982. min_distance_to_players 40
  7983. min_distance_group_placement 9
  7984. terrain_to_place_on DESERT
  7985. }
  7986. endif
  7987.  
  7988. if HUGE_MAP
  7989. create_object STONE
  7990. {
  7991. number_of_groups 10
  7992. number_of_objects 4
  7993. group_variance 1
  7994. group_placement_radius 2
  7995. set_tight_grouping
  7996. set_gaia_object_only
  7997. min_distance_to_players 40
  7998. min_distance_group_placement 9
  7999. terrain_to_place_on DESERT
  8000. }
  8001. endif
  8002.  
  8003. if GIGANTIC_MAP
  8004. create_object STONE
  8005. {
  8006. number_of_groups 12
  8007. number_of_objects 4
  8008. group_variance 1
  8009. group_placement_radius 2
  8010. set_tight_grouping
  8011. set_gaia_object_only
  8012. min_distance_to_players 40
  8013. min_distance_group_placement 9
  8014. terrain_to_place_on DESERT
  8015. }
  8016. endif
  8017.  
  8018. elseif LAND_NOMAD_AP
  8019.  
  8020. /* Standard Resources including forage, gold, stone, sheep, and trees. */
  8021. /* NEAR FORAGE */
  8022.  
  8023. create_object FORAGE
  8024. {
  8025. number_of_objects 6
  8026. group_placement_radius 3
  8027. set_tight_grouping
  8028. set_gaia_object_only
  8029. set_place_for_every_player
  8030. min_distance_to_players 10
  8031. max_distance_to_players 55
  8032. min_distance_group_placement 10
  8033. }
  8034.  
  8035. /* NEAR GOLD */
  8036.  
  8037. create_object GOLD
  8038. {
  8039. number_of_objects 7
  8040. group_placement_radius 3
  8041. set_tight_grouping
  8042. set_gaia_object_only
  8043. set_place_for_every_player
  8044. min_distance_to_players 12
  8045. max_distance_to_players 56
  8046. min_distance_group_placement 7
  8047. max_distance_to_other_zones 7
  8048. }
  8049.  
  8050. /* MEDIUM GOLD */
  8051.  
  8052. create_object GOLD
  8053. {
  8054. number_of_objects 4
  8055. group_placement_radius 3
  8056. set_tight_grouping
  8057. set_gaia_object_only
  8058. set_place_for_every_player
  8059. min_distance_to_players 18
  8060. max_distance_to_players 26
  8061. min_distance_group_placement 7
  8062. max_distance_to_other_zones 7
  8063. }
  8064.  
  8065. /* FAR GOLD */
  8066.  
  8067. create_object GOLD
  8068. {
  8069. number_of_objects 4
  8070. group_placement_radius 3
  8071. set_tight_grouping
  8072. set_gaia_object_only
  8073. set_place_for_every_player
  8074. min_distance_to_players 25
  8075. max_distance_to_players 35
  8076. min_distance_group_placement 7
  8077. max_distance_to_other_zones 7
  8078. }
  8079.  
  8080. /* NEAR STONE */
  8081.  
  8082. create_object STONE
  8083. {
  8084. number_of_objects 5
  8085. group_placement_radius 2
  8086. set_tight_grouping
  8087. set_gaia_object_only
  8088. set_place_for_every_player
  8089. min_distance_to_players 14
  8090. max_distance_to_players 18
  8091. min_distance_group_placement 7
  8092. max_distance_to_other_zones 7
  8093. }
  8094.  
  8095. /* FAR STONE */
  8096.  
  8097. create_object STONE
  8098. {
  8099. number_of_objects 4
  8100. group_placement_radius 2
  8101. set_tight_grouping
  8102. set_gaia_object_only
  8103. set_place_for_every_player
  8104. min_distance_to_players 20
  8105. max_distance_to_players 26
  8106. min_distance_group_placement 7
  8107. max_distance_to_other_zones 7
  8108. }
  8109.  
  8110. /* BAA BAA */
  8111.  
  8112. create_object SHEEP
  8113. {
  8114. number_of_objects 4
  8115. set_loose_grouping
  8116. set_gaia_object_only
  8117. set_place_for_every_player
  8118. min_distance_to_players 9
  8119. max_distance_to_players 11
  8120. }
  8121. create_object SHEEP
  8122. {
  8123. number_of_objects 3
  8124. number_of_groups 4
  8125. set_loose_grouping
  8126. set_gaia_object_only
  8127. set_place_for_every_player
  8128. min_distance_to_players 10
  8129. max_distance_to_players 50
  8130. }
  8131.  
  8132. create_object DEER
  8133. {
  8134. number_of_objects 8
  8135. group_variance 1
  8136. group_placement_radius 3
  8137. set_loose_grouping
  8138. set_gaia_object_only
  8139. set_place_for_every_player
  8140. min_distance_to_players 11
  8141. max_distance_to_players 16
  8142. }
  8143.  
  8144. create_object JAVELINA /* or JAVELINA */
  8145. {
  8146. number_of_objects 3
  8147. set_loose_grouping
  8148. set_gaia_object_only
  8149. set_place_for_every_player
  8150. min_distance_to_players 13
  8151. max_distance_to_players 30
  8152. }
  8153.  
  8154. create_object BOAR /* or JAVELINA */
  8155. {
  8156. number_of_objects 1
  8157. set_gaia_object_only
  8158. set_place_for_every_player
  8159. min_distance_to_players 14
  8160. max_distance_to_players 18
  8161. }
  8162.  
  8163. /* TREES NEAR PLAYER STARTS */
  8164.  
  8165. create_object OAKTREE
  8166. {
  8167. number_of_objects 5
  8168. set_gaia_object_only
  8169. set_place_for_every_player
  8170. min_distance_to_players 4
  8171. max_distance_to_players 5
  8172. min_distance_group_placement 2
  8173. }
  8174. create_object OAKTREE
  8175. {
  8176. number_of_objects 3
  8177. set_gaia_object_only
  8178. set_place_for_every_player
  8179. min_distance_to_players 6
  8180. max_distance_to_players 8
  8181. min_distance_group_placement 2
  8182. }
  8183.  
  8184. elseif NOMAD_AP
  8185.  
  8186. /* NEAR FORAGE */
  8187.  
  8188. create_object FORAGE
  8189. {
  8190. number_of_objects 6
  8191. group_placement_radius 3
  8192. set_tight_grouping
  8193. set_gaia_object_only
  8194. set_place_for_every_player
  8195. min_distance_group_placement 6
  8196. }
  8197.  
  8198. /* BAA BAA */
  8199.  
  8200. create_object SHEEP
  8201. {
  8202. number_of_objects 4
  8203. set_loose_grouping
  8204. set_gaia_object_only
  8205. set_place_for_every_player
  8206. min_distance_group_placement 5
  8207. }
  8208.  
  8209. create_object SHEEP
  8210. {
  8211. number_of_objects 2
  8212. set_loose_grouping
  8213. set_gaia_object_only
  8214. set_place_for_every_player
  8215. min_distance_group_placement 5
  8216. }
  8217.  
  8218. create_object SHEEP
  8219. {
  8220. number_of_objects 2
  8221. set_loose_grouping
  8222. set_gaia_object_only
  8223. set_place_for_every_player
  8224. min_distance_group_placement 5
  8225. }
  8226.  
  8227. create_object DEER
  8228. {
  8229. number_of_objects 6
  8230. group_variance 2
  8231. group_placement_radius 3
  8232. set_loose_grouping
  8233. set_gaia_object_only
  8234. set_place_for_every_player
  8235. min_distance_group_placement 4
  8236. }
  8237.  
  8238. create_object BOAR
  8239. {
  8240. number_of_objects 2
  8241. set_loose_grouping
  8242. set_gaia_object_only
  8243. set_place_for_every_player
  8244. min_distance_to_players 16
  8245. max_distance_to_players 22
  8246. }
  8247.  
  8248. create_object BOAR
  8249. {
  8250. number_of_objects 1
  8251. set_gaia_object_only
  8252. set_place_for_every_player
  8253. min_distance_to_players 16
  8254. max_distance_to_players 22
  8255. }
  8256.  
  8257. /* NEAR GOLD */
  8258.  
  8259. create_object GOLD
  8260. {
  8261. number_of_objects 6
  8262. group_placement_radius 3
  8263. set_tight_grouping
  8264. set_gaia_object_only
  8265. set_place_for_every_player
  8266. min_distance_group_placement 11
  8267. max_distance_to_other_zones 7
  8268. }
  8269.  
  8270. /* FAR GOLD */
  8271.  
  8272. create_object GOLD
  8273. {
  8274. number_of_objects 6
  8275. group_placement_radius 3
  8276. set_tight_grouping
  8277. set_gaia_object_only
  8278. set_place_for_every_player
  8279. min_distance_group_placement 7
  8280. max_distance_to_other_zones 7
  8281. }
  8282.  
  8283. /* NEAR STONE */
  8284.  
  8285. create_object STONE
  8286. {
  8287. number_of_objects 6
  8288. group_placement_radius 2
  8289. set_tight_grouping
  8290. set_gaia_object_only
  8291. set_place_for_every_player
  8292. min_distance_group_placement 7
  8293. max_distance_to_other_zones 7
  8294. }
  8295.  
  8296. /* FAR STONE */
  8297.  
  8298. create_object STONE
  8299. {
  8300. number_of_objects 6
  8301. group_placement_radius 2
  8302. set_tight_grouping
  8303. set_gaia_object_only
  8304. set_place_for_every_player
  8305. min_distance_group_placement 7
  8306. }
  8307.  
  8308. /* RESOURCES BY NUMBER OF PLAYERS */
  8309.  
  8310. create_object STONE
  8311. {
  8312. number_of_groups 1
  8313. number_of_objects 6
  8314. group_placement_radius 2
  8315. set_tight_grouping
  8316. set_gaia_object_only
  8317. set_scaling_to_player_number
  8318. min_distance_group_placement 7
  8319. }
  8320.  
  8321. create_object GOLD
  8322. {
  8323. number_of_groups 1
  8324. number_of_objects 6
  8325. group_placement_radius 2
  8326. set_tight_grouping
  8327. set_gaia_object_only
  8328. set_scaling_to_player_number
  8329. min_distance_group_placement 7
  8330. }
  8331.  
  8332. /* RESOURCES BY MAP */
  8333.  
  8334. if LARGE_MAP
  8335. create_object FORAGE
  8336. {
  8337. number_of_groups 1
  8338. number_of_objects 5
  8339. group_placement_radius 3
  8340. set_tight_grouping
  8341. set_gaia_object_only
  8342. min_distance_to_players 40
  8343. max_distance_to_players 120
  8344. min_distance_group_placement 7
  8345. }
  8346. endif
  8347.  
  8348. if HUGE_MAP
  8349. create_object FORAGE
  8350. {
  8351. number_of_groups 2
  8352. number_of_objects 5
  8353. group_placement_radius 3
  8354. set_tight_grouping
  8355. set_gaia_object_only
  8356. min_distance_to_players 40
  8357. max_distance_to_players 120
  8358. min_distance_group_placement 7
  8359. }
  8360. endif
  8361.  
  8362. if GIGANTIC_MAP
  8363. create_object FORAGE
  8364. {
  8365. number_of_groups 3
  8366. number_of_objects 5
  8367. group_placement_radius 3
  8368. set_tight_grouping
  8369. set_gaia_object_only
  8370. min_distance_to_players 40
  8371. max_distance_to_players 120
  8372. min_distance_group_placement 7
  8373. }
  8374. endif
  8375.  
  8376. if LARGE_MAP
  8377. create_object STONE
  8378. {
  8379. number_of_groups 1
  8380. number_of_objects 6
  8381. group_placement_radius 2
  8382. set_tight_grouping
  8383. set_gaia_object_only
  8384. min_distance_to_players 40
  8385. max_distance_to_players 120
  8386. min_distance_group_placement 7
  8387. }
  8388. endif
  8389.  
  8390. if HUGE_MAP
  8391. create_object STONE
  8392. {
  8393. number_of_groups 2
  8394. number_of_objects 6
  8395. group_placement_radius 2
  8396. set_tight_grouping
  8397. set_gaia_object_only
  8398. min_distance_to_players 40
  8399. max_distance_to_players 120
  8400. min_distance_group_placement 7
  8401. }
  8402. endif
  8403.  
  8404. if GIGANTIC_MAP
  8405. create_object STONE
  8406. {
  8407. number_of_groups 3
  8408. number_of_objects 6
  8409. group_placement_radius 2
  8410. set_tight_grouping
  8411. set_gaia_object_only
  8412. min_distance_to_players 40
  8413. max_distance_to_players 120
  8414. min_distance_group_placement 7
  8415. }
  8416. endif
  8417.  
  8418. if SMALL_MAP
  8419. create_object GOLD
  8420. {
  8421. number_of_groups 1
  8422. number_of_objects 6
  8423. group_placement_radius 2
  8424. set_tight_grouping
  8425. set_gaia_object_only
  8426. min_distance_to_players 40
  8427. max_distance_to_players 120
  8428. min_distance_group_placement 9
  8429. }
  8430. endif
  8431.  
  8432. if MEDIUM_MAP
  8433. create_object GOLD
  8434. {
  8435. number_of_groups 2
  8436. number_of_objects 6
  8437. group_placement_radius 2
  8438. set_tight_grouping
  8439. set_gaia_object_only
  8440. min_distance_to_players 40
  8441. max_distance_to_players 120
  8442. min_distance_group_placement 9
  8443. }
  8444. endif
  8445.  
  8446. if LARGE_MAP
  8447. create_object GOLD
  8448. {
  8449. number_of_groups 3
  8450. number_of_objects 6
  8451. group_placement_radius 2
  8452. set_tight_grouping
  8453. set_gaia_object_only
  8454. min_distance_to_players 40
  8455. max_distance_to_players 120
  8456. min_distance_group_placement 9
  8457. }
  8458. endif
  8459.  
  8460. if HUGE_MAP
  8461. create_object GOLD
  8462. {
  8463. number_of_groups 4
  8464. number_of_objects 6
  8465. group_placement_radius 2
  8466. set_tight_grouping
  8467. set_gaia_object_only
  8468. min_distance_to_players 40
  8469. max_distance_to_players 120
  8470. min_distance_group_placement 9
  8471. }
  8472. endif
  8473.  
  8474. if GIGANTIC_MAP
  8475. create_object GOLD
  8476. {
  8477. number_of_groups 5
  8478. number_of_objects 6
  8479. group_placement_radius 2
  8480. set_tight_grouping
  8481. set_gaia_object_only
  8482. min_distance_to_players 40
  8483. max_distance_to_players 120
  8484. min_distance_group_placement 9
  8485. }
  8486. endif
  8487.  
  8488. create_object DEER
  8489. {
  8490. number_of_objects 2
  8491. number_of_groups 2
  8492. set_loose_grouping
  8493. set_gaia_object_only
  8494. set_place_for_every_player
  8495. min_distance_to_players 35
  8496. min_distance_group_placement 5
  8497. }
  8498.  
  8499. if DESERT_MAP
  8500. create_object PALMTREE
  8501. {
  8502. number_of_objects 30
  8503. set_gaia_object_only
  8504. set_scaling_to_map_size
  8505. }
  8506. elseif ALPINE_MAP
  8507. create_object PINETREE
  8508. {
  8509. number_of_objects 30
  8510. set_gaia_object_only
  8511. set_scaling_to_map_size
  8512. }
  8513. else
  8514. create_object OAKTREE
  8515. {
  8516. number_of_objects 30
  8517. set_gaia_object_only
  8518. set_scaling_to_map_size
  8519. }
  8520. endif
  8521.  
  8522. /* Extra resources: various gold, stone, and food scattered across the map. */
  8523.  
  8524. /* *****EXTRA RESOURCES BY MAP***** */
  8525.  
  8526. if LARGE_MAP
  8527. create_object FORAGE
  8528. {
  8529. number_of_groups 3
  8530. number_of_objects 7
  8531. group_placement_radius 3
  8532. set_tight_grouping
  8533. set_gaia_object_only
  8534. min_distance_to_players 40
  8535. max_distance_to_players 120
  8536. min_distance_group_placement 9
  8537. }
  8538. endif
  8539.  
  8540. if HUGE_MAP
  8541. create_object FORAGE
  8542. {
  8543. number_of_groups 2
  8544. number_of_objects 5
  8545. group_placement_radius 3
  8546. set_tight_grouping
  8547. set_gaia_object_only
  8548. min_distance_to_players 40
  8549. max_distance_to_players 120
  8550. min_distance_group_placement 9
  8551. }
  8552. endif
  8553. if GIGANTIC_MAP
  8554. create_object FORAGE
  8555. {
  8556. number_of_groups 3
  8557. number_of_objects 5
  8558. group_placement_radius 3
  8559. set_tight_grouping
  8560. set_gaia_object_only
  8561. min_distance_to_players 40
  8562. max_distance_to_players 120
  8563. min_distance_group_placement 9
  8564. }
  8565. endif
  8566.  
  8567. /* EXTRA GOLD */
  8568.  
  8569. if TINY_MAP
  8570. create_object GOLD
  8571. {
  8572. number_of_groups 2
  8573. number_of_objects 5
  8574. group_placement_radius 2
  8575. set_tight_grouping
  8576. set_gaia_object_only
  8577. min_distance_to_players 40
  8578. min_distance_group_placement 9
  8579. }
  8580. endif
  8581.  
  8582. if SMALL_MAP
  8583. create_object GOLD
  8584. {
  8585. number_of_groups 4
  8586. number_of_objects 6
  8587. group_placement_radius 2
  8588. set_tight_grouping
  8589. set_gaia_object_only
  8590. min_distance_to_players 40
  8591. min_distance_group_placement 9
  8592. }
  8593. endif
  8594.  
  8595. if MEDIUM_MAP
  8596. create_object GOLD
  8597. {
  8598. number_of_groups 6
  8599. number_of_objects 5
  8600. group_variance 1
  8601. group_placement_radius 2
  8602. set_tight_grouping
  8603. set_gaia_object_only
  8604. min_distance_to_players 40
  8605. min_distance_group_placement 9
  8606. }
  8607. endif
  8608.  
  8609. if LARGE_MAP
  8610. create_object GOLD
  8611. {
  8612. number_of_groups 8
  8613. number_of_objects 5
  8614. group_variance 1
  8615. group_placement_radius 2
  8616. set_tight_grouping
  8617. set_gaia_object_only
  8618. min_distance_to_players 40
  8619. min_distance_group_placement 9
  8620. }
  8621. endif
  8622.  
  8623. if HUGE_MAP
  8624. create_object GOLD
  8625. {
  8626. number_of_groups 10
  8627. number_of_objects 5
  8628. group_variance 1
  8629. group_placement_radius 2
  8630. set_tight_grouping
  8631. set_gaia_object_only
  8632. min_distance_to_players 40
  8633. min_distance_group_placement 9
  8634. }
  8635. endif
  8636.  
  8637. if GIGANTIC_MAP
  8638. create_object GOLD
  8639. {
  8640. number_of_groups 12
  8641. number_of_objects 5
  8642. group_variance 1
  8643. group_placement_radius 2
  8644. set_tight_grouping
  8645. set_gaia_object_only
  8646. min_distance_to_players 40
  8647. min_distance_group_placement 9
  8648. }
  8649. endif
  8650.  
  8651. /* EXTRA STONE */
  8652.  
  8653. if TINY_MAP
  8654. create_object STONE
  8655. {
  8656. number_of_groups 2
  8657. number_of_objects 4
  8658. group_variance 1
  8659. group_placement_radius 2
  8660. set_tight_grouping
  8661. set_gaia_object_only
  8662. min_distance_to_players 40
  8663. min_distance_group_placement 9
  8664. }
  8665. endif
  8666.  
  8667. if SMALL_MAP
  8668. create_object STONE
  8669. {
  8670. number_of_groups 4
  8671. number_of_objects 4
  8672. group_variance 1
  8673. group_placement_radius 2
  8674. set_tight_grouping
  8675. set_gaia_object_only
  8676. min_distance_to_players 40
  8677. min_distance_group_placement 9
  8678. }
  8679. endif
  8680.  
  8681. if MEDIUM_MAP
  8682. create_object STONE
  8683. {
  8684. number_of_groups 6
  8685. number_of_objects 4
  8686. group_variance 1
  8687. group_placement_radius 2
  8688. set_tight_grouping
  8689. set_gaia_object_only
  8690. min_distance_to_players 40
  8691. min_distance_group_placement 9
  8692. }
  8693. endif
  8694.  
  8695. if LARGE_MAP
  8696. create_object STONE
  8697. {
  8698. number_of_groups 8
  8699. number_of_objects 4
  8700. group_variance 1
  8701. group_placement_radius 2
  8702. set_tight_grouping
  8703. set_gaia_object_only
  8704. min_distance_to_players 40
  8705. min_distance_group_placement 9
  8706. }
  8707. endif
  8708.  
  8709. if HUGE_MAP
  8710. create_object STONE
  8711. {
  8712. number_of_groups 10
  8713. number_of_objects 4
  8714. group_variance 1
  8715. group_placement_radius 2
  8716. set_tight_grouping
  8717. set_gaia_object_only
  8718. min_distance_to_players 40
  8719. min_distance_group_placement 9
  8720. }
  8721. endif
  8722.  
  8723. if GIGANTIC_MAP
  8724. create_object STONE
  8725. {
  8726. number_of_groups 12
  8727. number_of_objects 4
  8728. group_variance 1
  8729. group_placement_radius 2
  8730. set_tight_grouping
  8731. set_gaia_object_only
  8732. min_distance_to_players 40
  8733. min_distance_group_placement 9
  8734. }
  8735. endif
  8736.  
  8737. endif
  8738. endif
  8739.  
  8740. if AP_PACK2
  8741. if MICROPHONE_AP
  8742.  
  8743. /* NEAR GOLD */
  8744. create_object GOLD
  8745. {
  8746. number_of_objects 7
  8747. group_placement_radius 3
  8748. set_tight_grouping
  8749. set_gaia_object_only
  8750. set_place_for_every_player
  8751. min_distance_to_players 12
  8752. max_distance_to_players 16
  8753. min_distance_group_placement 7
  8754. max_distance_to_other_zones 7
  8755. }
  8756.  
  8757. /* MEDIUM GOLD */
  8758. create_object GOLD
  8759. {
  8760. number_of_objects 5
  8761. group_placement_radius 3
  8762. set_tight_grouping
  8763. set_gaia_object_only
  8764. set_place_for_every_player
  8765. min_distance_to_players 18
  8766. max_distance_to_players 26
  8767. min_distance_group_placement 7
  8768. max_distance_to_other_zones 7
  8769. }
  8770.  
  8771. /* FAR GOLD */
  8772. create_object GOLD
  8773. {
  8774. number_of_objects 4
  8775. number_of_groups 1
  8776. group_placement_radius 3
  8777. set_tight_grouping
  8778. set_gaia_object_only
  8779. set_place_for_every_player
  8780. min_distance_to_players 25
  8781. max_distance_to_players 35
  8782. min_distance_group_placement 7
  8783. max_distance_to_other_zones 7
  8784. }
  8785.  
  8786. /* NEAR STONE */
  8787. create_object STONE
  8788. {
  8789. number_of_objects 5
  8790. group_placement_radius 2
  8791. set_tight_grouping
  8792. set_gaia_object_only
  8793. set_place_for_every_player
  8794. min_distance_to_players 14
  8795. max_distance_to_players 18
  8796. min_distance_group_placement 7
  8797. max_distance_to_other_zones 7
  8798. }
  8799.  
  8800. /* FAR STONE */
  8801. create_object STONE
  8802. {
  8803. number_of_objects 4
  8804. number_of_groups 2
  8805. group_placement_radius 2
  8806. set_tight_grouping
  8807. set_gaia_object_only
  8808. set_place_for_every_player
  8809. min_distance_to_players 20
  8810. max_distance_to_players 26
  8811. min_distance_group_placement 7
  8812. max_distance_to_other_zones 7
  8813. }
  8814.  
  8815. /* EXTRA GOLD */
  8816.  
  8817. if MEDIUM_MAP
  8818. create_object GOLD
  8819. {
  8820. number_of_groups 3
  8821. number_of_objects 3
  8822. group_variance 1
  8823. group_placement_radius 2
  8824. set_tight_grouping
  8825. set_gaia_object_only
  8826. min_distance_to_players 40
  8827. min_distance_group_placement 9
  8828. }
  8829. endif
  8830.  
  8831. if LARGE_MAP
  8832. create_object GOLD
  8833. {
  8834. number_of_groups 3
  8835. number_of_objects 3
  8836. group_variance 1
  8837. group_placement_radius 2
  8838. set_tight_grouping
  8839. set_gaia_object_only
  8840. min_distance_to_players 40
  8841. min_distance_group_placement 9
  8842. }
  8843. endif
  8844.  
  8845. if HUGE_MAP
  8846. create_object GOLD
  8847. {
  8848. number_of_groups 4
  8849. number_of_objects 4
  8850. group_variance 1
  8851. group_placement_radius 2
  8852. set_tight_grouping
  8853. set_gaia_object_only
  8854. min_distance_to_players 40
  8855. min_distance_group_placement 9
  8856. }
  8857. endif
  8858.  
  8859. if GIGANTIC_MAP
  8860. create_object GOLD
  8861. {
  8862. number_of_groups 5
  8863. number_of_objects 4
  8864. group_variance 1
  8865. group_placement_radius 2
  8866. set_tight_grouping
  8867. set_gaia_object_only
  8868. min_distance_to_players 40
  8869. min_distance_group_placement 9
  8870. }
  8871. endif
  8872.  
  8873. /* EXTRA STONE */
  8874.  
  8875. if MEDIUM_MAP
  8876. create_object STONE
  8877. {
  8878. number_of_groups 2
  8879. number_of_objects 4
  8880. group_variance 1
  8881. group_placement_radius 2
  8882. set_tight_grouping
  8883. set_gaia_object_only
  8884. min_distance_to_players 40
  8885. min_distance_group_placement 9
  8886. }
  8887. endif
  8888.  
  8889. if LARGE_MAP
  8890. create_object STONE
  8891. {
  8892. number_of_groups 3
  8893. number_of_objects 4
  8894. group_variance 1
  8895. group_placement_radius 2
  8896. set_tight_grouping
  8897. set_gaia_object_only
  8898. min_distance_to_players 40
  8899. min_distance_group_placement 9
  8900. }
  8901. endif
  8902.  
  8903. if HUGE_MAP
  8904. create_object STONE
  8905. {
  8906. number_of_groups 4
  8907. number_of_objects 4
  8908. group_variance 1
  8909. group_placement_radius 2
  8910. set_tight_grouping
  8911. set_gaia_object_only
  8912. min_distance_to_players 40
  8913. min_distance_group_placement 9
  8914. }
  8915. endif
  8916.  
  8917. if GIGANTIC_MAP
  8918. create_object STONE
  8919. {
  8920. number_of_groups 5
  8921. number_of_objects 4
  8922. group_variance 1
  8923. group_placement_radius 2
  8924. set_tight_grouping
  8925. set_gaia_object_only
  8926. min_distance_to_players 40
  8927. min_distance_group_placement 9
  8928. }
  8929. endif
  8930.  
  8931. if MICROPHONE_AP
  8932.  
  8933. /* FISH by Captain Fin */
  8934.  
  8935. start_random
  8936. percent_chance 20 #define CAPTAINFINGRAND
  8937. percent_chance 20 #define CAPTAINFINGOOD
  8938. percent_chance 20 #define CAPTAINFINDECENT
  8939. percent_chance 20 #define CAPTAINFINBAD
  8940. percent_chance 20 #define CAPTAINFINOUCH
  8941. end_random
  8942. create_object DORADO
  8943. {
  8944. if CAPTAINFINGRAND
  8945. number_of_objects 22
  8946. elseif CAPTAINFINGOOD
  8947. number_of_objects 19
  8948. elseif CAPTAINFINDECENT
  8949. number_of_objects 16
  8950. elseif CAPTAINFINBAD
  8951. number_of_objects 13
  8952. elseif CAPTAINFINOUCH
  8953. number_of_objects 10
  8954. endif
  8955. set_scaling_to_map_size
  8956. set_gaia_object_only
  8957. max_distance_to_other_zones 5
  8958. min_distance_group_placement 4
  8959. }
  8960. create_object TUNA
  8961. {
  8962. if CAPTAINFINGRAND
  8963. number_of_objects 22
  8964. elseif CAPTAINFINGOOD
  8965. number_of_objects 19
  8966. elseif CAPTAINFINDECENT
  8967. number_of_objects 16
  8968. elseif CAPTAINFINBAD
  8969. number_of_objects 13
  8970. elseif CAPTAINFINOUCH
  8971. number_of_objects 10
  8972. endif
  8973. set_scaling_to_map_size
  8974. set_gaia_object_only
  8975. max_distance_to_other_zones 4
  8976. min_distance_group_placement 4
  8977. }
  8978. create_object SNAPPER
  8979. {
  8980. if CAPTAINFINGRAND
  8981. number_of_objects 22
  8982. elseif CAPTAINFINGOOD
  8983. number_of_objects 19
  8984. elseif CAPTAINFINDECENT
  8985. number_of_objects 16
  8986. elseif CAPTAINFINBAD
  8987. number_of_objects 13
  8988. elseif CAPTAINFINOUCH
  8989. number_of_objects 10
  8990. endif
  8991. set_scaling_to_map_size
  8992. set_gaia_object_only
  8993. max_distance_to_other_zones 5
  8994. min_distance_group_placement 4
  8995. }
  8996.  
  8997. start_random
  8998. percent_chance 50
  8999. create_object MARLIN1
  9000. {
  9001. if CAPTAINFINGRAND
  9002. number_of_objects 8
  9003. elseif CAPTAINFINGOOD
  9004. number_of_objects 7
  9005. elseif CAPTAINFINDECENT
  9006. number_of_objects 6
  9007. elseif CAPTAINFINBAD
  9008. number_of_objects 5
  9009. elseif CAPTAINFINOUCH
  9010. number_of_objects 4
  9011. endif
  9012. set_scaling_to_map_size
  9013. set_gaia_object_only
  9014. min_distance_group_placement 10
  9015. max_distance_to_other_zones 7
  9016. }
  9017. percent_chance 50
  9018. create_object MARLIN2
  9019. {
  9020. if CAPTAINFINGRAND
  9021. number_of_objects 8
  9022. elseif CAPTAINFINGOOD
  9023. number_of_objects 7
  9024. elseif CAPTAINFINDECENT
  9025. number_of_objects 6
  9026. elseif CAPTAINFINBAD
  9027. number_of_objects 5
  9028. elseif CAPTAINFINOUCH
  9029. number_of_objects 4
  9030. endif
  9031. set_scaling_to_map_size
  9032. set_gaia_object_only
  9033. min_distance_group_placement 10
  9034. max_distance_to_other_zones 7
  9035. }
  9036. end_random
  9037. create_object SHORE_FISH
  9038. {
  9039. number_of_objects 25
  9040. set_scaling_to_map_size
  9041. min_distance_group_placement 5
  9042. set_gaia_object_only
  9043. }
  9044.  
  9045. start_random
  9046. percent_chance 40 #define RELICCOOL
  9047. percent_chance 50 #define RELICFEW
  9048. percent_chance 10 #define RELICNONE
  9049. end_random
  9050. endif
  9051. create_object RELIC
  9052. {
  9053. if RELICCOOL
  9054. number_of_objects 1
  9055. number_of_groups 6
  9056. elseif RELICFEW
  9057. number_of_objects 1
  9058. number_of_groups 4
  9059. elseif RELICNONE
  9060. number_of_objects 1
  9061. number_of_groups 0
  9062. endif
  9063. group_placement_radius 3
  9064. set_tight_grouping
  9065. set_gaia_object_only
  9066. min_distance_to_players 25
  9067. min_distance_group_placement 20
  9068. }
  9069. endif
  9070.  
  9071. if SEIZE_THE_HUMP_AP
  9072.  
  9073. /* FISH by Captain Fin */
  9074.  
  9075. start_random
  9076. percent_chance 20 #define CAPTAINFINGRAND
  9077. percent_chance 20 #define CAPTAINFINGOOD
  9078. percent_chance 20 #define CAPTAINFINDECENT
  9079. percent_chance 20 #define CAPTAINFINBAD
  9080. percent_chance 20 #define CAPTAINFINOUCH
  9081. end_random
  9082. create_object DORADO
  9083. {
  9084. if CAPTAINFINGRAND
  9085. number_of_objects 22
  9086. elseif CAPTAINFINGOOD
  9087. number_of_objects 19
  9088. elseif CAPTAINFINDECENT
  9089. number_of_objects 16
  9090. elseif CAPTAINFINBAD
  9091. number_of_objects 13
  9092. elseif CAPTAINFINOUCH
  9093. number_of_objects 10
  9094. endif
  9095. set_scaling_to_map_size
  9096. set_gaia_object_only
  9097. max_distance_to_other_zones 5
  9098. min_distance_group_placement 4
  9099. }
  9100. create_object TUNA
  9101. {
  9102. if CAPTAINFINGRAND
  9103. number_of_objects 22
  9104. elseif CAPTAINFINGOOD
  9105. number_of_objects 19
  9106. elseif CAPTAINFINDECENT
  9107. number_of_objects 16
  9108. elseif CAPTAINFINBAD
  9109. number_of_objects 13
  9110. elseif CAPTAINFINOUCH
  9111. number_of_objects 10
  9112. endif
  9113. set_scaling_to_map_size
  9114. set_gaia_object_only
  9115. max_distance_to_other_zones 4
  9116. min_distance_group_placement 4
  9117. }
  9118. create_object SNAPPER
  9119. {
  9120. if CAPTAINFINGRAND
  9121. number_of_objects 22
  9122. elseif CAPTAINFINGOOD
  9123. number_of_objects 19
  9124. elseif CAPTAINFINDECENT
  9125. number_of_objects 16
  9126. elseif CAPTAINFINBAD
  9127. number_of_objects 13
  9128. elseif CAPTAINFINOUCH
  9129. number_of_objects 10
  9130. endif
  9131. set_scaling_to_map_size
  9132. set_gaia_object_only
  9133. max_distance_to_other_zones 5
  9134. min_distance_group_placement 4
  9135. }
  9136.  
  9137. start_random
  9138. percent_chance 50
  9139. create_object MARLIN1
  9140. {
  9141. if CAPTAINFINGRAND
  9142. number_of_objects 8
  9143. elseif CAPTAINFINGOOD
  9144. number_of_objects 7
  9145. elseif CAPTAINFINDECENT
  9146. number_of_objects 6
  9147. elseif CAPTAINFINBAD
  9148. number_of_objects 5
  9149. elseif CAPTAINFINOUCH
  9150. number_of_objects 4
  9151. endif
  9152. set_scaling_to_map_size
  9153. set_gaia_object_only
  9154. min_distance_group_placement 10
  9155. max_distance_to_other_zones 7
  9156. }
  9157. percent_chance 50
  9158. create_object MARLIN2
  9159. {
  9160. if CAPTAINFINGRAND
  9161. number_of_objects 8
  9162. elseif CAPTAINFINGOOD
  9163. number_of_objects 7
  9164. elseif CAPTAINFINDECENT
  9165. number_of_objects 6
  9166. elseif CAPTAINFINBAD
  9167. number_of_objects 5
  9168. elseif CAPTAINFINOUCH
  9169. number_of_objects 4
  9170. endif
  9171. set_scaling_to_map_size
  9172. set_gaia_object_only
  9173. min_distance_group_placement 10
  9174. max_distance_to_other_zones 7
  9175. }
  9176. end_random
  9177. create_object SHORE_FISH
  9178. {
  9179. number_of_objects 25
  9180. set_scaling_to_map_size
  9181. min_distance_group_placement 5
  9182. set_gaia_object_only
  9183. }
  9184.  
  9185. start_random
  9186. percent_chance 40 #define RELICCOOL
  9187. percent_chance 50 #define RELICFEW
  9188. percent_chance 10 #define RELICNONE
  9189. end_random
  9190. endif
  9191. create_object RELIC
  9192. {
  9193. if RELICCOOL
  9194. number_of_objects 1
  9195. number_of_groups 6
  9196. elseif RELICFEW
  9197. number_of_objects 1
  9198. number_of_groups 4
  9199. elseif RELICNONE
  9200. number_of_objects 1
  9201. number_of_groups 0
  9202. endif
  9203. group_placement_radius 3
  9204. set_tight_grouping
  9205. set_gaia_object_only
  9206. min_distance_to_players 25
  9207. min_distance_group_placement 20
  9208. }
  9209. endif
  9210.  
  9211. if DEATH_MATCH
  9212. else
  9213.  
  9214. /* BAA BAA */
  9215.  
  9216. start_random
  9217. percent_chance 20 #define AMERICANSTYLE
  9218. percent_chance 80 #define EUROPEANSTYLE
  9219. end_random
  9220. start_random
  9221. percent_chance 5 #define FOODHUGE
  9222. percent_chance 5 #define FOODBIG
  9223. percent_chance 15 #define FOODCOOL
  9224. percent_chance 25 #define FOODNORMAL
  9225. percent_chance 20 #define FOODBAD
  9226. percent_chance 20 #define FOODTERRIBLE
  9227. percent_chance 10 #define FOODROTTEN
  9228. percent_chance 0 #define NOFOOD
  9229. end_random
  9230.  
  9231. if AP_NOMAD
  9232. start_random
  9233. percent_chance 100 #define NOFOOD
  9234. end_random
  9235. endif
  9236.  
  9237. if NOFOOD
  9238. else
  9239.  
  9240. if AMERICANSTYLE
  9241. create_object TURKEY
  9242. {
  9243. if FOODHUGE
  9244. number_of_objects 8
  9245. elseif FOODBIG
  9246. number_of_objects 7
  9247. elseif FOODCOOL
  9248. number_of_objects 6
  9249. elseif FOODNORMAL
  9250. number_of_objects 5
  9251. elseif FOODBAD
  9252. number_of_objects 4
  9253. elseif FOODTERRIBLE
  9254. number_of_objects 3
  9255. elseif FOODROTTEN
  9256. number_of_objects 2
  9257. elseif NOFOOD
  9258. endif
  9259. number_of_groups 1
  9260. set_loose_grouping
  9261. set_gaia_object_only
  9262. set_place_for_every_player
  9263. min_distance_to_players 2
  9264. max_distance_to_players 12
  9265. }
  9266. else
  9267. create_object SHEEP
  9268. {
  9269. if FOODHUGE
  9270. number_of_objects 8
  9271. elseif FOODBIG
  9272. number_of_objects 7
  9273. elseif FOODCOOL
  9274. number_of_objects 6
  9275. elseif FOODNORMAL
  9276. number_of_objects 5
  9277. elseif FOODBAD
  9278. number_of_objects 4
  9279. elseif FOODTERRIBLE
  9280. number_of_objects 3
  9281. elseif FOODROTTEN
  9282. number_of_objects 2
  9283. elseif NOFOOD
  9284. endif
  9285. number_of_groups 1
  9286. set_loose_grouping
  9287. set_gaia_object_only
  9288. set_place_for_every_player
  9289. if TEAM_GROUPED
  9290. min_distance_to_players 1
  9291. max_distance_to_players 2
  9292. else
  9293. min_distance_to_players 2
  9294. max_distance_to_players 12
  9295. endif
  9296. }
  9297. endif
  9298. if AMERICANSTYLE
  9299. create_object TURKEY
  9300. {
  9301. if FOODHUGE
  9302. number_of_objects 4
  9303. elseif FOODBIG
  9304. number_of_objects 3
  9305. elseif FOODCOOL
  9306. number_of_objects 2
  9307. elseif FOODNORMAL
  9308. number_of_objects 2
  9309. elseif FOODBAD
  9310. number_of_objects 2
  9311. elseif FOODTERRIBLE
  9312. number_of_objects 2
  9313. elseif FOODROTTEN
  9314. number_of_objects 0
  9315. elseif NOFOOD
  9316. endif
  9317. number_of_groups 1
  9318. set_loose_grouping
  9319. set_gaia_object_only
  9320. set_place_for_every_player
  9321. min_distance_to_players 12
  9322. max_distance_to_players 30
  9323. }
  9324. else
  9325. create_object SHEEP
  9326. {
  9327. if FOODHUGE
  9328. number_of_objects 4
  9329. elseif FOODBIG
  9330. number_of_objects 3
  9331. elseif FOODCOOL
  9332. number_of_objects 2
  9333. elseif FOODNORMAL
  9334. number_of_objects 2
  9335. elseif FOODBAD
  9336. number_of_objects 2
  9337. elseif FOODTERRIBLE
  9338. number_of_objects 2
  9339. elseif FOODROTTEN
  9340. number_of_objects 0
  9341. elseif NOFOOD
  9342. endif
  9343. number_of_groups 1
  9344. set_loose_grouping
  9345. set_gaia_object_only
  9346. set_place_for_every_player
  9347. min_distance_to_players 12
  9348. max_distance_to_players 30
  9349. }
  9350. endif
  9351. endif /* endif Deathmatch */
  9352.  
  9353. if DEATH_MATCH
  9354. else
  9355. start_random
  9356. percent_chance 25 #define JELENBIG
  9357. percent_chance 10 #define JELENROCKS
  9358. percent_chance 10 #define JELENSUCKS
  9359. percent_chance 10 #define JELENULTRA
  9360. percent_chance 10 #define JELENNOTSOBIG
  9361. percent_chance 10 #define JELENCOOL
  9362. percent_chance 9 #define JELENNORMAL
  9363. percent_chance 8 #define JELENBAD
  9364. percent_chance 5 #define JELENTERRIBLE
  9365. percent_chance 3 #define JELENROTTEN
  9366. percent_chance 0 #define NOJELEN
  9367. end_random
  9368.  
  9369. if AP_NOMAD
  9370. start_random
  9371. percent_chance 100 #define NOJELEN
  9372. end_random
  9373. endif
  9374.  
  9375. if NOJELEN
  9376. else
  9377.  
  9378. create_object DEER
  9379. {
  9380. if JELENBIG
  9381. start_random
  9382. percent_chance 10
  9383. number_of_objects 8
  9384. number_of_groups 2
  9385. percent_chance 20
  9386. number_of_objects 7
  9387. number_of_groups 2
  9388. percent_chance 30
  9389. number_of_objects 6
  9390. number_of_groups 2
  9391. percent_chance 40
  9392. number_of_objects 5
  9393. number_of_groups 2
  9394. end_random
  9395. elseif JELENROCKS
  9396. number_of_objects 8
  9397. number_of_groups 1
  9398. elseif JELENSUCKS
  9399. number_of_objects 7
  9400. number_of_groups 1
  9401. elseif JELENULTRA
  9402. number_of_objects 6
  9403. number_of_groups 1
  9404. elseif JELENNOTSOBIG
  9405. number_of_objects 5
  9406. number_of_groups 1
  9407. elseif JELENCOOL
  9408. number_of_objects 4
  9409. number_of_groups 1
  9410. elseif JELENNORMAL
  9411. number_of_objects 3
  9412. number_of_groups 1
  9413. elseif JELENBAD
  9414. number_of_objects 2
  9415. number_of_groups 1
  9416. elseif JELENTERRIBLE
  9417. number_of_objects 1
  9418. number_of_groups 1
  9419. elseif JELENROTTEN
  9420. number_of_objects 0
  9421. number_of_groups 1
  9422. elseif NOJELEN
  9423. endif
  9424. endif
  9425. else
  9426. if JELENBIG
  9427. start_random
  9428. percent_chance 10
  9429. number_of_objects 8
  9430. number_of_groups 2
  9431. percent_chance 20
  9432. number_of_objects 7
  9433. number_of_groups 2
  9434. percent_chance 30
  9435. number_of_objects 6
  9436. number_of_groups 2
  9437. percent_chance 40
  9438. number_of_objects 5
  9439. number_of_groups 2
  9440. end_random
  9441. elseif JELENROCKS
  9442. number_of_objects 8
  9443. number_of_groups 1
  9444. elseif JELENSUCKS
  9445. number_of_objects 7
  9446. number_of_groups 1
  9447. elseif JELENULTRA
  9448. number_of_objects 6
  9449. number_of_groups 1
  9450. elseif JELENNOTSOBIG
  9451. number_of_objects 5
  9452. number_of_groups 1
  9453. elseif JELENCOOL
  9454. number_of_objects 4
  9455. number_of_groups 1
  9456. elseif JELENNORMAL
  9457. number_of_objects 3
  9458. number_of_groups 1
  9459. elseif JELENBAD
  9460. number_of_objects 2
  9461. number_of_groups 1
  9462. elseif JELENTERRIBLE
  9463. number_of_objects 1
  9464. number_of_groups 1
  9465. elseif JELENROTTEN
  9466. number_of_objects 0
  9467. number_of_groups 1
  9468. elseif NOJELEN
  9469. endif
  9470. endif
  9471. set_loose_grouping
  9472. set_gaia_object_only
  9473. set_place_for_every_player
  9474. min_distance_to_players 10
  9475. max_distance_to_players 22
  9476.  
  9477. }
  9478. endif /* endif DM */
  9479.  
  9480. if DEATH_MATCH
  9481. elseif AP_NOMAD
  9482. start_random
  9483. percent_chance 100 #define NOPIGS
  9484. end_random
  9485. else
  9486. if JELENBIG
  9487. start_random
  9488. percent_chance 40 #define PIGNORMAL
  9489. percent_chance 30 #define PIGBAD
  9490. percent_chance 20 #define PIGTERRIBLE
  9491. percent_chance 10 #define PIGROTTEN
  9492. end_random
  9493. else
  9494. start_random
  9495. percent_chance 5 #define PIGBIG
  9496. percent_chance 15 #define PIGNOTSOBIG
  9497. percent_chance 15 #define PIGCOOL
  9498. percent_chance 25 #define PIGNORMAL
  9499. percent_chance 15 #define PIGBAD
  9500. percent_chance 15 #define PIGTERRIBLE
  9501. percent_chance 10 #define PIGROTTEN
  9502. end_random
  9503. endif
  9504. endif
  9505. if JELENBIG
  9506. start_random
  9507. percent_chance 40 #define PIGNORMAL
  9508. percent_chance 30 #define PIGBAD
  9509. percent_chance 20 #define PIGTERRIBLE
  9510. percent_chance 10 #define PIGROTTEN
  9511. end_random
  9512. else
  9513. start_random
  9514. percent_chance 5 #define PIGBIG
  9515. percent_chance 15 #define PIGNOTSOBIG
  9516. percent_chance 15 #define PIGCOOL
  9517. percent_chance 25 #define PIGNORMAL
  9518. percent_chance 15 #define PIGBAD
  9519. percent_chance 15 #define PIGTERRIBLE
  9520. percent_chance 10 #define PIGROTTEN
  9521. end_random
  9522. endif
  9523. endif
  9524.  
  9525. if NOPIGS
  9526. else
  9527.  
  9528. create_object BOAR
  9529. {
  9530. if PIGBIG
  9531. number_of_objects 4
  9532. number_of_groups 1
  9533. elseif PIGNOTSOBIG
  9534. number_of_objects 3
  9535. number_of_groups 1
  9536. elseif PIGCOOL
  9537. number_of_objects 2
  9538. number_of_groups 1
  9539. elseif PIGNORMAL
  9540. number_of_objects 2
  9541. number_of_groups 1
  9542. elseif PIGBAD
  9543. number_of_objects 1
  9544. number_of_groups 1
  9545. elseif PIGTERRIBLE
  9546. number_of_objects 1
  9547. number_of_groups 1
  9548. elseif PIGROTTEN
  9549. number_of_objects 0
  9550. number_of_groups 0
  9551. elseif NOPIGS
  9552. endif
  9553. set_loose_grouping
  9554. set_gaia_object_only
  9555. set_place_for_every_player
  9556. min_distance_to_players 12
  9557. max_distance_to_players 22
  9558. endif
  9559. }
  9560. endif /* endif DM */
  9561.  
  9562. if DEATH_MATCH
  9563. start_random
  9564. percent_chance 100 #define APPLESROTTEN
  9565. end_random
  9566. elseif AP_NOMAD
  9567. start_random
  9568. percent_chance 100 #define NOAPPLES
  9569. end_random
  9570. else
  9571. start_random
  9572. percent_chance 2 #define APPLESHUGE
  9573. percent_chance 4 #define APPLESBIG
  9574. percent_chance 10 #define APPLESCOOL
  9575. percent_chance 34 #define APPLESNORMAL
  9576. percent_chance 25 #define APPLESBAD
  9577. percent_chance 15 #define APPLESTERRIBLE
  9578. percent_chance 10 #define APPLESROTTEN
  9579. end_random
  9580. endif
  9581. else
  9582. start_random
  9583. percent_chance 2 #define APPLESHUGE
  9584. percent_chance 4 #define APPLESBIG
  9585. percent_chance 10 #define APPLESCOOL
  9586. percent_chance 34 #define APPLESNORMAL
  9587. percent_chance 25 #define APPLESBAD
  9588. percent_chance 15 #define APPLESTERRIBLE
  9589. percent_chance 10 #define APPLESROTTEN
  9590. end_random
  9591. endif
  9592. endif /* endif DEATHMATCH */
  9593.  
  9594. if NOAPPLES
  9595. else
  9596.  
  9597. /* NEAR FORAGE */
  9598.  
  9599. create_object FORAGE
  9600. {
  9601. if APPLESHUGE
  9602. number_of_objects 10
  9603. number_of_groups 1
  9604. elseif APPLESBIG
  9605. number_of_objects 6
  9606. number_of_groups 1
  9607. elseif APPLESCOOL
  9608. number_of_objects 8
  9609. number_of_groups 1
  9610. elseif APPLESNORMAL
  9611. number_of_objects 7
  9612. number_of_groups 1
  9613. elseif APPLESBAD
  9614. number_of_objects 4
  9615. number_of_groups 1
  9616. elseif APPLESTERRIBLE
  9617. number_of_objects 2
  9618. number_of_groups 1
  9619. elseif APPLESROTTEN
  9620. number_of_objects 0
  9621. number_of_groups 0
  9622. elseif NOAPPLES
  9623. endif
  9624. group_placement_radius 3
  9625. set_tight_grouping
  9626. set_gaia_object_only
  9627. set_place_for_every_player
  9628. min_distance_to_players 8
  9629. max_distance_to_players 18
  9630. min_distance_group_placement 6
  9631. }
  9632.  
  9633. if DEATH_MATCH
  9634. start_random
  9635. percent_chance 100 #define GOLDNOTSOGOOD
  9636. end_random
  9637. else
  9638. start_random
  9639. percent_chance 4 #define GOLDLIKESHIT
  9640. percent_chance 9 #define GOLDLIKECRAP
  9641. percent_chance 12 #define GOLDALOT
  9642. percent_chance 13 #define GOLDENOUGH
  9643. percent_chance 18 #define GOLDGOOD
  9644. percent_chance 18 #define GOLDNOTSOGOOD
  9645. percent_chance 12 #define GOLDTOOLITTLE
  9646. percent_chance 10 #define GOLDALMOSTGONE
  9647. percent_chance 4 #define RANOUTOFGOLDDAMMIT
  9648. percent_chance 0 #define NOGOLD
  9649. end_random
  9650. endif
  9651.  
  9652. if AP_PACK1
  9653. if BOARDS_OF_CANADA_AP
  9654. start_random
  9655. percent_chance 100 #define NOGOLD
  9656. end_random
  9657.  
  9658. create_object GOLD
  9659. {
  9660. number_of_objects 3
  9661. number_of_groups 1
  9662. group_placement_radius 3
  9663. set_tight_grouping
  9664. set_gaia_object_only
  9665. set_place_for_every_player
  9666. min_distance_to_players 12
  9667. max_distance_to_players 16
  9668. min_distance_group_placement 5
  9669. max_distance_to_other_zones 7
  9670. }
  9671.  
  9672. create_object GOLD
  9673. {
  9674. number_of_objects 10
  9675. number_of_groups 14
  9676. group_placement_radius 3
  9677. set_tight_grouping
  9678. set_gaia_object_only
  9679. min_distance_group_placement 7
  9680. terrain_to_place_on DIRT3
  9681.  
  9682. }
  9683.  
  9684. create_object GOLD
  9685. {
  9686. number_of_objects 10
  9687. number_of_groups 14
  9688. group_placement_radius 3
  9689. set_tight_grouping
  9690. set_gaia_object_only
  9691. min_distance_group_placement 7
  9692. terrain_to_place_on SNOW
  9693. }
  9694.  
  9695. create_object GOLD
  9696. {
  9697. number_of_objects 10
  9698. number_of_groups 14
  9699. group_placement_radius 3
  9700. set_tight_grouping
  9701. set_gaia_object_only
  9702. min_distance_group_placement 7
  9703. terrain_to_place_on DESERT
  9704. }
  9705.  
  9706. create_object GOLD
  9707. {
  9708. number_of_objects 5
  9709. number_of_groups 1
  9710. group_placement_radius 3
  9711. set_tight_grouping
  9712. set_gaia_object_only
  9713. set_place_for_every_player
  9714. min_distance_to_players 18
  9715. max_distance_to_players 24
  9716. min_distance_group_placement 5
  9717. max_distance_to_other_zones 7
  9718. }
  9719.  
  9720. /* NEAR STONE */
  9721. create_object STONE
  9722. {
  9723. number_of_objects 5
  9724. group_placement_radius 2
  9725. set_tight_grouping
  9726. set_gaia_object_only
  9727. set_place_for_every_player
  9728. min_distance_to_players 14
  9729. max_distance_to_players 18
  9730. min_distance_group_placement 7
  9731. max_distance_to_other_zones 7
  9732. }
  9733.  
  9734. /* FAR STONE */
  9735. create_object STONE
  9736. {
  9737. number_of_objects 4
  9738. number_of_groups 2
  9739. group_placement_radius 2
  9740. set_tight_grouping
  9741. set_gaia_object_only
  9742. set_place_for_every_player
  9743. min_distance_to_players 20
  9744. max_distance_to_players 26
  9745. min_distance_group_placement 7
  9746. max_distance_to_other_zones 7
  9747. }
  9748.  
  9749. endif
  9750. endif
  9751.  
  9752. if AP_PACK2
  9753. if SEIZE_THE_HUMP_AP
  9754. start_random
  9755. percent_chance 100 #define NOGOLD
  9756. end_random
  9757.  
  9758. create_object GOLD
  9759. {
  9760. number_of_objects 5
  9761. number_of_groups 100
  9762. group_placement_radius 3
  9763. set_tight_grouping
  9764. set_gaia_object_only
  9765. temp_min_distance_group_placement 18
  9766. max_distance_to_other_zones 4
  9767. terrain_to_place_on DIRT3
  9768. }
  9769.  
  9770. create_object STONE
  9771. {
  9772. number_of_objects 3
  9773. number_of_groups 100
  9774. group_placement_radius 3
  9775. set_tight_grouping
  9776. set_gaia_object_only
  9777. temp_min_distance_group_placement 20
  9778. max_distance_to_other_zones 4
  9779. terrain_to_place_on DIRT3
  9780. }
  9781. endif
  9782. endif
  9783.  
  9784. if AP_PACK2
  9785. if MICROPHONE_AP
  9786. start_random
  9787. percent_chance 100 #define NOGOLD
  9788. end_random
  9789. endif
  9790. endif
  9791.  
  9792. if AP_NOMAD
  9793. start_random
  9794. percent_chance 100 #define NOGOLD
  9795. end_random
  9796. endif
  9797.  
  9798. if NOGOLD
  9799. else
  9800.  
  9801. /* NEAR GOLD */
  9802.  
  9803. create_object GOLD
  9804. {
  9805. if GOLDLIKESHIT
  9806. number_of_groups 2
  9807. number_of_objects 10
  9808. elseif GOLDLIKECRAP
  9809. number_of_groups 2
  9810. number_of_objects 9
  9811. elseif GOLDALOT
  9812. number_of_groups 2
  9813. number_of_objects 8
  9814. elseif GOLDENOUGH
  9815. number_of_groups 2
  9816. number_of_objects 7
  9817. elseif GOLDGOOD
  9818. number_of_groups 2
  9819. number_of_objects 7
  9820. elseif GOLDNOTSOGOOD
  9821. number_of_groups 2
  9822. number_of_objects 6
  9823. elseif GOLDTOOLITTLE
  9824. number_of_groups 1
  9825. number_of_objects 5
  9826. elseif GOLDALMOSTGONE
  9827. number_of_groups 1
  9828. number_of_objects 3
  9829. elseif RANOUTOFGOLDDAMMIT
  9830. number_of_groups 1
  9831. number_of_objects 2
  9832. elseif NOGOLD
  9833. endif
  9834. group_placement_radius 3
  9835. set_tight_grouping
  9836. set_gaia_object_only
  9837. set_place_for_every_player
  9838. min_distance_to_players 12
  9839. max_distance_to_players 18
  9840. min_distance_group_placement 4
  9841. max_distance_to_other_zones 7
  9842. }
  9843.  
  9844. /* FAR GOLD */
  9845.  
  9846. create_object GOLD
  9847. {
  9848. if GOLDLIKESHIT
  9849. if TINY_MAP
  9850. number_of_groups 5
  9851. number_of_objects 10
  9852. elseif SMALL_MAP
  9853. number_of_groups 6
  9854. number_of_objects 11
  9855. elseif MEDIUM_MAP
  9856. number_of_groups 7
  9857. number_of_objects 12
  9858. elseif LARGE_MAP
  9859. number_of_groups 10
  9860. number_of_objects 12
  9861. elseif HUGE_MAP
  9862. number_of_groups 12
  9863. number_of_objects 12
  9864. else
  9865. number_of_groups 12
  9866. number_of_objects 12
  9867. endif
  9868. elseif GOLDLIKECRAP
  9869. if TINY_MAP
  9870. number_of_groups 4
  9871. number_of_objects 9
  9872. elseif SMALL_MAP
  9873. number_of_groups 5
  9874. number_of_objects 10
  9875. elseif MEDIUM_MAP
  9876. number_of_groups 7
  9877. number_of_objects 10
  9878. elseif LARGE_MAP
  9879. number_of_groups 9
  9880. number_of_objects 11
  9881. elseif HUGE_MAP
  9882. number_of_groups 11
  9883. number_of_objects 11
  9884. else
  9885. number_of_groups 12
  9886. number_of_objects 11
  9887. endif
  9888. elseif GOLDALOT
  9889. if TINY_MAP
  9890. number_of_groups 4
  9891. number_of_objects 8
  9892. elseif SMALL_MAP
  9893. number_of_groups 5
  9894. number_of_objects 7
  9895. elseif MEDIUM_MAP
  9896. number_of_groups 6
  9897. number_of_objects 8
  9898. elseif LARGE_MAP
  9899. number_of_groups 8
  9900. number_of_objects 9
  9901. elseif HUGE_MAP
  9902. number_of_groups 10
  9903. number_of_objects 9
  9904. else
  9905. number_of_groups 11
  9906. number_of_objects 9
  9907. endif
  9908. elseif GOLDENOUGH
  9909. if TINY_MAP
  9910. number_of_groups 4
  9911. number_of_objects 6
  9912. elseif SMALL_MAP
  9913. number_of_groups 5
  9914. number_of_objects 6
  9915. elseif MEDIUM_MAP
  9916. number_of_groups 6
  9917. number_of_objects 6
  9918. elseif LARGE_MAP
  9919. number_of_groups 8
  9920. number_of_objects 7
  9921. elseif HUGE_MAP
  9922. number_of_groups 10
  9923. number_of_objects 7
  9924. else
  9925. number_of_groups 11
  9926. number_of_objects 7
  9927. endif
  9928. elseif GOLDGOOD
  9929. if TINY_MAP
  9930. number_of_groups 3
  9931. number_of_objects 5
  9932. elseif SMALL_MAP
  9933. number_of_groups 4
  9934. number_of_objects 5
  9935. elseif MEDIUM_MAP
  9936. number_of_groups 6
  9937. number_of_objects 5
  9938. elseif LARGE_MAP
  9939. number_of_groups 8
  9940. number_of_objects 5
  9941. elseif HUGE_MAP
  9942. number_of_groups 10
  9943. number_of_objects 5
  9944. else
  9945. number_of_groups 11
  9946. number_of_objects 5
  9947. endif
  9948. elseif GOLDNOTSOGOOD
  9949. if TINY_MAP
  9950. number_of_groups 3
  9951. number_of_objects 4
  9952. elseif SMALL_MAP
  9953. number_of_groups 4
  9954. number_of_objects 4
  9955. elseif MEDIUM_MAP
  9956. number_of_groups 5
  9957. number_of_objects 5
  9958. elseif LARGE_MAP
  9959. number_of_groups 7
  9960. number_of_objects 5
  9961. elseif HUGE_MAP
  9962. number_of_groups 9
  9963. number_of_objects 5
  9964. else
  9965. number_of_groups 10
  9966. number_of_objects 5
  9967. endif
  9968. elseif GOLDTOOLITTLE
  9969. if TINY_MAP
  9970. number_of_groups 2
  9971. number_of_objects 4
  9972. elseif SMALL_MAP
  9973. number_of_groups 3
  9974. number_of_objects 4
  9975. elseif MEDIUM_MAP
  9976. number_of_groups 3
  9977. number_of_objects 5
  9978. elseif LARGE_MAP
  9979. number_of_groups 5
  9980. number_of_objects 5
  9981. elseif HUGE_MAP
  9982. number_of_groups 7
  9983. number_of_objects 5
  9984. else
  9985. number_of_groups 8
  9986. number_of_objects 5
  9987. endif
  9988. elseif GOLDALMOSTGONE
  9989. if TINY_MAP
  9990. number_of_groups 2
  9991. number_of_objects 3
  9992. elseif SMALL_MAP
  9993. number_of_groups 2
  9994. number_of_objects 3
  9995. elseif MEDIUM_MAP
  9996. number_of_groups 3
  9997. number_of_objects 3
  9998. elseif LARGE_MAP
  9999. number_of_groups 4
  10000. number_of_objects 4
  10001. elseif HUGE_MAP
  10002. number_of_groups 6
  10003. number_of_objects 4
  10004. else
  10005. number_of_groups 7
  10006. number_of_objects 4
  10007. endif
  10008. elseif RANOUTOFGOLDDAMMIT
  10009. if TINY_MAP
  10010. number_of_groups 2
  10011. number_of_objects 2
  10012. elseif SMALL_MAP
  10013. number_of_groups 2
  10014. number_of_objects 2
  10015. elseif MEDIUM_MAP
  10016. number_of_groups 2
  10017. number_of_objects 2
  10018. elseif LARGE_MAP
  10019. number_of_groups 3
  10020. number_of_objects 2
  10021. elseif HUGE_MAP
  10022. number_of_groups 5
  10023. number_of_objects 2
  10024. else
  10025. number_of_groups 6
  10026. number_of_objects 2
  10027. endif
  10028. endif
  10029. group_placement_radius 2
  10030. set_tight_grouping
  10031. set_gaia_object_only
  10032. if AP_PACK1
  10033. if RAFT_AP
  10034. min_distance_group_placement 30
  10035. terrain_to_place_on GRASS3 /* Places the gold on the right and left islands. */
  10036. elseif BOARDS_OF_CANADA_AP
  10037. min_distance_to_players 10
  10038. min_distance_group_placement 7
  10039. elseif CARIBBEAN_AP
  10040. min_distance_group_placement 20
  10041. terrain_to_place_on GRASS
  10042. elseif FROSTY_ISLANDS_AP
  10043. min_distance_group_placement 20
  10044. terrain_to_place_on GRASS_SNOW
  10045. else
  10046. min_distance_to_players 30
  10047. min_distance_group_placement 20
  10048. max_distance_to_other_zones 7
  10049. endif
  10050. endif
  10051. }
  10052.  
  10053. if DEATH_MATCH
  10054. start_random
  10055. percent_chance 100 #define STONENOTSOGOOD
  10056. end_random
  10057. else
  10058. start_random
  10059. percent_chance 4 #define STONELIKESHIT
  10060. percent_chance 10 #define STONELIKECRAP
  10061. percent_chance 12 #define STONEALOT
  10062. percent_chance 13 #define STONEENOUGH
  10063. percent_chance 18 #define STONEGOOD
  10064. percent_chance 17 #define STONENOTSOGOOD
  10065. percent_chance 12 #define STONETOOLITTLE
  10066. percent_chance 10 #define STONEALMOSTGONE
  10067. percent_chance 4 #define RANOUTOFSTONEDAMMIT
  10068. percent_chance 0 #define NOSTONE
  10069. end_random
  10070. endif
  10071.  
  10072. if AP_PACK2
  10073. if SEIZE_THE_HUMP_AP
  10074. start_random
  10075. percent_chance 100 #define NOSTONE
  10076. end_random
  10077. endif
  10078. endif
  10079.  
  10080. if AP_PACK2
  10081. if MICROPHONE_AP
  10082. start_random
  10083. percent_chance 100 #define NOSTONE
  10084. end_random
  10085. endif
  10086. endif
  10087.  
  10088. if AP_NOMAD
  10089. start_random
  10090. percent_chance 100 #define NOSTONE
  10091. end_random
  10092. endif
  10093.  
  10094. if NOSTONE
  10095. else
  10096.  
  10097. /* NEAR STONE */
  10098.  
  10099. create_object STONE
  10100. {
  10101. if STONELIKESHIT
  10102. number_of_groups 2
  10103. number_of_objects 10
  10104. elseif STONELIKECRAP
  10105. number_of_groups 2
  10106. number_of_objects 9
  10107. elseif STONEALOT
  10108. number_of_groups 2
  10109. number_of_objects 8
  10110. elseif STONEENOUGH
  10111. number_of_groups 2
  10112. number_of_objects 6
  10113. elseif STONEGOOD
  10114. number_of_groups 2
  10115. number_of_objects 5
  10116. elseif STONENOTSOGOOD
  10117. number_of_groups 2
  10118. number_of_objects 4
  10119. elseif STONETOOLITTLE
  10120. number_of_groups 1
  10121. number_of_objects 5
  10122. elseif STONEALMOSTGONE
  10123. number_of_groups 1
  10124. number_of_objects 3
  10125. elseif RANOUTOFSTONEDAMMIT
  10126. number_of_groups 1
  10127. number_of_objects 2
  10128. elseif NOSTONE
  10129. endif
  10130. group_placement_radius 3
  10131. set_tight_grouping
  10132. set_gaia_object_only
  10133. set_place_for_every_player
  10134. min_distance_to_players 12
  10135. max_distance_to_players 18
  10136. min_distance_group_placement 4
  10137. max_distance_to_other_zones 7
  10138. }
  10139.  
  10140. /* FAR STONE */
  10141.  
  10142. create_object STONE
  10143. {
  10144.  
  10145. if STONELIKESHIT
  10146. if TINY_MAP
  10147. number_of_groups 4
  10148. number_of_objects 10
  10149. elseif SMALL_MAP
  10150. number_of_groups 4
  10151. number_of_objects 11
  10152. elseif MEDIUM_MAP
  10153. number_of_groups 5
  10154. number_of_objects 12
  10155. elseif LARGE_MAP
  10156. number_of_groups 7
  10157. number_of_objects 12
  10158. elseif HUGE_MAP
  10159. number_of_groups 9
  10160. number_of_objects 12
  10161. else
  10162. number_of_groups 10
  10163. number_of_objects 12
  10164. endif
  10165. elseif STONELIKECRAP
  10166. if TINY_MAP
  10167. number_of_groups 4
  10168. number_of_objects 9
  10169. elseif SMALL_MAP
  10170. number_of_groups 4
  10171. number_of_objects 10
  10172. elseif MEDIUM_MAP
  10173. number_of_groups 4
  10174. number_of_objects 10
  10175. elseif LARGE_MAP
  10176. number_of_groups 6
  10177. number_of_objects 11
  10178. elseif HUGE_MAP
  10179. number_of_groups 8
  10180. number_of_objects 11
  10181. else
  10182. number_of_groups 9
  10183. number_of_objects 11
  10184. endif
  10185. elseif STONEALOT
  10186. if TINY_MAP
  10187. number_of_groups 3
  10188. number_of_objects 8
  10189. elseif SMALL_MAP
  10190. number_of_groups 4
  10191. number_of_objects 7
  10192. elseif MEDIUM_MAP
  10193. number_of_groups 5
  10194. number_of_objects 8
  10195. elseif LARGE_MAP
  10196. number_of_groups 6
  10197. number_of_objects 9
  10198. elseif HUGE_MAP
  10199. number_of_groups 8
  10200. number_of_objects 9
  10201. else
  10202. number_of_groups 9
  10203. number_of_objects 9
  10204. endif
  10205. elseif STONEENOUGH
  10206. if TINY_MAP
  10207. number_of_groups 3
  10208. number_of_objects 6
  10209. elseif SMALL_MAP
  10210. number_of_groups 3
  10211. number_of_objects 6
  10212. elseif MEDIUM_MAP
  10213. number_of_groups 4
  10214. number_of_objects 6
  10215. elseif LARGE_MAP
  10216. number_of_groups 5
  10217. number_of_objects 7
  10218. elseif HUGE_MAP
  10219. number_of_groups 7
  10220. number_of_objects 7
  10221. else
  10222. number_of_groups 8
  10223. number_of_objects 7
  10224. endif
  10225. elseif STONEGOOD
  10226. if TINY_MAP
  10227. number_of_groups 3
  10228. number_of_objects 5
  10229. elseif SMALL_MAP
  10230. number_of_groups 3
  10231. number_of_objects 5
  10232. elseif MEDIUM_MAP
  10233. number_of_groups 4
  10234. number_of_objects 5
  10235. elseif LARGE_MAP
  10236. number_of_groups 5
  10237. number_of_objects 5
  10238. elseif HUGE_MAP
  10239. number_of_groups 7
  10240. number_of_objects 5
  10241. else
  10242. number_of_groups 8
  10243. number_of_objects 5
  10244. endif
  10245. elseif STONENOTSOGOOD
  10246. if TINY_MAP
  10247. number_of_groups 2
  10248. number_of_objects 4
  10249. elseif SMALL_MAP
  10250. number_of_groups 2
  10251. number_of_objects 4
  10252. elseif MEDIUM_MAP
  10253. number_of_groups 3
  10254. number_of_objects 5
  10255. elseif LARGE_MAP
  10256. number_of_groups 4
  10257. number_of_objects 5
  10258. elseif HUGE_MAP
  10259. number_of_groups 6
  10260. number_of_objects 5
  10261. else
  10262. number_of_groups 7
  10263. number_of_objects 5
  10264. endif
  10265. elseif STONETOOLITTLE
  10266. if TINY_MAP
  10267. number_of_groups 2
  10268. number_of_objects 4
  10269. elseif SMALL_MAP
  10270. number_of_groups 2
  10271. number_of_objects 4
  10272. elseif MEDIUM_MAP
  10273. number_of_groups 3
  10274. number_of_objects 5
  10275. elseif LARGE_MAP
  10276. number_of_groups 4
  10277. number_of_objects 5
  10278. elseif HUGE_MAP
  10279. number_of_groups 6
  10280. number_of_objects 5
  10281. else
  10282. number_of_groups 7
  10283. number_of_objects 5
  10284. endif
  10285. elseif STONEALMOSTGONE
  10286. if TINY_MAP
  10287. number_of_groups 2
  10288. number_of_objects 3
  10289. elseif SMALL_MAP
  10290. number_of_groups 2
  10291. number_of_objects 3
  10292. elseif MEDIUM_MAP
  10293. number_of_groups 3
  10294. number_of_objects 3
  10295. elseif LARGE_MAP
  10296. number_of_groups 3
  10297. number_of_objects 4
  10298. elseif HUGE_MAP
  10299. number_of_groups 6
  10300. number_of_objects 4
  10301. else
  10302. number_of_groups 7
  10303. number_of_objects 4
  10304. endif
  10305. elseif RANOUTOFSTONEDAMMIT
  10306. if TINY_MAP
  10307. number_of_groups 2
  10308. number_of_objects 2
  10309. elseif SMALL_MAP
  10310. number_of_groups 2
  10311. number_of_objects 2
  10312. elseif MEDIUM_MAP
  10313. number_of_groups 2
  10314. number_of_objects 2
  10315. elseif LARGE_MAP
  10316. number_of_groups 3
  10317. number_of_objects 2
  10318. elseif HUGE_MAP
  10319. number_of_groups 5
  10320. number_of_objects 2
  10321. else
  10322. number_of_groups 6
  10323. number_of_objects 2
  10324. endif
  10325. endif
  10326. group_placement_radius 2
  10327. set_tight_grouping
  10328. set_gaia_object_only
  10329. if RAFT_AP
  10330. min_distance_group_placement 30
  10331. min_distance_to_players 10
  10332. terrain_to_place_on GRASS3
  10333. elseif FLOOD_AP
  10334. start_random
  10335. percent_chance 50
  10336. min_distance_group_placement 30
  10337. terrain_to_place_on GRASS2
  10338. percent_chance 50
  10339. end_random
  10340. else
  10341. min_distance_to_players 30
  10342. min_distance_group_placement 20
  10343. max_distance_to_other_zones 7
  10344. endif
  10345. }
  10346.  
  10347. if RELIC_PONDS_AP
  10348. start_random
  10349. percent_chance 60 #define RELICLIKESHIT
  10350. percent_chance 40 #define RELICCOOL
  10351. end_random
  10352. elseif DEVASTATION_AP
  10353. start_random
  10354. percent_chance 40 #define RELICFEW
  10355. percent_chance 60 #define RELICNONE
  10356. end_random
  10357. else
  10358. start_random
  10359. percent_chance 10 #define RELICLIKESHIT
  10360. percent_chance 20 #define RELICCOOL
  10361. percent_chance 40 #define RELICFEW
  10362. percent_chance 30 #define RELICNONE
  10363. end_random
  10364. endif
  10365. create_object RELIC
  10366. {
  10367. if RELICLIKESHIT
  10368. number_of_objects 1
  10369. number_of_groups 25
  10370. elseif RELICCOOL
  10371. number_of_objects 1
  10372. number_of_groups 10
  10373. elseif RELICFEW
  10374. number_of_objects 1
  10375. number_of_groups 5
  10376. elseif RELICNONE
  10377. number_of_objects 1
  10378. number_of_groups 0
  10379. endif
  10380. group_placement_radius 3
  10381. set_tight_grouping
  10382. set_gaia_object_only
  10383. min_distance_to_players 25
  10384. min_distance_group_placement 20
  10385. if RELIC_PONDS_AP
  10386. terrain_to_place_on SHALLOW
  10387. endif
  10388. }
  10389.  
  10390. /* FISH by Captain Fin */
  10391.  
  10392. start_random
  10393. percent_chance 20 #define CAPTAINFINGRAND
  10394. percent_chance 20 #define CAPTAINFINGOOD
  10395. percent_chance 20 #define CAPTAINFINDECENT
  10396. percent_chance 20 #define CAPTAINFINBAD
  10397. percent_chance 20 #define CAPTAINFINOUCH
  10398. end_random
  10399. create_object DORADO
  10400. {
  10401. if CAPTAINFINGRAND
  10402. number_of_objects 22
  10403. elseif CAPTAINFINGOOD
  10404. number_of_objects 19
  10405. elseif CAPTAINFINDECENT
  10406. number_of_objects 16
  10407. elseif CAPTAINFINBAD
  10408. number_of_objects 13
  10409. elseif CAPTAINFINOUCH
  10410. number_of_objects 10
  10411. endif
  10412. set_scaling_to_map_size
  10413. set_gaia_object_only
  10414. max_distance_to_other_zones 5
  10415. min_distance_group_placement 4
  10416. }
  10417. create_object TUNA
  10418. {
  10419. if CAPTAINFINGRAND
  10420. number_of_objects 22
  10421. elseif CAPTAINFINGOOD
  10422. number_of_objects 19
  10423. elseif CAPTAINFINDECENT
  10424. number_of_objects 16
  10425. elseif CAPTAINFINBAD
  10426. number_of_objects 13
  10427. elseif CAPTAINFINOUCH
  10428. number_of_objects 10
  10429. endif
  10430. set_scaling_to_map_size
  10431. set_gaia_object_only
  10432. max_distance_to_other_zones 4
  10433. min_distance_group_placement 4
  10434. }
  10435. create_object SNAPPER
  10436. {
  10437. if CAPTAINFINGRAND
  10438. number_of_objects 22
  10439. elseif CAPTAINFINGOOD
  10440. number_of_objects 19
  10441. elseif CAPTAINFINDECENT
  10442. number_of_objects 16
  10443. elseif CAPTAINFINBAD
  10444. number_of_objects 13
  10445. elseif CAPTAINFINOUCH
  10446. number_of_objects 10
  10447. endif
  10448. set_scaling_to_map_size
  10449. set_gaia_object_only
  10450. max_distance_to_other_zones 5
  10451. min_distance_group_placement 4
  10452. }
  10453.  
  10454. start_random
  10455. percent_chance 50
  10456. create_object MARLIN1
  10457. {
  10458. if CAPTAINFINGRAND
  10459. number_of_objects 8
  10460. elseif CAPTAINFINGOOD
  10461. number_of_objects 7
  10462. elseif CAPTAINFINDECENT
  10463. number_of_objects 6
  10464. elseif CAPTAINFINBAD
  10465. number_of_objects 5
  10466. elseif CAPTAINFINOUCH
  10467. number_of_objects 4
  10468. endif
  10469. set_scaling_to_map_size
  10470. set_gaia_object_only
  10471. min_distance_group_placement 10
  10472. max_distance_to_other_zones 7
  10473. }
  10474. percent_chance 50
  10475. create_object MARLIN2
  10476. {
  10477. if CAPTAINFINGRAND
  10478. number_of_objects 8
  10479. elseif CAPTAINFINGOOD
  10480. number_of_objects 7
  10481. elseif CAPTAINFINDECENT
  10482. number_of_objects 6
  10483. elseif CAPTAINFINBAD
  10484. number_of_objects 5
  10485. elseif CAPTAINFINOUCH
  10486. number_of_objects 4
  10487. endif
  10488. set_scaling_to_map_size
  10489. set_gaia_object_only
  10490. min_distance_group_placement 10
  10491. max_distance_to_other_zones 7
  10492. }
  10493. end_random
  10494. create_object SHORE_FISH
  10495. {
  10496. number_of_objects 25
  10497. set_scaling_to_map_size
  10498. min_distance_group_placement 5
  10499. set_gaia_object_only
  10500. }
  10501.  
  10502. /* Captain Fin end */
  10503. endif
  10504.  
  10505.  
  10506. start_random
  10507. percent_chance 20 #define CAPTAINFINGRAND
  10508. percent_chance 20 #define CAPTAINFINGOOD
  10509. percent_chance 20 #define CAPTAINFINDECENT
  10510. percent_chance 20 #define CAPTAINFINBAD
  10511. percent_chance 20 #define CAPTAINFINOUCH
  10512. end_random
  10513. create_object DORADO
  10514. {
  10515. if CAPTAINFINGRAND
  10516. number_of_objects 22
  10517. elseif CAPTAINFINGOOD
  10518. number_of_objects 19
  10519. elseif CAPTAINFINDECENT
  10520. number_of_objects 16
  10521. elseif CAPTAINFINBAD
  10522. number_of_objects 13
  10523. elseif CAPTAINFINOUCH
  10524. number_of_objects 10
  10525. endif
  10526. set_scaling_to_map_size
  10527. set_gaia_object_only
  10528. max_distance_to_other_zones 5
  10529. min_distance_group_placement 4
  10530. }
  10531. create_object TUNA
  10532. {
  10533. if CAPTAINFINGRAND
  10534. number_of_objects 22
  10535. elseif CAPTAINFINGOOD
  10536. number_of_objects 19
  10537. elseif CAPTAINFINDECENT
  10538. number_of_objects 16
  10539. elseif CAPTAINFINBAD
  10540. number_of_objects 13
  10541. elseif CAPTAINFINOUCH
  10542. number_of_objects 10
  10543. endif
  10544. set_scaling_to_map_size
  10545. set_gaia_object_only
  10546. max_distance_to_other_zones 4
  10547. min_distance_group_placement 4
  10548. }
  10549. create_object SNAPPER
  10550. {
  10551. if CAPTAINFINGRAND
  10552. number_of_objects 22
  10553. elseif CAPTAINFINGOOD
  10554. number_of_objects 19
  10555. elseif CAPTAINFINDECENT
  10556. number_of_objects 16
  10557. elseif CAPTAINFINBAD
  10558. number_of_objects 13
  10559. elseif CAPTAINFINOUCH
  10560. number_of_objects 10
  10561. endif
  10562. set_scaling_to_map_size
  10563. set_gaia_object_only
  10564. max_distance_to_other_zones 5
  10565. min_distance_group_placement 4
  10566. }
  10567.  
  10568. start_random
  10569. percent_chance 50
  10570. create_object MARLIN1
  10571. {
  10572. if CAPTAINFINGRAND
  10573. number_of_objects 8
  10574. elseif CAPTAINFINGOOD
  10575. number_of_objects 7
  10576. elseif CAPTAINFINDECENT
  10577. number_of_objects 6
  10578. elseif CAPTAINFINBAD
  10579. number_of_objects 5
  10580. elseif CAPTAINFINOUCH
  10581. number_of_objects 4
  10582. endif
  10583. set_scaling_to_map_size
  10584. set_gaia_object_only
  10585. min_distance_group_placement 10
  10586. max_distance_to_other_zones 7
  10587. }
  10588. percent_chance 50
  10589. create_object MARLIN2
  10590. {
  10591. if CAPTAINFINGRAND
  10592. number_of_objects 8
  10593. elseif CAPTAINFINGOOD
  10594. number_of_objects 7
  10595. elseif CAPTAINFINDECENT
  10596. number_of_objects 6
  10597. elseif CAPTAINFINBAD
  10598. number_of_objects 5
  10599. elseif CAPTAINFINOUCH
  10600. number_of_objects 4
  10601. endif
  10602. set_scaling_to_map_size
  10603. set_gaia_object_only
  10604. min_distance_group_placement 10
  10605. max_distance_to_other_zones 7
  10606. }
  10607. end_random
  10608. create_object SHORE_FISH
  10609. {
  10610. number_of_objects 25
  10611. set_scaling_to_map_size
  10612. min_distance_group_placement 5
  10613. set_gaia_object_only
  10614. }
  10615.  
  10616. /* Captain Fin end */
  10617. endif
  10618.  
  10619. /* *****RESOURCES BY MAP***** */
  10620.  
  10621. if BIG_BLUE_AP
  10622. create_object PINETREE
  10623. {
  10624. number_of_objects 2
  10625. set_gaia_object_only
  10626. set_place_for_every_player
  10627. min_distance_to_players 4
  10628. max_distance_to_players 5
  10629. min_distance_group_placement 2
  10630. }
  10631.  
  10632. create_object PINETREE
  10633. {
  10634. number_of_objects 3
  10635. set_gaia_object_only
  10636. set_place_for_every_player
  10637. min_distance_to_players 6
  10638. max_distance_to_players 8
  10639. min_distance_group_placement 2
  10640. }
  10641. else
  10642.  
  10643. create_object OAKTREE
  10644. {
  10645. number_of_objects 2
  10646. set_gaia_object_only
  10647. set_place_for_every_player
  10648. min_distance_to_players 4
  10649. max_distance_to_players 5
  10650. min_distance_group_placement 2
  10651. }
  10652.  
  10653. create_object OAKTREE
  10654. {
  10655. number_of_objects 3
  10656. set_gaia_object_only
  10657. set_place_for_every_player
  10658. min_distance_to_players 6
  10659. max_distance_to_players 8
  10660. min_distance_group_placement 2
  10661. }
  10662. endif
  10663. endif /* endif deathmatch */
  10664.  
  10665.  
  10666. /* EXTRA SHEEP FOR NO TC MODE */
  10667.  
  10668. if DEATH_MATCH
  10669. else
  10670. if NOTCMODE
  10671. create_object SHEEP
  10672. {
  10673. number_of_objects 1
  10674. if HUGE_MAP
  10675. number_of_groups 40
  10676. elseif LARGE_MAP
  10677. number_of_groups 30
  10678. else
  10679. number_of_groups 20
  10680. endif
  10681. set_loose_grouping
  10682. set_gaia_object_only
  10683. }
  10684. endif
  10685. endif /* endif deathmatch */
  10686.  
  10687. if AP_PACK2
  10688. if GHOST_FOREST_AP
  10689. start_random
  10690. percent_chance 100 #define AVIAN_SQUAD_FOUR
  10691. end_random
  10692. endif
  10693. else
  10694. start_random
  10695. percent_chance 33 #define AVIAN_SQUAD_ONE
  10696. percent_chance 33 #define AVIAN_SQUAD_TWO
  10697. percent_chance 33 #define AVIAN_SQUAD_THREE
  10698. percent_chance 1 #define AVIAN_SQUAD_FOUR
  10699. end_random
  10700. endif
  10701.  
  10702. #const STORMY_DOG 862
  10703. if AVIAN_SQUAD_ONE
  10704. create_object HAWK
  10705. {
  10706. number_of_objects 2
  10707. if MAZE_AP
  10708. number_of_objects 10
  10709. endif
  10710. }
  10711.  
  10712. create_object MACAW
  10713. {
  10714. number_of_objects 2
  10715. if MAZE_AP
  10716. number_of_objects 10
  10717. endif
  10718. }
  10719. elseif AVIAN_SQUAD_TWO
  10720. create_object HAWK
  10721. {
  10722. number_of_objects 2
  10723. if MAZE_AP
  10724. number_of_objects 10
  10725. endif
  10726. }
  10727. elseif AVIAN_SQUAD_THREE
  10728. create_object MACAW
  10729. {
  10730. number_of_objects 2
  10731. if MAZE_AP
  10732. number_of_objects 10
  10733. endif
  10734. }
  10735. elseif AVIAN_SQUAD_FOUR
  10736. create_object STORMY_DOG
  10737. {
  10738. number_of_objects 1
  10739.  
  10740. if AP_PACK2
  10741. if GHOST_FOREST_AP
  10742.  
  10743. if TINY_MAP
  10744. number_of_objects 2
  10745. else
  10746. number_of_objects 5
  10747. endif
  10748.  
  10749. endif
  10750. endif
  10751. }
  10752. endif
  10753. endif
  10754.  
  10755. /* ************************************** */
  10756.  
  10757. /* Fixed */
  10758.  
  10759. /* AP_PACK1 */
  10760.  
  10761. if AP_PACK1
  10762. if QUICKSAND_AP
  10763. start_random
  10764. percent_chance 100 #define SMOOTH
  10765. end_random
  10766. elseif RAFT_AP
  10767. start_random
  10768. percent_chance 25 #define ROCKY
  10769. percent_chance 25 #define HILLY
  10770. percent_chance 50 #define SMOOTH
  10771. end_random
  10772. elseif BOARDS_OF_CANADA_AP
  10773. start_random
  10774. percent_chance 100 #define SMOOTH
  10775. end_random
  10776. elseif GLACIER_AP
  10777. start_random
  10778. percent_chance 100 #define SMOOTH
  10779. end_random
  10780. elseif HYPERBOREA_AP
  10781. start_random
  10782. percent_chance 100 #define SMOOTH
  10783. end_random
  10784. elseif CARIBBEAN_AP
  10785. start_random
  10786. percent_chance 100 #define SMOOTH
  10787. end_random
  10788. elseif AUTUMNALAE_AP
  10789. start_random
  10790. percent_chance 100 #define SMOOTH
  10791. end_random
  10792. elseif AGRICULTURAL_AP
  10793. start_random
  10794. percent_chance 100 #define SMOOTH
  10795. end_random
  10796. elseif MAZE_AP
  10797. start_random
  10798. percent_chance 20 #define ROCKY
  10799. percent_chance 20 #define HILLY
  10800. percent_chance 60 #define SMOOTH
  10801. end_random
  10802. elseif ROAD_TO_VICTORY_AP
  10803. start_random
  10804. percent_chance 100 #define SMOOTH
  10805. end_random
  10806. elseif TWO_RIVERS_AP
  10807. start_random
  10808. percent_chance 100 #define SMOOTH
  10809. end_random
  10810. elseif MELTING_ICE_AP
  10811. start_random
  10812. percent_chance 30 #define HILLY
  10813. percent_chance 70 #define SMOOTH
  10814. end_random
  10815. elseif MODE_5
  10816. start_random
  10817. percent_chance 100 #define SMOOTH
  10818. end_random
  10819. elseif MODE_4
  10820. start_random
  10821. percent_chance 100 #define SMOOTH
  10822. end_random
  10823. elseif FORT_AP
  10824. start_random
  10825. percent_chance 100 #define SMOOTH
  10826. end_random
  10827. elseif RELIC_PONDS_AP
  10828. start_random
  10829. percent_chance 100 #define SMOOTH
  10830. end_random
  10831. elseif FLOOD_AP
  10832. start_random
  10833. percent_chance 100 #define SMOOTH
  10834. end_random
  10835. elseif FROSTY_ISLANDS_AP
  10836. start_random
  10837. percent_chance 100 #define SMOOTH
  10838. end_random
  10839. elseif DAM_AP
  10840. start_random
  10841. percent_chance 20 #define HILLY
  10842. percent_chance 80 #define SMOOTH
  10843. end_random
  10844. elseif MIXTURE_AP
  10845. start_random
  10846. percent_chance 20 #define HILLY
  10847. percent_chance 80 #define SMOOTH
  10848. end_random
  10849. else
  10850. start_random
  10851. percent_chance 10 #define SUPERROCKY
  10852. percent_chance 20 #define ROCKY
  10853. percent_chance 20 #define HILLY
  10854. percent_chance 50 #define SMOOTH
  10855. end_random
  10856. endif
  10857. endif
  10858.  
  10859. if AP_PACK2
  10860. if EASTER_ISLAND_AP
  10861. start_random
  10862. percent_chance 100 #define SMOOTH
  10863. end_random
  10864. elseif ENSNARED_AP
  10865. start_random
  10866. percent_chance 100 #define SMOOTH
  10867. end_random
  10868. elseif GHOST_FOREST_AP
  10869. start_random
  10870. percent_chance 100 #define SMOOTH
  10871. end_random
  10872. elseif OIRECTINE_AP
  10873. start_random
  10874. percent_chance 20 #define HILLY
  10875. percent_chance 80 #define SMOOTH
  10876. end_random
  10877. elseif ANCIENT_LAKE_AP
  10878. start_random
  10879. percent_chance 100 #define SMOOTH
  10880. end_random
  10881. elseif HIDEOUT_AP
  10882. start_random
  10883. percent_chance 100 #define SMOOTH
  10884. end_random
  10885. elseif SEIZE_THE_HUMP_AP
  10886. start_random
  10887. percent_chance 100 #define SMOOTH
  10888. end_random
  10889. elseif BALTIC_AP
  10890. start_random
  10891. percent_chance 100 #define SMOOTH
  10892. end_random
  10893. elseif ISLANDS_AP
  10894. start_random
  10895. percent_chance 100 #define SMOOTH
  10896. end_random
  10897. elseif GEOMETRIC_PISS_AP
  10898. start_random
  10899. percent_chance 100 #define SMOOTH
  10900. end_random
  10901. elseif MICROPHONE_AP
  10902. start_random
  10903. percent_chance 100 #define SMOOTH
  10904. end_random
  10905. elseif SINKHOLES_AP
  10906. start_random
  10907. percent_chance 100 #define SMOOTH
  10908. end_random
  10909. elseif SAHARA_AP
  10910. start_random
  10911. percent_chance 100 #define SMOOTH
  10912. end_random
  10913. elseif CONTINENTAL_AP
  10914. start_random
  10915. percent_chance 20 #define HILLY
  10916. percent_chance 80 #define SMOOTH
  10917. end_random
  10918. elseif DRY_ARABIA_AP
  10919. start_random
  10920. percent_chance 100 #define SMOOTH
  10921. end_random
  10922. else
  10923. start_random
  10924. percent_chance 10 #define SUPERROCKY
  10925. percent_chance 20 #define ROCKY
  10926. percent_chance 20 #define HILLY
  10927. percent_chance 50 #define SMOOTH
  10928. end_random
  10929. endif
  10930. endif
  10931.  
  10932. if AP_NOMAD
  10933. start_random
  10934. percent_chance 100 #define SMOOTH
  10935. end_random
  10936. endif
  10937.  
  10938. if SUPERROCKY
  10939.  
  10940. <ELEVATION_GENERATION>
  10941.  
  10942. create_elevation 7
  10943. {
  10944. number_of_clumps 15
  10945. number_of_tiles 8000
  10946. set_scale_by_groups
  10947. set_scale_by_size
  10948. }
  10949. elseif ROCKY
  10950.  
  10951. <ELEVATION_GENERATION>
  10952.  
  10953. create_elevation 6
  10954. {
  10955. number_of_clumps 15
  10956. number_of_tiles 5000
  10957. set_scale_by_groups
  10958. set_scale_by_size
  10959. }
  10960. elseif HILLY
  10961.  
  10962. <ELEVATION_GENERATION>
  10963.  
  10964. create_elevation 3
  10965. {
  10966. number_of_clumps 15
  10967. number_of_tiles 3000
  10968. set_scale_by_groups
  10969. set_scale_by_size
  10970. }
  10971. elseif SMOOTH
  10972. endif
  10973.  
  10974. /* ********** CONNECTION SECTION ********** */
  10975.  
  10976. if AP_PACK1
  10977. if RAFT_AP
  10978.  
  10979. <CONNECTION_GENERATION>
  10980. create_connect_all_players_land
  10981. {
  10982. replace_terrain WATER SHALLOW
  10983. terrain_cost WATER 4
  10984. terrain_cost MED_WATER 2
  10985. terrain_size WATER 3 1
  10986. terrain_size MED_WATER 1 1
  10987. terrain_cost GRASS 2
  10988. terrain_cost FOREST 7
  10989. terrain_cost BEACH 4
  10990. terrain_size GRASS 0 0
  10991. terrain_size FOREST 0 0
  10992. }
  10993.  
  10994. elseif TRADE_ROUTE_AP
  10995.  
  10996. start_random
  10997. percent_chance 40 #define NO_TRADE_CARTS
  10998. percent_chance 60 #define TRADE_ROUTE_WITH_CARTS
  10999. end_random
  11000.  
  11001. if TRADE_ROUTE_WITH_CARTS
  11002.  
  11003. create_object BROKEN_CART
  11004. {
  11005. number_of_objects 20
  11006. set_gaia_object_only
  11007. terrain_to_place_on FUNGUSROAD
  11008. terrain_to_place_on ROAD_SNOW
  11009. terrain_to_place_on ROAD2
  11010. min_distance_group_placement 6
  11011. max_distance_group_placement 15
  11012. }
  11013.  
  11014. elseif NO_TRADE_CARTS
  11015. endif
  11016.  
  11017. elseif BOARDS_OF_CANADA_AP
  11018.  
  11019. <OBJECTS_GENERATION>
  11020.  
  11021. start_random
  11022. percent_chance 55 #define FORTRESS_STYLE
  11023. percent_chance 45 #define WHAT_DO_I_DO_NOW
  11024. end_random
  11025.  
  11026. if FORTRESS_STYLE
  11027.  
  11028. create_object WATCH_TOWER
  11029. {
  11030. number_of_objects 4
  11031. set_place_for_every_player
  11032. min_distance_to_players 13
  11033. max_distance_to_players 15
  11034. min_distance_group_placement 6
  11035. }
  11036.  
  11037. /* Old WALL was 16 min and 20 max distance, lets try these new sizes */
  11038.  
  11039. create_object WALL
  11040. {
  11041. number_of_objects 9999
  11042. set_place_for_every_player
  11043. min_distance_to_players 18
  11044. max_distance_to_players 22
  11045. }
  11046.  
  11047. create_object BARRACKS
  11048. {
  11049. set_place_for_every_player
  11050. min_distance_to_players 8
  11051. max_distance_to_players 14
  11052. }
  11053.  
  11054. create_object HOUSE
  11055. {
  11056. number_of_objects 3
  11057. set_loose_grouping
  11058. set_place_for_every_player
  11059. min_distance_to_players 12
  11060. max_distance_to_players 12
  11061. }
  11062.  
  11063. create_object FARM
  11064. {
  11065. number_of_objects 3
  11066. set_place_for_every_player
  11067. group_placement_radius
  11068. min_distance_to_players 4
  11069. max_distance_to_players 4
  11070. }
  11071.  
  11072. start_random
  11073. percent_chance 100 #define MORE
  11074. end_random
  11075.  
  11076. if MORE
  11077. create_object VILLAGER
  11078. {
  11079. number_of_objects 7
  11080. set_place_for_every_player
  11081. min_distance_to_players 6
  11082. max_distance_to_players 6
  11083. }
  11084. endif
  11085.  
  11086. elseif WHAT_DO_I_DO_NOW
  11087. endif
  11088.  
  11089. /* ************************************** */
  11090.  
  11091. <ELEVATION_GENERATION>
  11092.  
  11093. create_elevation 7
  11094. {
  11095. base_terrain GRASS3
  11096. number_of_clumps 3000
  11097. number_of_tiles 12000
  11098. }
  11099.  
  11100. start_random
  11101. percent_chance 25 #define CLIFFS
  11102. percent_chance 75 #define NO_CLIFFS
  11103. end_random
  11104.  
  11105. if CLIFFS
  11106.  
  11107. <CLIFF_GENERATION>
  11108. min_number_of_cliffs 7
  11109. max_number_of_cliffs 10
  11110. min_length_of_cliff 3
  11111. max_length_of_cliff 10
  11112. min_distance_cliffs 8
  11113. set_avoid_player_start_areas
  11114.  
  11115. elseif NO_CLIFFS
  11116. endif
  11117.  
  11118. /* ************************************** */
  11119. <CONNECTION_GENERATION>
  11120.  
  11121. create_connect_all_lands
  11122. {
  11123. }
  11124.  
  11125. elseif HYPERBOREA_AP
  11126.  
  11127. start_random
  11128. percent_chance 35 #define ONE_TORCH
  11129. percent_chance 35 #define TWO_TORCHES
  11130. percent_chance 30 #define NO_DECORATIONS
  11131. end_random
  11132.  
  11133. if ONE_TORCH
  11134.  
  11135. create_object TORCH
  11136. {
  11137. set_place_for_every_player
  11138. number_of_objects 1
  11139. min_distance_to_players 8
  11140. max_distance_to_players 12
  11141. }
  11142.  
  11143. create_object NINE_BANDS
  11144. {
  11145. set_place_for_every_player
  11146. min_distance_to_players 10
  11147. max_distance_to_players 12
  11148. }
  11149.  
  11150. elseif TWO_TORCHES
  11151.  
  11152. create_object TORCH
  11153. {
  11154. set_place_for_every_player
  11155. number_of_objects 2
  11156. min_distance_to_players 8
  11157. max_distance_to_players 12
  11158. }
  11159.  
  11160. create_object NINE_BANDS
  11161. {
  11162. set_place_for_every_player
  11163. min_distance_to_players 10
  11164. max_distance_to_players 12
  11165. }
  11166.  
  11167. elseif NO_DECORATIONS
  11168. endif
  11169.  
  11170. <ELEVATION_GENERATION>
  11171.  
  11172. create_elevation 3
  11173. {
  11174. base_terrain SNOW
  11175. number_of_clumps 15
  11176. number_of_tiles 3000
  11177. set_scale_by_groups
  11178. set_scale_by_size
  11179. set_avoid_player_start_areas
  11180. }
  11181.  
  11182. <CONNECTION_GENERATION>
  11183. create_connect_all_players_land
  11184. {
  11185. replace_terrain SNOW SNOW
  11186. replace_terrain GRASS_SNOW GRASS_SNOW
  11187. replace_terrain SNOW_FOREST SNOW
  11188. replace_terrain PINE_FOREST GRASS_SNOW
  11189. terrain_cost PINE_FOREST 2
  11190. terrain_cost SNOW_FOREST 2
  11191. terrain_cost SNOW 1
  11192. terrain_cost GRASS_SNOW 1
  11193. terrain_size SNOW 0 0
  11194. terrain_size GRASS_SNOW 0 0
  11195. terrain_size PINE_FOREST 3 1
  11196. terrain_size SNOW_FOREST 3 1
  11197. terrain_size ROAD2 0 0
  11198. }
  11199.  
  11200. if NOTCMODE
  11201.  
  11202. start_random
  11203. percent_chance 100 #define NOLINKS
  11204. end_random
  11205. else
  11206. start_random
  11207. percent_chance 70 #define LINKED
  11208. percent_chance 30 #define NOLINKS
  11209. end_random
  11210. endif
  11211.  
  11212. if LINKED
  11213.  
  11214. #const ROAD_SNOW 38
  11215.  
  11216. create_connect_teams_lands
  11217. {
  11218. start_random
  11219. percent_chance 50
  11220. replace_terrain SNOW ROAD_SNOW
  11221. replace_terrain GRASS_SNOW ROAD_SNOW
  11222. replace_terrain SNOW_FOREST ROAD_SNOW
  11223. replace_terrain PINE_FOREST ROAD_SNOW
  11224. percent_chance 50
  11225. replace_terrain SNOW ROAD2
  11226. replace_terrain GRASS_SNOW ROAD2
  11227. replace_terrain SNOW_FOREST ROAD2
  11228. replace_terrain PINE_FOREST ROAD2
  11229. end_random
  11230. terrain_cost PINE_FOREST 7
  11231. terrain_cost SNOW_FOREST 7
  11232. terrain_cost SNOW 2
  11233. terrain_cost GRASS_SNOW 2
  11234. terrain_cost ROAD_SNOW 1
  11235. terrain_cost ROAD2 1
  11236. terrain_size SNOW 1 0
  11237. terrain_size GRASS_SNOW 1 0
  11238. terrain_size PINE_FOREST 1 0
  11239. terrain_size SNOW_FOREST 1 0
  11240. terrain_size ROAD_SNOW 1 0
  11241. terrain_size ROAD2 1 0
  11242. }
  11243.  
  11244. elseif NOLINKS
  11245. endif
  11246.  
  11247. elseif FORT_AP
  11248.  
  11249. create_object PALISADE_WALL
  11250. {
  11251. number_of_objects 9999
  11252. set_place_for_every_player
  11253. min_distance_to_players 10
  11254. max_distance_to_players 10
  11255. }
  11256.  
  11257. elseif MAZE_AP
  11258.  
  11259. create_object ROCK
  11260. {
  11261. number_of_objects 100
  11262. if TINY_MAP
  11263. number_of_objects 35
  11264. elseif SMALL_MAP
  11265. number_of_objects 45
  11266. elseif MEDIUM_MAP
  11267. number_of_objects 55
  11268. endif
  11269. set_gaia_object_only
  11270. terrain_to_place_on GRASS
  11271. min_distance_to_players 10
  11272. min_distance_group_placement 10
  11273. max_distance_group_placement 20
  11274. }
  11275.  
  11276. if TINY_MAP
  11277. start_random
  11278. percent_chance 100 #define LESS
  11279. end_random
  11280. endif
  11281.  
  11282. if SMALL_MAP
  11283. start_random
  11284. percent_chance 100 #define LESS
  11285. end_random
  11286. endif
  11287.  
  11288. if LESS
  11289.  
  11290. <CLIFF_GENERATION>
  11291. min_number_of_cliffs 15
  11292. max_number_of_cliffs 25
  11293. min_length_of_cliff 10
  11294. max_length_of_cliff 15
  11295. min_distance_cliffs 1
  11296. else
  11297. start_random
  11298. percent_chance 40 #define FAR
  11299. percent_chance 40 #define CLOSE
  11300. percent_chance 20 #define CLOSER
  11301. end_random
  11302.  
  11303. if MEDIUM_MAP
  11304.  
  11305. start_random
  11306. percent_chance 80 #define FAR
  11307. percent_chance 20 #define CLOSE
  11308. end_random
  11309. endif
  11310.  
  11311. if FAR
  11312.  
  11313. <CLIFF_GENERATION>
  11314. min_number_of_cliffs 40
  11315. max_number_of_cliffs 60
  11316. min_length_of_cliff 10
  11317. max_length_of_cliff 15
  11318. min_distance_cliffs 1
  11319.  
  11320. elseif CLOSE
  11321.  
  11322. <CLIFF_GENERATION>
  11323. min_number_of_cliffs 60
  11324. max_number_of_cliffs 90
  11325. min_length_of_cliff 10
  11326. max_length_of_cliff 15
  11327. min_distance_cliffs 1
  11328.  
  11329. elseif CLOSER
  11330.  
  11331. <CLIFF_GENERATION>
  11332. min_number_of_cliffs 60
  11333. max_number_of_cliffs 90
  11334. min_length_of_cliff 10
  11335. max_length_of_cliff 15
  11336. min_distance_cliffs 0
  11337. endif
  11338. endif
  11339.  
  11340. elseif WOODEN_WEB_AP
  11341.  
  11342. <CONNECTION_GENERATION>
  11343.  
  11344. start_random
  11345. percent_chance 50 #define MODE_1
  11346. percent_chance 50 #define MODE_2
  11347. end_random
  11348.  
  11349. if MODE_1
  11350.  
  11351. create_connect_all_players_land
  11352. {
  11353. replace_terrain FOREST GRASS
  11354. terrain_cost FOREST 5
  11355. terrain_size FOREST 3 1
  11356. }
  11357.  
  11358. elseif MODE_2
  11359.  
  11360. create_connect_all_lands
  11361. {
  11362. replace_terrain FOREST GRASS
  11363. terrain_cost FOREST 2
  11364. terrain_size FOREST 5 1
  11365. }
  11366. endif
  11367.  
  11368. elseif GLACIER_AP
  11369.  
  11370. <ELEVATION_GENERATION>
  11371.  
  11372. create_elevation 7
  11373. {
  11374. base_terrain ICE
  11375. number_of_clumps 15
  11376. number_of_tiles 8000
  11377. set_scale_by_groups
  11378. set_scale_by_size
  11379. }
  11380.  
  11381. elseif ROAD_TO_VICTORY_AP
  11382.  
  11383. <CONNECTION_GENERATION>
  11384. create_connect_all_lands
  11385. {
  11386. start_random
  11387. percent_chance 25
  11388. replace_terrain WATER ROAD
  11389. replace_terrain MED_WATER ROAD
  11390. replace_terrain DEEP_WATER ROAD
  11391. replace_terrain BEACH ROAD
  11392. percent_chance 25
  11393. replace_terrain WATER ROAD2
  11394. replace_terrain MED_WATER ROAD2
  11395. replace_terrain DEEP_WATER ROAD2
  11396. replace_terrain BEACH ROAD2
  11397. percent_chance 25
  11398. if IT_BEGINS
  11399. replace_terrain WATER BEACH
  11400. replace_terrain MED_WATER BEACH
  11401. replace_terrain DEEP_WATER BEACH
  11402. else
  11403. replace_terrain WATER SHALLOW
  11404. replace_terrain MED_WATER SHALLOW
  11405. replace_terrain DEEP_WATER SHALLOW
  11406. replace_terrain BEACH SHALLOW
  11407. endif
  11408. percent_chance 25
  11409. replace_terrain WATER BEACH
  11410. replace_terrain MED_WATER BEACH
  11411. replace_terrain DEEP_WATER BEACH
  11412. end_random
  11413. terrain_cost WATER 4
  11414. terrain_cost MED_WATER 7
  11415. terrain_cost DEEP_WATER 15
  11416. terrain_cost FOREST 7
  11417. terrain_cost PINE_FOREST 7
  11418. terrain_cost BEACH 4
  11419. terrain_size WATER 4 1
  11420. terrain_size MED_WATER 4 1
  11421. terrain_size DEEP_WATER 4 1
  11422. terrain_size BEACH 3 1
  11423. terrain_size GRASS 0 0
  11424. terrain_size FOREST 3 1
  11425. terrain_size PINE_FOREST 3 1
  11426. }
  11427.  
  11428. elseif CARIBBEAN_AP
  11429.  
  11430. start_random
  11431. percent_chance 50 #define DETAIL_SHIPS
  11432. percent_chance 50 #define NO_DETAILS
  11433. end_random
  11434.  
  11435. if DETAIL_SHIPS
  11436. start_random
  11437. percent_chance 33 #define SHIP1
  11438. percent_chance 33 #define SHIP2
  11439. percent_chance 34 #define BOTH
  11440. end_random
  11441. start_random
  11442. percent_chance 34 #define FOUR_OBJ
  11443. percent_chance 33 #define EIGHT_OBJ
  11444. percent_chance 33 #define TEN_OBJ
  11445. end_random
  11446. elseif NO_SHIPS
  11447. endif
  11448.  
  11449. if SHIP1
  11450.  
  11451. create_object SHIPWRECK
  11452. {
  11453. if FOUR_OBJ
  11454. number_of_objects 4
  11455. elseif EIGHT_OBJ
  11456. number_of_objects 8
  11457. elseif TEN_OBJ
  11458. number_of_objects 10
  11459. endif
  11460. set_gaia_object_only
  11461. set_scaling_to_map_size
  11462. terrain_to_place_on BEACH
  11463. min_distance_to_players 10
  11464. min_distance_group_placement 10
  11465. max_distance_group_placement 20
  11466. }
  11467.  
  11468. elseif SHIP2
  11469.  
  11470. create_object SHIPWRECK2
  11471. {
  11472. if FOUR_OBJ
  11473. number_of_objects 4
  11474. elseif EIGHT_OBJ
  11475. number_of_objects 8
  11476. elseif TEN_OBJ
  11477. number_of_objects 10
  11478. endif
  11479. set_gaia_object_only
  11480. set_scaling_to_map_size
  11481. terrain_to_place_on BEACH
  11482. min_distance_to_players 10
  11483. min_distance_group_placement 10
  11484. max_distance_group_placement 20
  11485. }
  11486.  
  11487. elseif BOTH
  11488.  
  11489. create_object SHIPWRECK2
  11490. {
  11491. if FOUR_OBJ
  11492. number_of_objects 4
  11493. elseif EIGHT_OBJ
  11494. number_of_objects 8
  11495. elseif TEN_OBJ
  11496. number_of_objects 10
  11497. endif
  11498. set_gaia_object_only
  11499. set_scaling_to_map_size
  11500. terrain_to_place_on BEACH
  11501. min_distance_to_players 10
  11502. min_distance_group_placement 10
  11503. max_distance_group_placement 20
  11504. }
  11505.  
  11506. create_object SHIPWRECK
  11507. {
  11508. if FOUR_OBJ
  11509. number_of_objects 4
  11510. elseif EIGHT_OBJ
  11511. number_of_objects 8
  11512. elseif TEN_OBJ
  11513. number_of_objects 10
  11514. endif
  11515. set_gaia_object_only
  11516. set_scaling_to_map_size
  11517. terrain_to_place_on BEACH
  11518. min_distance_to_players 10
  11519. min_distance_group_placement 10
  11520. max_distance_group_placement 20
  11521. }
  11522. endif
  11523.  
  11524. <CONNECTION_GENERATION>
  11525. create_connect_all_players_land
  11526. {
  11527. start_random
  11528. percent_chance 35
  11529. replace_terrain WATER SHALLOW
  11530. replace_terrain MED_WATER SHALLOW
  11531. replace_terrain DEEP_WATER SHALLOW
  11532. replace_terrain BEACH SHALLOW
  11533. percent_chance 65
  11534. end_random
  11535. terrain_cost WATER 4
  11536. terrain_cost MED_WATER 7
  11537. terrain_cost DEEP_WATER 12
  11538. terrain_cost PALM_DESERT 7
  11539. terrain_cost JUNGLE 7
  11540. terrain_cost BEACH 4
  11541. terrain_size WATER 5 1
  11542. terrain_size MED_WATER 3 1
  11543. terrain_size DEEP_WATER 3 1
  11544. terrain_size BEACH 3 1
  11545. terrain_size GRASS 0 0
  11546. terrain_size DESERT 0 0
  11547. terrain_size PALM_DESERT 0 0
  11548. terrain_size JUNGLE 0 0
  11549. }
  11550.  
  11551. elseif AGRICULTURAL_AP
  11552.  
  11553. start_random
  11554. percent_chance 50 #define FARMER_DETAILS
  11555. percent_chance 50 #define NO_FARMING_DETAILS
  11556. end_random
  11557.  
  11558. if FARMER_DETAILS
  11559. create_object HAY_STACK
  11560. {
  11561. number_of_objects 100
  11562. if TINY_MAP
  11563. number_of_objects 35
  11564. elseif SMALL_MAP
  11565. number_of_objects 45
  11566. elseif MEDIUM_MAP
  11567. number_of_objects 55
  11568. endif
  11569. set_gaia_object_only
  11570. terrain_to_place_on GRASS
  11571. min_distance_group_placement 5
  11572. max_distance_group_placement 15
  11573. }
  11574.  
  11575. create_object PLANT
  11576. {
  11577. number_of_objects 100
  11578. if TINY_MAP
  11579. number_of_objects 35
  11580. elseif SMALL_MAP
  11581. number_of_objects 45
  11582. elseif MEDIUM_MAP
  11583. number_of_objects 55
  11584. endif
  11585. set_gaia_object_only
  11586. terrain_to_place_on GRASS
  11587. min_distance_group_placement 5
  11588. max_distance_group_placement 15
  11589. }
  11590. elseif NO_FARMING_DETAILS
  11591. endif
  11592.  
  11593. elseif AUTUMNALAE_AP
  11594.  
  11595. create_object TREE_F
  11596. {
  11597. number_of_groups 26
  11598. if LARGE_MAP
  11599. number_of_objects 28
  11600. elseif HUGE_MAP
  11601. number_of_objects 32
  11602. else
  11603. number_of_objects 26
  11604. endif
  11605. set_gaia_object_only
  11606. terrain_to_place_on GRASS
  11607. temp_min_distance_group_placement 15
  11608. set_loose_grouping
  11609. set_scaling_to_map_size
  11610. group_variance 1
  11611. group_placement_radius 30
  11612. }
  11613.  
  11614. create_object TREE_G
  11615. {
  11616. number_of_groups 16
  11617. if LARGE_MAP
  11618. number_of_objects 18
  11619. elseif HUGE_MAP
  11620. number_of_objects 22
  11621. else
  11622. number_of_objects 16
  11623. endif
  11624. set_gaia_object_only
  11625. terrain_to_place_on GRASS
  11626. temp_min_distance_group_placement 15
  11627. set_loose_grouping
  11628. set_scaling_to_map_size
  11629. group_variance 1
  11630. group_placement_radius 30
  11631. }
  11632.  
  11633. create_object TREE_C
  11634. {
  11635. number_of_objects 100
  11636. set_gaia_object_only
  11637. terrain_to_place_on GRASS
  11638. min_distance_group_placement 5
  11639. max_distance_group_placement 15
  11640. }
  11641.  
  11642. elseif TWO_RIVERS_AP
  11643.  
  11644. <CONNECTION_GENERATION>
  11645. create_connect_all_lands
  11646. {
  11647. replace_terrain WATER SHALLOW
  11648. replace_terrain MED_WATER SHALLOW
  11649. replace_terrain DEEP_WATER SHALLOW
  11650. replace_terrain BEACH SHALLOW
  11651. terrain_cost WATER 4
  11652. terrain_cost MED_WATER 7
  11653. terrain_cost DEEP_WATER 12
  11654. terrain_cost FOREST 7
  11655. terrain_cost PINE_FOREST 7
  11656. terrain_cost BEACH 4
  11657. terrain_size WATER 3 1
  11658. terrain_size MED_WATER 3 1
  11659. terrain_size DEEP_WATER 3 1
  11660. terrain_size BEACH 3 1
  11661. terrain_size GRASS 0 0
  11662. terrain_size FOREST 0 0
  11663. terrain_size PINE_FOREST 0 0
  11664. }
  11665. elseif MELTING_ICE_AP
  11666.  
  11667. <CONNECTION_GENERATION>
  11668. create_connect_all_players_land
  11669. {
  11670. terrain_cost WATER 7
  11671. terrain_cost MED_WATER 9
  11672. terrain_cost DEEP_WATER 15
  11673. terrain_cost FOREST 7
  11674. terrain_cost BEACH 7
  11675. terrain_cost ICE 4
  11676. terrain_size WATER 4 1
  11677. terrain_size MED_WATER 4 1
  11678. terrain_size DEEP_WATER 4 1
  11679. terrain_size ICE 3 1
  11680. }
  11681.  
  11682. start_random
  11683. percent_chance 40
  11684.  
  11685. <ELEVATION_GENERATION>
  11686.  
  11687. create_elevation 7
  11688. {
  11689. base_terrain WATER
  11690. number_of_clumps 15
  11691. number_of_tiles 3000
  11692. set_scale_by_groups
  11693. set_scale_by_size
  11694. }
  11695. percent_chance 60
  11696. end_random
  11697.  
  11698. elseif ARZACHEL_AP
  11699.  
  11700. /* Might create uneven, odd or weird looking player lands. */
  11701.  
  11702. <CONNECTION_GENERATION>
  11703. create_connect_all_players_land
  11704. {
  11705. if MODE_1
  11706. if OASIS_STYLE
  11707. replace_terrain JUNGLE DIRT3
  11708. terrain_cost JUNGLE 25
  11709. terrain_cost DIRT3 5
  11710. terrain_size JUNGLE 5 1
  11711. if SYMBOL_MARK
  11712. start_random
  11713. percent_chance 50
  11714. terrain_cost JUNGLE 5
  11715. percent_chance 50
  11716. end_random
  11717. endif
  11718. endif
  11719. elseif MODE_2
  11720. if OASIS_STYLE
  11721. replace_terrain SNOW_FOREST GRASS_SNOW
  11722. terrain_cost SNOW_FOREST 25
  11723. terrain_cost GRASS_SNOW 5
  11724. terrain_size SNOW_FOREST 5 1
  11725. if SYMBOL_MARK
  11726. start_random
  11727. percent_chance 50
  11728. terrain_cost SNOW_FOREST 5
  11729. percent_chance 50
  11730. end_random
  11731. endif
  11732. endif
  11733. elseif MODE_3
  11734. if OASIS_STYLE
  11735. replace_terrain PALM_DESERT DIRT3
  11736. terrain_cost PALM_DESERT 25
  11737. terrain_cost DIRT3 5
  11738. terrain_size PALM_DESERT 5 1
  11739. if SYMBOL_MARK
  11740. start_random
  11741. percent_chance 50
  11742. terrain_cost PALM_DESERT 5
  11743. percent_chance 50
  11744. end_random
  11745. endif
  11746. endif
  11747. elseif MODE_5
  11748. if OASIS_STYLE
  11749. replace_terrain BAMBOO DIRT2
  11750. terrain_cost BAMBOO 25
  11751. terrain_cost DIRT2 5
  11752. terrain_size BAMBOO 5 1
  11753. if SYMBOL_MARK
  11754. start_random
  11755. percent_chance 50
  11756. terrain_cost BAMBOO 5
  11757. percent_chance 50
  11758. end_random
  11759. endif
  11760. endif
  11761. }
  11762.  
  11763. elseif MODE_4
  11764.  
  11765. create_connect_teams_lands
  11766. {
  11767.  
  11768. replace_terrain WATER SHALLOW
  11769. replace_terrain MED_WATER SHALLOW
  11770. replace_terrain BEACH SHALLOW
  11771. terrain_cost WATER 21
  11772. terrain_cost MED_WATER 21
  11773. terrain_cost BAMBOO 7
  11774. terrain_cost SNOW_FOREST 7
  11775. terrain_cost BEACH 5
  11776. terrain_cost DIRT 1
  11777. terrain_size WATER 7 1
  11778. terrain_size MED_WATER 7 1
  11779. terrain_size DIRT 0 0
  11780. }
  11781. endif
  11782.  
  11783. elseif DAM_AP
  11784.  
  11785. <ELEVATION_GENERATION>
  11786.  
  11787. create_elevation 6
  11788. {
  11789. base_terrain GRASS2
  11790. number_of_clumps 15
  11791. number_of_tiles 7000
  11792. set_scale_by_groups
  11793. set_scale_by_size
  11794. }
  11795.  
  11796. <ELEVATION_GENERATION>
  11797.  
  11798. create_elevation 3
  11799. {
  11800. base_terrain GRASS3
  11801. number_of_clumps 15
  11802. number_of_tiles 4000
  11803. set_scale_by_groups
  11804. set_scale_by_size
  11805. }
  11806.  
  11807. elseif RELIC_PONDS_AP
  11808.  
  11809. <CONNECTION_GENERATION>
  11810. create_connect_all_lands
  11811. {
  11812. replace_terrain WATER BEACH
  11813. replace_terrain SHALLOW BEACH
  11814. terrain_cost WATER 4
  11815. terrain_cost FOREST 7
  11816. terrain_cost JUNGLE 7
  11817. terrain_cost BEACH 4
  11818. terrain_size WATER 4 1
  11819. terrain_size BEACH 3 1
  11820. terrain_size GRASS 0 0
  11821. terrain_size FOREST 3 1
  11822. terrain_size PINE_FOREST 3 1
  11823. }
  11824.  
  11825. elseif FLOOD_AP
  11826.  
  11827. <CONNECTION_GENERATION>
  11828. create_connect_teams_lands
  11829. {
  11830. replace_terrain WATER SHALLOW
  11831. replace_terrain MED_WATER SHALLOW
  11832. replace_terrain BEACH SHALLOW
  11833. terrain_cost WATER 4
  11834. terrain_cost MED_WATER 7
  11835. terrain_cost DEEP_WATER 12
  11836. terrain_cost FOREST 7
  11837. terrain_cost BEACH 4
  11838. terrain_size WATER 5 1
  11839. terrain_size MED_WATER 5 1
  11840. terrain_size DEEP_WATER 5 1
  11841. terrain_size BEACH 3 1
  11842. terrain_size GRASS 0 0
  11843. terrain_size FOREST 0 0
  11844. }
  11845.  
  11846. elseif BIG_BLUE_AP
  11847.  
  11848. /* ****************************************************** */
  11849.  
  11850. <ELEVATION_GENERATION>
  11851.  
  11852. /* ****************************************************** */
  11853.  
  11854. elseif DEVASTATION_AP
  11855.  
  11856. <OBJECTS_GENERATION>
  11857.  
  11858. create_object OAKTREE
  11859. {
  11860. number_of_objects 50
  11861. set_gaia_object_only
  11862. min_distance_group_placement 10
  11863. max_distance_group_placement 20
  11864. set_avoid_player_start_areas
  11865. }
  11866.  
  11867. <OBJECTS_GENERATION>
  11868.  
  11869. create_object PINETREE
  11870. {
  11871. number_of_objects 150
  11872. set_gaia_object_only
  11873. min_distance_group_placement 10
  11874. max_distance_group_placement 15
  11875. set_avoid_player_start_areas
  11876. }
  11877.  
  11878. <ELEVATION_GENERATION>
  11879.  
  11880. start_random
  11881. percent_chance 50
  11882. create_elevation 1
  11883. {
  11884. base_terrain LEAVES
  11885. number_of_clumps 15
  11886. number_of_tiles 3000
  11887. set_scale_by_groups
  11888. set_scale_by_size
  11889. set_avoid_player_start_areas
  11890. }
  11891. percent_chance 50
  11892. end_random
  11893.  
  11894. elseif MIXTURE_AP
  11895.  
  11896. /* ****************************************************** */
  11897.  
  11898. <ELEVATION_GENERATION>
  11899.  
  11900. /* ****************************************************** */
  11901.  
  11902. endif
  11903. endif
  11904.  
  11905. if AP_PACK2
  11906.  
  11907. if EASTER_ISLAND_AP
  11908.  
  11909. <OBJECTS_GENERATION>
  11910.  
  11911. create_object STATUE
  11912. {
  11913. number_of_objects 10
  11914. set_gaia_object_only
  11915. terrain_to_place_on GRASS3
  11916. start_random
  11917. percent_chance 45
  11918. set_tight_grouping
  11919. percent_chance 55
  11920. end_random
  11921. min_distance_group_placement 1
  11922. max_distance_group_placement 1
  11923. }
  11924.  
  11925. <OBJECTS_GENERATION>
  11926.  
  11927. create_object PLANT
  11928. {
  11929. number_of_objects 50
  11930. if TINY_MAP
  11931. number_of_objects 35
  11932. elseif SMALL_MAP
  11933. number_of_objects 40
  11934. elseif MEDIUM_MAP
  11935. number_of_objects 50
  11936. endif
  11937. set_gaia_object_only
  11938. terrain_to_place_on GRASS3
  11939. min_distance_group_placement 5
  11940. max_distance_group_placement 15
  11941. }
  11942.  
  11943. start_random
  11944. percent_chance 65
  11945. create_object STATUE
  11946. {
  11947. if TINY_MAP
  11948. number_of_objects 5
  11949. endif
  11950. number_of_objects 15
  11951. set_gaia_object_only
  11952. terrain_to_place_on GRASS
  11953. min_distance_to_players 10
  11954. min_distance_group_placement 5
  11955. max_distance_group_placement 15
  11956. set_avoid_player_start_areas
  11957. }
  11958. percent_chance 35
  11959. end_random
  11960.  
  11961. create_object STATUE
  11962. {
  11963. if TINY_MAP
  11964. number_of_objects 5
  11965. endif
  11966. number_of_objects 15
  11967. set_gaia_object_only
  11968. terrain_to_place_on GRASS2
  11969. min_distance_to_players 10
  11970. min_distance_group_placement 5
  11971. max_distance_group_placement 15
  11972. set_avoid_player_start_areas
  11973. }
  11974.  
  11975. elseif GHOST_FOREST_AP
  11976.  
  11977. <OBJECTS_GENERATION>
  11978.  
  11979. create_object TREE_I
  11980. {
  11981. number_of_groups 28
  11982. if LARGE_MAP
  11983. number_of_objects 30
  11984. elseif HUGE_MAP
  11985. number_of_objects 32
  11986. else
  11987. number_of_objects 28
  11988. endif
  11989. set_gaia_object_only
  11990. terrain_to_place_on GRASS
  11991. temp_min_distance_group_placement 15
  11992. min_distance_to_players 15
  11993. set_tight_grouping
  11994. set_scaling_to_map_size
  11995. group_variance 1
  11996. group_placement_radius 30
  11997. }
  11998.  
  11999. create_object TREE_I
  12000. {
  12001. number_of_groups 18
  12002. if LARGE_MAP
  12003. number_of_objects 20
  12004. elseif HUGE_MAP
  12005. number_of_objects 22
  12006. else
  12007. number_of_objects 18
  12008. endif
  12009. set_gaia_object_only
  12010. terrain_to_place_on GRASS
  12011. temp_min_distance_group_placement 15
  12012. min_distance_to_players 15
  12013. set_tight_grouping
  12014. set_scaling_to_map_size
  12015. group_variance 1
  12016. group_placement_radius 30
  12017. }
  12018.  
  12019. create_object TREE_I
  12020. {
  12021. number_of_objects 150
  12022. set_gaia_object_only
  12023. terrain_to_place_on GRASS
  12024. min_distance_to_players 15
  12025. min_distance_group_placement 10
  12026. max_distance_group_placement 15
  12027. set_avoid_player_start_areas
  12028. }
  12029.  
  12030. start_random
  12031. percent_chance 50 #define SCARY
  12032. percent_chance 50 #define NOT_THAT_SCARY
  12033. end_random
  12034. start_random
  12035. percent_chance 34 #define SIXTEEN_OBJ
  12036. percent_chance 33 #define TWENTY_OBJ
  12037. percent_chance 33 #define TWENTYFOUR_OBJ
  12038. end_random
  12039.  
  12040. <OBJECTS_GENERATION>
  12041.  
  12042.  
  12043. if SCARY
  12044.  
  12045. create_object SKELETON
  12046. {
  12047. if SIXTEEN_OBJ
  12048. number_of_objects 24
  12049. elseif TWENTY_OBJ
  12050. number_of_objects 30
  12051. elseif TWENTYFOUR_OBJ
  12052. number_of_objects 36
  12053. endif
  12054. set_gaia_object_only
  12055. set_scaling_to_map_size
  12056. terrain_to_place_on GRASS
  12057. min_distance_to_players 10
  12058. min_distance_group_placement 10
  12059. max_distance_group_placement 20
  12060. }
  12061.  
  12062. create_object SKELETON
  12063. {
  12064. if SIXTEEN_OBJ
  12065. number_of_objects 24
  12066. elseif TWENTY_OBJ
  12067. number_of_objects 30
  12068. elseif TWENTYFOUR_OBJ
  12069. number_of_objects 36
  12070. endif
  12071. set_gaia_object_only
  12072. set_scaling_to_map_size
  12073. terrain_to_place_on GRASS
  12074. min_distance_to_players 10
  12075. min_distance_group_placement 10
  12076. max_distance_group_placement 20
  12077. }
  12078.  
  12079. elseif NOT_THAT_SCARY
  12080. endif
  12081.  
  12082. elseif ENSNARED_AP
  12083.  
  12084. <CONNECTION_GENERATION>
  12085. create_connect_all_players_land
  12086. {
  12087. replace_terrain WATER SHALLOW
  12088. terrain_cost WATER 4
  12089. terrain_cost MED_WATER 2
  12090. terrain_size WATER 3 1
  12091. terrain_size MED_WATER 1 1
  12092. terrain_cost GRASS 2
  12093. terrain_cost FOREST 7
  12094. terrain_cost BEACH 3
  12095. terrain_size GRASS3 0 0
  12096. terrain_size FOREST 0 0
  12097. }
  12098.  
  12099. elseif ANCIENT_LAKE_AP
  12100.  
  12101. <CONNECTION_GENERATION>
  12102. create_connect_teams_lands
  12103. {
  12104. replace_terrain WATER SHALLOW
  12105. replace_terrain MED_WATER SHALLOW
  12106. replace_terrain DEEP_WATER SHALLOW
  12107. replace_terrain BEACH SHALLOW
  12108. terrain_cost WATER 4
  12109. terrain_cost MED_WATER 7
  12110. terrain_cost DEEP_WATER 12
  12111. terrain_cost FOREST 7
  12112. terrain_cost BEACH 4
  12113. terrain_size WATER 6 1
  12114. terrain_size MED_WATER 6 1
  12115. terrain_size DEEP_WATER 6 1
  12116. terrain_size BEACH 3 1
  12117. terrain_size GRASS 0 0
  12118. terrain_size FOREST 0 0
  12119. }
  12120.  
  12121. elseif ACROPOLIS_AP
  12122.  
  12123. if TEAM_ACROPOLIS
  12124. <ELEVATION_GENERATION>
  12125.  
  12126. elseif ACROPOLIS
  12127. <ELEVATION_GENERATION>
  12128. create_elevation 1
  12129. {
  12130. base_terrain LEAVES
  12131. if TINY_MAP
  12132. number_of_clumps 10
  12133. number_of_tiles 40
  12134. elseif MEDIUM_MAP
  12135. number_of_clumps 15
  12136. number_of_tiles 60
  12137. else
  12138. number_of_clumps 25
  12139. number_of_tiles 120
  12140. endif
  12141. set_scale_by_size
  12142. }
  12143. endif
  12144.  
  12145. elseif HIDEOUT_AP
  12146.  
  12147. <ELEVATION_GENERATION>
  12148.  
  12149. create_elevation 4
  12150. {
  12151. base_terrain GRASS
  12152. number_of_clumps 15
  12153. number_of_tiles 800
  12154. set_scale_by_groups
  12155. set_scale_by_size
  12156. }
  12157.  
  12158. create_elevation 4
  12159. {
  12160. base_terrain DIRT
  12161. number_of_clumps 15
  12162. number_of_tiles 800
  12163. set_scale_by_groups
  12164. set_scale_by_size
  12165. }
  12166.  
  12167. elseif SEIZE_THE_HUMP_AP
  12168.  
  12169. <ELEVATION_GENERATION>
  12170. create_elevation 5
  12171. {
  12172. base_terrain DIRT3
  12173. number_of_clumps 20
  12174. number_of_tiles 8000
  12175. set_scale_by_groups
  12176. set_scale_by_size
  12177. }
  12178.  
  12179. create_elevation 7
  12180. {
  12181. base_terrain DIRT3
  12182. number_of_clumps 6
  12183. number_of_tiles 3000
  12184. set_scale_by_groups
  12185. set_scale_by_size
  12186. }
  12187.  
  12188. elseif BALTIC_AP
  12189.  
  12190. <ELEVATION_GENERATION>
  12191.  
  12192. create_elevation 7
  12193. {
  12194. if ALPINE_MAP
  12195. base_terrain GRASS2
  12196. else
  12197. base_terrain SNOW
  12198. number_of_clumps 14
  12199. number_of_tiles 2000
  12200. set_scale_by_groups
  12201. set_scale_by_size
  12202. endif
  12203. }
  12204.  
  12205. create_elevation 5
  12206. {
  12207. if ALPINE_MAP
  12208. base_terrain GRASS
  12209. else
  12210. base_terrain GRASS_SNOW
  12211. number_of_clumps 14
  12212. number_of_tiles 2000
  12213. set_scale_by_groups
  12214. set_scale_by_size
  12215. endif
  12216. }
  12217.  
  12218. <CLIFF_GENERATION>
  12219.  
  12220. min_number_of_cliffs 5
  12221. max_number_of_cliffs 10
  12222. min_length_of_cliff 4
  12223. max_length_of_cliff 10
  12224. cliff_curliness 10
  12225. min_distance_cliffs 3
  12226.  
  12227.  
  12228. <CONNECTION_GENERATION>
  12229. create_connect_teams_lands
  12230. {
  12231. replace_terrain GRASS DESERT
  12232. replace_terrain WATER SHALLOW
  12233. replace_terrain FOREST DIRT2
  12234. replace_terrain PALM_DESERT DIRT2
  12235. terrain_cost WATER 7
  12236. terrain_cost FOREST 7
  12237. terrain_cost PALM_DESERT 7
  12238. terrain_cost SHALLOW 3
  12239. terrain_cost DESERT 1
  12240. terrain_cost GRASS 2
  12241. terrain_cost BEACH 7
  12242. terrain_size WATER 2 1
  12243. terrain_size GRASS 0 0
  12244. terrain_size FOREST 0 0
  12245. terrain_size PALM_DESERT 0 0
  12246. terrain_size DESERT 0 0
  12247. }
  12248.  
  12249. elseif GEOMETRIC_PISS_AP
  12250.  
  12251. create_object MOUNTAIN_3
  12252. {
  12253. if TINY_MAP
  12254. number_of_objects 3
  12255. else
  12256. start_random
  12257. percent_chance 34
  12258. number_of_objects 5
  12259. percent_chance 33
  12260. number_of_objects 7
  12261. percent_chance 33
  12262. number_of_objects 9
  12263. end_random
  12264. endif
  12265. set_gaia_object_only
  12266. terrain_to_place_on DESERT
  12267. min_distance_to_players 23
  12268. min_distance_group_placement 10
  12269. max_distance_group_placement 25
  12270. }
  12271.  
  12272. create_object MOUNTAIN_4
  12273. {
  12274. if TINY_MAP
  12275. number_of_objects 3
  12276. else
  12277. start_random
  12278. percent_chance 34
  12279. number_of_objects 5
  12280. percent_chance 33
  12281. number_of_objects 7
  12282. percent_chance 33
  12283. number_of_objects 9
  12284. end_random
  12285. endif
  12286. set_gaia_object_only
  12287. terrain_to_place_on DESERT
  12288. min_distance_to_players 23
  12289. min_distance_group_placement 10
  12290. max_distance_group_placement 25
  12291. }
  12292.  
  12293. <ELEVATION_GENERATION>
  12294.  
  12295. start_random
  12296. percent_chance 50
  12297. create_elevation 6
  12298. {
  12299. base_terrain DESERT
  12300. number_of_clumps 15
  12301. number_of_tiles 2000
  12302. set_scale_by_groups
  12303. set_scale_by_size
  12304. }
  12305. percent_chance 50
  12306. end_random
  12307.  
  12308. <CLIFF_GENERATION>
  12309. min_number_of_cliffs 7
  12310. max_number_of_cliffs 12
  12311. min_length_of_cliff 3
  12312. max_length_of_cliff 12
  12313. min_distance_cliffs 8
  12314.  
  12315. elseif MICROPHONE_AP
  12316.  
  12317. <CONNECTION_GENERATION>
  12318. create_connect_all_lands
  12319. {
  12320. replace_terrain WATER SHALLOW
  12321. replace_terrain MED_WATER SHALLOW
  12322. replace_terrain DEEP_WATER SHALLOW
  12323. terrain_cost WATER 7
  12324. terrain_cost MED_WATER 9
  12325. terrain_cost DEEP_WATER 15
  12326. terrain_cost FOREST 7
  12327. terrain_cost PINE_FOREST 7
  12328. terrain_cost BEACH 7
  12329. terrain_size WATER 4 1
  12330. terrain_size MED_WATER 4 1
  12331. terrain_size DEEP_WATER 4 1
  12332. terrain_size FOREST 0 0
  12333. terrain_size PINE_FOREST 0 0
  12334. }
  12335. elseif ISLANDS_AP
  12336.  
  12337. start_random
  12338. percent_chance 20 #define SPOJTO
  12339. percent_chance 80 #define SAMOTARI
  12340. end_random
  12341.  
  12342. if SAMOTARI
  12343. elseif SPOJTO
  12344.  
  12345. <CONNECTION_GENERATION>
  12346. create_connect_teams_lands
  12347. {
  12348. replace_terrain WATER SHALLOW
  12349. replace_terrain MED_WATER SHALLOW
  12350. replace_terrain DEEP_WATER SHALLOW
  12351. terrain_cost WATER 7
  12352. terrain_cost MED_WATER 9
  12353. terrain_cost DEEP_WATER 15
  12354. terrain_cost GRASS 2
  12355. terrain_cost FOREST 7
  12356. terrain_cost PINE_FOREST 7
  12357. terrain_cost BEACH 7
  12358. terrain_size WATER 4 1
  12359. terrain_size MED_WATER 4 1
  12360. terrain_size DEEP_WATER 4 1
  12361. terrain_size GRASS 0 0
  12362. terrain_size FOREST 0 0
  12363. terrain_size PINE_FOREST 0 0
  12364. }
  12365. endif
  12366.  
  12367. elseif SINKHOLES_AP
  12368.  
  12369. create_object OAKTREE
  12370. {
  12371. number_of_objects 75
  12372. terrain_to_place_on DIRT
  12373. set_gaia_object_only
  12374. min_distance_group_placement 5
  12375. max_distance_group_placement 15
  12376. set_avoid_player_start_areas
  12377. }
  12378.  
  12379. /* ****************************************************** */
  12380.  
  12381. <ELEVATION_GENERATION>
  12382.  
  12383. /* ****************************************************** */
  12384.  
  12385. elseif CONTINENTAL_AP
  12386.  
  12387. <CLIFF_GENERATION>
  12388.  
  12389. min_number_of_cliffs 5
  12390. max_number_of_cliffs 8
  12391. min_length_of_cliff 4
  12392. max_length_of_cliff 10
  12393. cliff_curliness 10
  12394. min_distance_cliffs 3
  12395.  
  12396.  
  12397. /* ****************************************************** */
  12398. <CONNECTION_GENERATION>
  12399. create_connect_all_players_land
  12400. {
  12401. replace_terrain WATER SHALLOW
  12402. replace_terrain MED_WATER SHALLOW
  12403. replace_terrain DEEP_WATER SHALLOW
  12404. terrain_cost WATER 7
  12405. terrain_cost MED_WATER 9
  12406. terrain_cost DEEP_WATER 15
  12407. terrain_cost FOREST 7
  12408. terrain_cost BAMBOO 7
  12409. terrain_cost PALM_DESERT 7
  12410. terrain_cost PINE_FOREST 7
  12411. terrain_cost SHALLOW 3
  12412. terrain_cost DESERT 1
  12413. terrain_cost DIRT2 2
  12414. terrain_cost DIRT3 3
  12415. terrain_cost GRASS 2
  12416. terrain_cost GRASS2 2
  12417. terrain_cost GRASS3 2
  12418. terrain_cost BEACH 7
  12419. terrain_size WATER 3 1
  12420. terrain_size MED_WATER 3 1
  12421. terrain_size DEEP_WATER 3 1
  12422. terrain_size GRASS2 0 0
  12423. terrain_size GRASS3 0 0
  12424. terrain_size GRASS 0 0
  12425. terrain_size FOREST 0 0
  12426. terrain_size BAMBOO 0 0
  12427. terrain_size PINE_FOREST 0 0
  12428. terrain_size PALM_DESERT 0 0
  12429. terrain_size DESERT 0 0
  12430. terrain_size DIRT2 0 0
  12431. terrain_size DIRT3 0 0
  12432. }
  12433.  
  12434. elseif DRY_ARABIA_AP
  12435.  
  12436. <ELEVATION_GENERATION>
  12437.  
  12438. create_elevation 7
  12439. {
  12440. if DESERT_MAP
  12441. base_terrain DIRT
  12442. else
  12443. base_terrain GRASS3
  12444. endif
  12445. number_of_clumps 20
  12446. number_of_tiles 6000
  12447. set_scale_by_groups
  12448. set_scale_by_size
  12449. }
  12450.  
  12451. /* ****************************************************** */
  12452. <CLIFF_GENERATION>
  12453. min_number_of_cliffs 10
  12454. max_number_of_cliffs 15
  12455. min_length_of_cliff 3
  12456. max_length_of_cliff 10
  12457.  
  12458. endif
  12459. endif
  12460.  
  12461. if AP_NOMAD
  12462.  
  12463. if HILL_NOMAD_AP
  12464.  
  12465. /* ****************************************************** */
  12466.  
  12467. <ELEVATION_GENERATION>
  12468.  
  12469. /* ****************************************************** */
  12470.  
  12471. elseif LAND_NOMAD_AP
  12472.  
  12473. <ELEVATION_GENERATION>
  12474. create_elevation 7
  12475. {
  12476. base_terrain GRASS
  12477. number_of_clumps 30
  12478. number_of_tiles 2000
  12479. set_scale_by_groups
  12480. set_scale_by_size
  12481. }
  12482.  
  12483. /* **************************************** */
  12484. <CLIFF_GENERATION>
  12485.  
  12486. /* Cliffs */
  12487. min_number_of_cliffs 7
  12488. max_number_of_cliffs 10
  12489. min_length_of_cliff 8
  12490. max_length_of_cliff 12
  12491. cliff_curliness 10
  12492. min_distance_cliffs 4
  12493.  
  12494. elseif NOMAD_AP
  12495.  
  12496. <ELEVATION_GENERATION>
  12497.  
  12498. create_elevation 7
  12499. {
  12500. if DESERT_MAP
  12501. base_terrain DIRT
  12502. elseif ALPINE_MAP
  12503. base_terrain GRASS2
  12504. elseif FROZEN_MAP
  12505. base_terrain SNOW
  12506. elseif ASIAN_MAP
  12507. base_terrain GRASS2
  12508. else
  12509. base_terrain GRASS
  12510. endif
  12511. number_of_clumps 14
  12512. number_of_tiles 2000
  12513. set_scale_by_groups
  12514. set_scale_by_size
  12515. }
  12516.  
  12517. /* ****************************************************** */
  12518. <CONNECTION_GENERATION>
  12519. create_connect_all_players_land
  12520. {
  12521. if FROZEN_MAP
  12522. replace_terrain WATER ICE
  12523. replace_terrain MED_WATER ICE
  12524. replace_terrain DEEP_WATER ICE
  12525. else
  12526. replace_terrain WATER SHALLOW
  12527. replace_terrain MED_WATER SHALLOW
  12528. replace_terrain DEEP_WATER SHALLOW
  12529. endif
  12530. terrain_cost WATER 7
  12531. terrain_cost MED_WATER 9
  12532. terrain_cost DEEP_WATER 15
  12533. terrain_cost FOREST 7
  12534. terrain_cost PINE_FOREST 7
  12535. terrain_cost PALM_DESERT 7
  12536. terrain_cost SNOW_FOREST 7
  12537. terrain_cost JUNGLE 7
  12538. terrain_cost SHALLOW 3
  12539. terrain_cost DESERT 2
  12540. terrain_cost DIRT 2
  12541. terrain_cost DIRT2 2
  12542. terrain_cost DIRT3 2
  12543. terrain_cost DIRT_SNOW 2
  12544. terrain_cost GRASS 2
  12545. terrain_cost GRASS2 2
  12546. terrain_cost GRASS3 2
  12547. terrain_cost GRASS_SNOW 2
  12548. terrain_cost SNOW 2
  12549. terrain_cost BEACH 7
  12550. terrain_size WATER 2 1
  12551. terrain_size MED_WATER 2 1
  12552. terrain_size DEEP_WATER 2 1
  12553. terrain_size GRASS 0 0
  12554. terrain_size GRASS2 0 0
  12555. terrain_size GRASS3 0 0
  12556. terrain_size GRASS_SNOW 0 0
  12557. terrain_size SNOW 0 0
  12558. terrain_size DIRT 0 0
  12559. terrain_size DIRT2 0 0
  12560. terrain_size DIRT3 0 0
  12561. terrain_size DIRT_SNOW 0 0
  12562. terrain_size SNOW_FOREST 0 0
  12563. terrain_size FOREST 0 0
  12564. terrain_size PINE_FOREST 0 0
  12565. terrain_size PALM_DESERT 0 0
  12566. terrain_size JUNGLE 0 0
  12567. terrain_size DESERT 0 0
  12568. }
  12569.  
  12570. endif
  12571. endif
  12572.  
  12573. /* End */
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