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- /* Anniversary Pack by HJ */
- /* 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
- and then post them on the 13th anniversary year for AoC (August 26th). */
- /* Spesial thanks to: [LoS]ayase_chihaya(CH_Wired), Mega(Megakhan), musky, lecture, Old magic, raptor and Mounstrosity
- for helping me out with this project. Thanks for playtesting and support! */
- /* 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. */
- /* ************************************ */
- <PLAYER_SETUP>
- random_placement
- /* ****************************************************** */
- start_random
- percent_chance 50 #define AP_PACK1
- percent_chance 38 #define AP_PACK2
- percent_chance 12 #define AP_NOMAD
- end_random
- start_random
- percent_chance 4 #define RAFT_AP
- percent_chance 4 #define TRADE_ROUTE_AP
- percent_chance 4 #define BOARDS_OF_CANADA_AP
- percent_chance 4 #define QUICKSAND_AP
- percent_chance 4 #define HYPERBOREA_AP
- percent_chance 4 #define LOCK_WASHER_AP
- percent_chance 4 #define MAZE_AP
- percent_chance 4 #define INFREQUENT_AP
- percent_chance 4 #define WOODEN_WEB_AP
- percent_chance 4 #define GLACIER_AP
- percent_chance 4 #define ROAD_TO_VICTORY_AP
- percent_chance 4 #define CARIBBEAN_AP
- percent_chance 4 #define AGRICULTURAL_AP
- percent_chance 4 #define AUTUMNALAE_AP
- percent_chance 4 #define TWO_RIVERS_AP
- percent_chance 4 #define MELTING_ICE_AP
- percent_chance 4 #define ARZACHEL_AP
- percent_chance 4 #define DAM_AP
- percent_chance 4 #define FORT_AP
- percent_chance 4 #define RELIC_PONDS_AP
- percent_chance 4 #define FLOOD_AP
- percent_chance 4 #define BIG_BLUE_AP
- percent_chance 4 #define DEVASTATION_AP
- percent_chance 4 #define FROSTY_ISLANDS_AP
- percent_chance 4 #define MIXTURE_AP
- end_random
- start_random
- percent_chance 6 #define EASTER_ISLAND_AP
- percent_chance 6 #define ENSNARED_AP
- percent_chance 6 #define GHOST_FOREST_AP
- percent_chance 6 #define OIRECTINE_AP
- percent_chance 7 #define ANCIENT_LAKE_AP
- percent_chance 6 #define ACROPOLIS_AP
- percent_chance 6 #define HIDEOUT_AP
- percent_chance 6 #define SEIZE_THE_HUMP_AP
- percent_chance 6 #define BALTIC_AP
- percent_chance 7 #define ISLANDS_AP
- percent_chance 6 #define GEOMETRIC_PISS_AP
- percent_chance 7 #define MICROPHONE_AP
- percent_chance 6 #define SINKHOLES_AP
- percent_chance 6 #define SAHARA_AP
- percent_chance 6 #define CONTINENTAL_AP
- percent_chance 7 #define DRY_ARABIA_AP
- end_random
- start_random
- percent_chance 25 #define HILL_NOMAD_AP
- percent_chance 25 #define BEDOUINS_AP
- percent_chance 25 #define LAND_NOMAD_AP
- percent_chance 25 #define NOMAD_AP
- end_random
- if AP_PACK1
- if RAFT_AP
- <LAND_GENERATION>
- base_terrain WATER
- create_player_lands
- {
- terrain_type GRASS
- land_percent 90
- base_size 11 /* Old one was 12% lets try these new sizes */
- if TINY_MAP
- base_size 10
- elseif HUGE_MAP
- base_size 10
- endif
- left_border 20
- right_border 20
- start_random
- percent_chance 50
- other_zone_avoidance_distance 4
- percent_chance 50
- other_zone_avoidance_distance 5
- end_random
- set_zone_by_team
- border_fuzziness 9
- if TINY_MAP
- start_random
- percent_chance 70 /* Removes the river on the main island */
- zone 1
- percent_chance 30 /* Keeps the river */
- end_random
- elseif SMALL_MAP
- start_random
- percent_chance 40
- zone 1
- percent_chance 60
- end_random
- elseif MEDIUM_MAP
- start_random
- percent_chance 40
- zone 1
- percent_chance 60
- end_random
- elseif LARGE_MAP
- start_random
- percent_chance 40
- zone 1
- percent_chance 60
- end_random
- elseif HUGE_MAP
- start_random
- percent_chance 70
- zone 1
- percent_chance 30
- end_random
- endif
- if GIGANTIC_MAP
- zone 0
- endif
- }
- create_land
- {
- terrain_type GRASS3
- land_percent 25
- right_border 90
- left_border 0
- top_border 0
- bottom_border 0
- border_fuzziness 15
- clumping_factor 5
- }
- create_land
- {
- terrain_type GRASS3
- land_percent 25
- right_border 0
- left_border 90
- top_border 0
- bottom_border 0
- border_fuzziness 15
- clumping_factor 5
- }
- create_land
- {
- terrain_type WATER
- land_percent 3
- right_border 0
- left_border 0
- top_border 97
- }
- <TERRAIN_GENERATION>
- /* WATER */
- create_terrain MED_WATER
- {
- base_terrain WATER
- land_percent 8
- number_of_clumps 7
- spacing_to_other_terrain_types 3
- set_scale_by_groups
- }
- create_terrain FOREST /* Main Forest on the big island */
- {
- land_percent 7
- number_of_clumps 14
- clumping_factor 25
- spacing_to_other_terrain_types 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST /* Forest on the right and left islands */
- {
- land_percent 20
- base_terrain GRASS3
- clumping_factor 10
- spacing_to_other_terrain_types 8
- if TINY_MAP
- spacing_to_other_terrain_types 7
- endif
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- land_percent 20
- base_terrain GRASS3
- clumping_factor 10
- spacing_to_other_terrain_types 8
- if TINY_MAP
- spacing_to_other_terrain_types 7
- endif
- set_scale_by_groups
- }
- elseif TRADE_ROUTE_AP
- <LAND_GENERATION>
- #const FUNGUSROAD 39
- #const ROAD_SNOW 38
- start_random
- percent_chance 34 #define ROAD_STYLE_1
- percent_chance 33 #define ROAD_STYLE_2
- percent_chance 33 #define ROAD_STYLE_3
- end_random
- if ROAD_STYLE_1
- base_terrain FUNGUSROAD
- create_player_lands
- {
- terrain_type GRASS
- land_percent 100
- base_size 14
- border_fuzziness 15
- set_zone_by_team
- start_random
- percent_chance 50
- other_zone_avoidance_distance 10
- percent_chance 50
- other_zone_avoidance_distance 11
- end_random
- }
- /* **************************************** */
- <TERRAIN_GENERATION>
- create_terrain DIRT3
- {
- base_terrain GRASS
- set_avoid_player_start_areas
- land_percent 5
- number_of_clumps 34
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- land_percent 5
- number_of_clumps 10
- clumping_factor 25
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PINE_FOREST
- {
- land_percent 5
- number_of_clumps 10
- clumping_factor 25
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain DIRT2
- {
- base_terrain GRASS
- set_avoid_player_start_areas
- land_percent 2
- number_of_clumps 10
- set_scale_by_group
- }
- elseif ROAD_STYLE_2
- base_terrain ROAD_SNOW
- create_player_lands
- {
- terrain_type SNOW
- land_percent 100
- base_size 14
- border_fuzziness 15
- set_zone_by_team
- start_random
- percent_chance 50
- other_zone_avoidance_distance 10
- percent_chance 50
- other_zone_avoidance_distance 11
- end_random
- }
- /* **************************************** */
- <TERRAIN_GENERATION>
- create_terrain DIRT_SNOW
- {
- base_terrain SNOW
- set_avoid_player_start_areas
- land_percent 5
- number_of_clumps 34
- set_scale_by_groups
- }
- create_terrain SNOW_FOREST
- {
- base_terrain SNOW
- land_percent 7
- number_of_clumps 13
- clumping_factor 25
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PINE_FOREST
- {
- base_terrain SNOW
- land_percent 7
- number_of_clumps 13
- clumping_factor 25
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain GRASS_SNOW
- {
- base_terrain SNOW
- set_avoid_player_start_areas
- land_percent 2
- number_of_clumps 10
- set_scale_by_group
- }
- elseif ROAD_STYLE_3
- base_terrain ROAD2
- create_player_lands
- {
- terrain_type DESERT
- land_percent 100
- base_size 14
- border_fuzziness 15
- set_zone_by_team
- start_random
- percent_chance 50
- other_zone_avoidance_distance 10
- percent_chance 50
- other_zone_avoidance_distance 11
- end_random
- }
- /* **************************************** */
- <TERRAIN_GENERATION>
- create_terrain DIRT3
- {
- base_terrain DESERT
- set_avoid_player_start_areas
- land_percent 10
- number_of_clumps 40
- set_scale_by_group
- }
- create_terrain PALM_DESERT
- {
- base_terrain DESERT
- land_percent 8
- number_of_clumps 13
- clumping_factor 20
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain JUNGLE
- {
- base_terrain DESERT
- land_percent 3
- number_of_clumps 10
- clumping_factor 20
- spacing_to_other_terrain_types 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- elseif BOARDS_OF_CANADA_AP
- <LAND_GENERATION>
- base_terrain GRASS
- start_random
- percent_chance 20 #define DEFAULT_FORTRESS
- percent_chance 20 #define JUNGLES
- percent_chance 20 #define WINTER
- percent_chance 20 #define RAINY
- percent_chance 20 #define SUMMER
- end_random
- create_player_lands
- {
- if DEFAULT_FORTRESS
- terrain_type GRASS
- elseif WINTER
- terrain_type GRASS_SNOW
- endif
- land_percent 85
- base_size 12
- border_fuzziness 15
- }
- create_land
- {
- terrain_type GRASS3
- land_percent 60
- border_fuzziness 10
- clumping_factor 15
- bottom_border 35
- top_border 35
- left_border 35
- right_border 35
- }
- /* ****************************************************** */
- <TERRAIN_GENERATION>
- if DEFAULT_FORTRESS
- create_terrain FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 1
- land_percent 10
- number_of_clumps 12
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain DIRT
- {
- base_terrain GRASS
- number_of_clumps 10
- spacing_to_other_terrain_types 0
- land_percent 12
- set_scale_by_size
- }
- create_terrain PALM_DESERT
- {
- base_terrain DIRT
- spacing_to_other_terrain_types 1
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain DIRT3
- {
- base_terrain GRASS3
- land_percent 100
- spacing_to_other_terrain_types 7
- number_of_clumps 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain GRASS3
- land_percent 1
- number_of_clumps 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif JUNGLES
- create_terrain JUNGLE
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 1
- land_percent 10
- number_of_clumps 12
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain GRASS2
- {
- base_terrain GRASS
- number_of_clumps 10
- spacing_to_other_terrain_types 0
- land_percent 12
- set_scale_by_size
- }
- create_terrain LEAVES
- {
- base_terrain GRASS
- number_of_clumps 12
- spacing_to_other_terrain_types 0
- land_percent 3
- set_scale_by_groups
- set_avoid_player_start_areas
- }
- create_terrain BAMBOO
- {
- base_terrain GRASS2
- spacing_to_other_terrain_types 1
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain DIRT3
- {
- base_terrain GRASS3
- land_percent 100
- spacing_to_other_terrain_types 7
- number_of_clumps 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain LEAVES
- {
- base_terrain GRASS3
- spacing_to_other_terrain_types 1
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain JUNGLE
- {
- base_terrain GRASS3
- land_percent 1
- number_of_clumps 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif WINTER
- create_terrain SNOW_FOREST
- {
- base_terrain GRASS_SNOW
- spacing_to_other_terrain_types 2
- land_percent 10
- number_of_clumps 12
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain GRASS2
- {
- base_terrain GRASS_SNOW
- land_percent 12
- number_of_clumps 10
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain GRASS2
- spacing_to_other_terrain_types 1
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain SNOW
- {
- base_terrain GRASS3
- land_percent 100
- spacing_to_other_terrain_types 7
- number_of_clumps 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain GRASS3
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- set_loose_grouping
- }
- create_terrain GRASS_SNOW
- {
- base_terrain GRASS3
- land_percent 1
- number_of_clumps 4
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif RAINY
- create_terrain PINE_FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 1
- land_percent 10
- number_of_clumps 12
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 1
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain WATER
- {
- base_terrain GRASS
- number_of_clumps 20
- spacing_to_other_terrain_types 0
- land_percent 1
- set_scale_by_groups
- set_avoid_player_start_areas
- }
- create_terrain DIRT3
- {
- base_terrain GRASS3
- land_percent 100
- spacing_to_other_terrain_types 7
- number_of_clumps 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain GRASS
- {
- base_terrain DIRT3
- land_percent 1
- number_of_clumps 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain GRASS3
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- set_loose_grouping
- }
- elseif SUMMER
- create_terrain FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 1
- land_percent 12
- number_of_clumps 14
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain DIRT
- {
- base_terrain GRASS
- number_of_clumps 22
- spacing_to_other_terrain_types 0
- land_percent 8
- set_scale_by_group
- set_avoid_player_start_areas
- }
- create_terrain DESERT
- {
- base_terrain GRASS3
- land_percent 100
- spacing_to_other_terrain_types 7
- number_of_clumps 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain DIRT
- {
- base_terrain GRASS3
- land_percent 100
- set_avoid_player_start_areas
- set_scale_by_group
- }
- create_terrain PALM_DESERT
- {
- base_terrain DIRT
- spacing_to_other_terrain_types 1
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- elseif QUICKSAND_AP
- <LAND_GENERATION>
- base_terrain BEACH
- create_player_lands
- {
- terrain_type DIRT
- land_percent 15
- base_size 14
- border_fuzziness 15
- set_zone_by_teams
- other_zone_avoidance_distance 5
- }
- create_land
- {
- terrain_type GRASS
- land_percent 6
- border_fuzziness 10
- clumping_factor 15
- bottom_border 35
- top_border 35
- left_border 35
- right_border 35
- }
- <TERRAIN_GENERATION>
- create_terrain DIRT
- {
- base_terrain BEACH
- number_of_clumps 100
- land_percent 25
- spacing_to_other_terrain_types 3
- }
- create_terrain JUNGLE
- {
- base_terrain GRASS
- land_percent 2
- number_of_clumps 4
- spacing_to_other_terrain_types 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PALM_DESERT
- {
- base_terrain DIRT
- spacing_to_other_terrain_types 4
- land_percent 5
- number_of_clumps 14
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain GRASS3
- {
- base_terrain BEACH
- number_of_clumps 25
- spacing_to_other_terrain_types 1
- land_percent 5
- }
- create_terrain FOREST
- {
- base_terrain GRASS3
- spacing_to_other_terrain_types 2
- land_percent 2
- number_of_clumps 4
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- start_random
- percent_chance 25 #define WATER_IN_MIDDLE
- percent_chance 75 #define NO_WATER
- end_random
- if WATER_IN_MIDDLE
- create_terrain WATER
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 4
- land_percent 1
- set_scale_by_groups
- }
- elseif NO_WATER
- endif
- elseif HYPERBOREA_AP
- <LAND_GENERATION>
- base_terrain GRASS_SNOW
- create_player_lands
- {
- terrain_type SNOW
- land_percent 100
- base_size 13
- border_fuzziness 10
- clumping_factor 10
- bottom_border 7
- top_border 7
- left_border 7
- right_border 7
- other_zone_avoidance_distance 0
- }
- <TERRAIN_GENERATION>
- create_terrain SNOW_FOREST
- {
- base_terrain GRASS_SNOW
- number_of_clumps 14
- land_percent 7
- spacing_to_other_terrain_types 3
- set_scale_by_group
- }
- create_terrain PINE_FOREST
- {
- base_terrain GRASS_SNOW
- number_of_clumps 14
- land_percent 7
- spacing_to_other_terrain_types 3
- set_scale_by_group
- }
- create_terrain SNOW_FOREST
- {
- base_terrain SNOW
- number_of_clumps 20
- land_percent 14
- set_avoid_player_start_areas
- set_scale_by_group
- }
- elseif LOCK_WASHER_AP
- <LAND_GENERATION>
- if TINY_MAP
- base_terrain PINE_FOREST
- else
- base_terrain GRASS3
- endif
- create_player_lands
- {
- terrain_type GRASS
- land_percent 100
- base_size 14
- top_border 7
- bottom_border 7
- left_border 7
- right_border 7
- border_fuzziness 15
- clumping_factor 20
- set_zone_randomly
- }
- start_random
- percent_chance 50 #define BIG_WATER
- percent_chance 50 #define SMALL_WATER
- end_random
- if SMALL_WATER
- create_land
- {
- terrain_type WATER
- land_percent 100
- top_border 43
- left_border 31
- right_border 31
- bottom_border 43
- border_fuzziness 15
- clumping_factor 30
- other_zone_avoidance_distance 0
- }
- elseif BIG_WATER
- create_land
- {
- terrain_type WATER
- land_percent 100
- top_border 35
- left_border 35
- right_border 35
- bottom_border 35
- border_fuzziness 15
- clumping_factor 20
- other_zone_avoidance_distance 0
- }
- create_land
- {
- terrain_type WATER
- land_percent 100
- top_border 35
- left_border 35
- right_border 35
- bottom_border 35
- border_fuzziness 15
- clumping_factor 20
- other_zone_avoidance_distance 0
- }
- create_land
- {
- terrain_type WATER
- land_percent 100
- top_border 35
- left_border 35
- right_border 35
- bottom_border 35
- border_fuzziness 15
- clumping_factor 20
- other_zone_avoidance_distance 0
- }
- endif
- /* **************************************** */
- <TERRAIN_GENERATION>
- create_terrain DIRT3
- {
- base_terrain GRASS
- land_percent 5
- number_of_clumps 35
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- }
- if TINY_MAP
- create_terrain FOREST
- {
- base_terrain PINE_FOREST
- land_percent 100
- spacing_to_other_terrain_types 3
- }
- endif
- create_terrain PINE_FOREST
- {
- base_terrain GRASS3
- land_percent 100
- }
- create_terrain FOREST
- {
- base_terrain PINE_FOREST
- land_percent 100
- spacing_to_other_terrain_types 3
- }
- create_terrain FOREST
- {
- base_terrain GRASS
- land_percent 5
- number_of_clumps 40
- set_scale_by_group
- spacing_to_other_terrain_types 3
- set_avoid_player_start_areas
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- land_percent 100
- spacing_to_other_terrain_types 3
- }
- elseif MAZE_AP
- <LAND_GENERATION>
- base_terrain GRASS
- create_player_lands
- {
- terrain_type GRASS2
- land_percent 25
- base_size 14
- border_fuzziness 15
- clumping_factor 20
- set_zone_randomly
- }
- /* **************************************** */
- <TERRAIN_GENERATION>
- create_terrain DIRT3
- {
- base_terrain GRASS
- land_percent 10
- number_of_clumps 34
- set_scale_by_groups
- set_avoid_player_start_areas
- }
- /* BASE FOREST */
- create_terrain PINE_FOREST
- {
- base_terrain GRASS2
- spacing_to_other_terrain_types 1
- land_percent 4 /* was 3% */
- number_of_clumps 6 /* was 5% */
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 1
- land_percent 4
- number_of_clumps 10 /* was 10% */
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PINE_FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 2
- land_percent 2
- number_of_clumps 20
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif INFREQUENT_AP
- <LAND_GENERATION>
- base_terrain DIRT3
- create_player_lands
- {
- terrain_type DIRT3
- land_percent 30
- base_size 14
- clumping_factor 15
- border_fuzziness 15
- }
- /* ****************************************************** */
- <TERRAIN_GENERATION>
- create_terrain BAMBOO
- {
- base_terrain DIRT3
- land_percent 12
- number_of_clumps 30
- spacing_to_other_terrain_types 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain DESERT
- {
- base_terrain DIRT3
- land_percent 15
- set_avoid_player_start_areas
- set_scale_by_groups
- number_of_clumps 30
- }
- create_terrain DIRT2
- {
- base_terrain DIRT3
- land_percent 4
- set_avoid_player_start_areas
- set_scale_by_groups
- number_of_clumps 32
- }
- create_terrain JUNGLE
- {
- base_terrain DIRT3
- spacing_to_other_terrain_types 2
- land_percent 3
- number_of_clumps 14
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif WOODEN_WEB_AP
- <LAND_GENERATION>
- base_terrain FOREST
- create_player_lands
- {
- terrain_type GRASS
- land_percent 100
- base_size 12
- left_border 8
- right_border 8
- top_border 8
- bottom_border 8
- clumping_factor 10
- start_random
- percent_chance 50 #define MODES
- percent_chance 50 #define NO_MODES
- end_random
- if MODES
- set_zone_by_teams
- other_zone_avoidance_distance 6
- elseif NO_MODES
- endif
- }
- create_land
- {
- terrain_type FOREST
- land_percent 100
- top_border 35
- left_border 35
- right_border 35
- bottom_border 35
- border_fuzziness 15
- clumping_factor 20
- }
- <TERRAIN_GENERATION>
- create_terrain DIRT3
- {
- base_terrain GRASS
- land_percent 5
- number_of_clumps 35
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- }
- create_terrain FOREST
- {
- base_terrain PINE_FOREST
- land_percent 100
- spacing_to_other_terrain_types 3
- }
- create_terrain FOREST
- {
- base_terrain GRASS
- land_percent 5
- number_of_clumps 35
- set_scale_by_group
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- }
- elseif GLACIER_AP
- <LAND_GENERATION>
- base_terrain ICE
- create_player_lands
- {
- terrain_type SNOW
- land_percent 40
- base_size 14
- bottom_border 2
- top_border 2
- left_border 2
- right_border 2
- border_fuzziness 10
- clumping_factor 10
- start_random
- percent_chance 50
- other_zone_avoidance_distance 10
- percent_chance 50
- other_zone_avoidance_distance 5
- end_random
- }
- /* ****************************************************** */
- <TERRAIN_GENERATION>
- create_terrain PINE_FOREST
- {
- base_terrain SNOW
- land_percent 6
- number_of_clumps 14
- clumping_factor 25
- spacing_to_other_terrain_types 5
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PINE_FOREST
- {
- land_percent 4
- base_terrain ICE
- number_of_clumps 12
- clumping_factor 25
- spacing_to_other_terrain_types 5
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- start_random
- percent_chance 85 #define SPOTS
- percent_chance 15 #define NO_SPOTS
- end_random
- if SPOTS
- create_terrain DIRT_SNOW
- {
- base_terrain ICE
- land_percent 8
- number_of_clumps 50
- spacing_to_other_terrain_types 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif NO_SPOTS
- endif
- elseif ROAD_TO_VICTORY_AP
- <LAND_GENERATION>
- start_random
- percent_chance 80 #define KEEP_WATER
- percent_chance 20 #define IT_BEGINS
- end_random
- if KEEP_WATER
- base_terrain WATER
- elseif IT_BEGINS
- base_terrain DEEP_WATER
- endif
- create_player_lands
- {
- terrain_type GRASS
- land_percent 56
- if TINY_MAP
- land_percent 45
- other_zone_avoidance_distance 18
- endif
- left_border 8
- right_border 8
- top_border 8
- bottom_border 8
- base_size 14
- border_fuzziness 15
- clumping_factor 11
- other_zone_avoidance_distance 22
- set_zone_by_team
- }
- /* ****************************************************** */
- <TERRAIN_GENERATION>
- create_terrain PINE_FOREST
- {
- base_terrain GRASS
- land_percent 8
- number_of_clumps 14
- spacing_to_other_terrain_types 5
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- number_of_clumps 10
- spacing_to_other_terrain_types 3
- land_percent 35
- }
- create_terrain DEEP_WATER
- {
- base_terrain MED_WATER
- number_of_clumps 6
- spacing_to_other_terrain_types 5
- land_percent 8
- }
- create_terrain DEEP_WATER
- {
- base_terrain MED_WATER
- number_of_clumps 20
- spacing_to_other_terrain_types 1
- land_percent 1
- }
- if IT_BEGINS
- start_random
- percent_chance 100 #NO_MED_WATER_SPOT
- end_random
- if NO_MED_WATER_SPOT
- endif
- else
- create_terrain MED_WATER
- {
- base_terrain DEEP_WATER
- number_of_clumps 6
- spacing_to_other_terrain_types 1
- land_percent 1
- }
- endif
- elseif CARIBBEAN_AP
- <LAND_GENERATION>
- base_terrain WATER
- create_player_lands
- {
- terrain_type DESERT
- land_percent 35
- if TINY_MAP
- land_percent 30
- endif
- base_size 14
- bottom_border 3
- top_border 3
- left_border 3
- right_border 3
- border_fuzziness 10
- other_zone_avoidance_distance 15
- if TINY_MAP
- base_size 14
- top_border 4
- left_border 4
- right_border 4
- bottom_border 4
- border_fuzziness 7
- other_zone_avoidance_distance 9
- endif
- }
- create_land
- {
- terrain_type GRASS
- if LARGE_MAP
- number_of_tiles 520
- elseif HUGE_MAP
- number_of_tiles 640
- elseif GIGANTIC_MAP
- number_of_tiles 720
- else
- number_of_tiles 400
- endif
- border_fuzziness 7
- right_border 30
- top_border 30
- bottom_border 30
- left_border 30
- other_zone_avoidance_distance 9
- }
- create_land
- {
- terrain_type GRASS
- if LARGE_MAP
- number_of_tiles 520
- elseif HUGE_MAP
- number_of_tiles 640
- elseif GIGANTIC_MAP
- number_of_tiles 720
- else
- number_of_tiles 400
- endif
- border_fuzziness 7
- right_border 30
- top_border 30
- bottom_border 30
- left_border 30
- other_zone_avoidance_distance 9
- }
- start_random
- percent_chance 50
- create_land
- {
- terrain_type BEACH
- land_percent 100
- border_fuzziness 10
- right_border 40
- top_border 40
- bottom_border 40
- left_border 40
- other_zone_avoidance_distance 5
- }
- percent_chance 50
- end_random
- /* ****************************************************** */
- <TERRAIN_GENERATION>
- create_terrain PALM_DESERT
- {
- base_terrain DESERT
- land_percent 7
- number_of_clumps 14
- clumping_factor 25
- spacing_to_other_terrain_types 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- number_of_clumps 10
- spacing_to_other_terrain_types 3
- land_percent 35
- }
- create_terrain DEEP_WATER
- {
- base_terrain MED_WATER
- number_of_clumps 6
- spacing_to_other_terrain_types 5
- land_percent 8
- }
- create_terrain JUNGLE
- {
- base_terrain GRASS
- land_percent 3
- number_of_clumps 6
- spacing_to_other_terrain_types 5
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PALM_DESERT
- {
- base_terrain BEACH
- land_percent 1
- set_scale_by_groups
- }
- create_terrain GRASS2
- {
- base_terrain BEACH
- land_percent 1
- number_of_clumps 3
- set_scale_by_groups
- }
- elseif AGRICULTURAL_AP
- <LAND_GENERATION>
- base_terrain GRASS
- create_player_lands
- {
- terrain_type GRASS2
- land_percent 35
- base_size 14
- border_fuzziness 20
- clumping_factor 20
- set_zone_randomly
- }
- /* **************************************** */
- <TERRAIN_GENERATION>
- #const FARMS_RUINED 8
- #const FARMS_COMPLETE 7
- create_terrain GRASS3
- {
- base_terrain GRASS
- land_percent 10
- number_of_clumps 40
- set_scale_by_groups
- set_avoid_player_start_areas
- }
- /* BASE FOREST */
- create_terrain FOREST
- {
- base_terrain GRASS2
- spacing_to_other_terrain_types 1
- land_percent 5
- number_of_clumps 9
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 1
- land_percent 10
- number_of_clumps 25
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FARMS_COMPLETE
- {
- base_terrain GRASS
- land_percent 10
- number_of_clumps 40
- spacing_to_other_terrain_types 1
- set_scale_by_groups
- set_avoid_player_start_areas
- }
- create_terrain FARMS_RUINED
- {
- base_terrain GRASS
- land_percent 10
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- set_scale_by_groups
- set_avoid_player_start_areas
- }
- elseif AUTUMNALAE_AP
- <LAND_GENERATION>
- base_terrain GRASS
- create_player_lands
- {
- terrain_type GRASS2
- land_percent 40
- base_size 14
- border_fuzziness 10
- clumping_factor 10
- set_zone_by_teams
- other_zone_avoidance_distance 15
- }
- /* **************************************** */
- <TERRAIN_GENERATION>
- /* BASE FOREST */
- create_terrain PINE_FOREST
- {
- base_terrain GRASS2
- spacing_to_other_terrain_types 1
- land_percent 5
- number_of_clumps 8
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 0
- land_percent 4
- number_of_clumps 10
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PINE_FOREST
- {
- base_terrain FOREST
- spacing_to_other_terrain_types 0
- land_percent 2
- number_of_clumps 30
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain LEAVES
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 0
- land_percent 8
- number_of_clumps 25
- set_avoid_player_start_areas
- set_scale_by_size
- }
- elseif TWO_RIVERS_AP
- <LAND_GENERATION>
- base_terrain GRASS
- create_player_lands
- {
- terrain_type GRASS2
- land_percent 10
- base_size 8
- border_fuzziness 10
- set_zone_by_team
- other_zone_avoidance_distance 1
- }
- start_random
- percent_chance 50 #define SMALL_RIVER
- percent_chance 50 #define LARGE_RIVER
- end_random
- if SMALL_RIVER
- create_land
- {
- terrain_type WATER
- land_percent 20
- right_border 33
- left_border 64
- top_border 1
- bottom_border 20
- border_fuzziness 15
- clumping_factor 5
- }
- create_land
- {
- terrain_type WATER
- land_percent 20
- right_border 64
- left_border 33
- top_border 20
- bottom_border 1
- border_fuzziness 15
- clumping_factor 5
- }
- elseif LARGE_RIVER
- create_land
- {
- terrain_type WATER
- land_percent 20
- right_border 28
- left_border 64
- top_border 1
- bottom_border 20
- border_fuzziness 15
- clumping_factor 10
- }
- create_land
- {
- terrain_type WATER
- land_percent 20
- right_border 64
- left_border 28
- top_border 20
- bottom_border 1
- border_fuzziness 15
- clumping_factor 10
- }
- endif
- /* ****************************************************** */
- <TERRAIN_GENERATION>
- /* BASE FOREST */
- create_terrain PINE_FOREST
- {
- base_terrain GRASS2
- land_percent 2
- number_of_clumps 6
- spacing_to_other_terrain_types 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 4
- land_percent 10
- number_of_clumps 27
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- /* WATER */
- create_terrain MED_WATER
- {
- base_terrain WATER
- land_percent 2
- number_of_clumps 10
- spacing_to_other_terrain_types 2
- set_scale_by_groups
- }
- elseif MELTING_ICE_AP
- <LAND_GENERATION>
- start_random
- percent_chance 50 #define STYLE_1
- percent_chance 50 #define STYLE_2
- end_random
- if STYLE_1
- base_terrain SHALLOW
- elseif STYLE_2
- base_terrain ICE
- endif
- create_player_lands
- {
- terrain_type GRASS
- land_percent 100
- base_size 10
- if STYLE_1
- top_border 2
- bottom_border 2
- left_border 2
- right_border 2
- elseif STYLE_2
- top_border 3
- bottom_border 3
- left_border 3
- right_border 3
- endif
- border_fuzziness 10
- clumping_factor 10
- }
- create_land
- {
- terrain_type ICE
- land_percent 100
- top_border 34
- left_border 34
- right_border 34
- bottom_border 34
- border_fuzziness 15
- clumping_factor 15
- }
- create_land
- {
- terrain_type ICE
- land_percent 100
- top_border 34
- left_border 34
- right_border 34
- bottom_border 34
- border_fuzziness 15
- clumping_factor 15
- }
- create_land
- {
- terrain_type WATER
- land_percent 100
- top_border 40
- left_border 40
- right_border 40
- bottom_border 40
- border_fuzziness 10
- if TINY_MAP
- top_border 42
- left_border 42
- right_border 42
- bottom_border 42
- endif
- if STYLE_2
- if TINY_MAP
- top_border 40
- left_border 40
- right_border 40
- bottom_border 40
- endif
- endif
- }
- create_land
- {
- terrain_type WATER
- land_percent 100
- top_border 41
- left_border 41
- right_border 41
- bottom_border 41
- border_fuzziness 10
- if TINY_MAP
- top_border 43
- left_border 43
- right_border 43
- bottom_border 43
- endif
- if STYLE_2
- if TINY_MAP
- top_border 41
- left_border 41
- right_border 41
- bottom_border 41
- endif
- endif
- }
- /* **************************************** */
- <TERRAIN_GENERATION>
- create_terrain BAMBOO
- {
- land_percent 5
- number_of_clumps 10
- clumping_factor 25
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- land_percent 5
- number_of_clumps 10
- clumping_factor 25
- spacing_to_other_terrain_types 4
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif ARZACHEL_AP
- <LAND_GENERATION>
- start_random
- percent_chance 20 #define MODE_1
- percent_chance 20 #define MODE_2
- percent_chance 20 #define MODE_3
- percent_chance 30 #define MODE_4
- percent_chance 10 #define MODE_5
- end_random
- if MODE_1
- base_terrain DIRT
- elseif MODE_2
- base_terrain GRASS2
- elseif MODE_3
- base_terrain DESERT
- elseif MODE_4
- base_terrain LEAVES
- elseif MODE_5
- base_terrain DIRT3
- endif
- create_player_lands
- {
- if MODE_1
- terrain_type GRASS
- elseif MODE_2
- terrain_type GRASS
- elseif MODE_3
- terrain_type DIRT
- elseif MODE_4
- terrain_type GRASS
- elseif MODE_5
- terrain_type GRASS
- endif
- land_percent 100
- base_size 9
- border_fuzziness 100
- start_random
- percent_chance 50 #define BIG_SIZE
- percent_chance 50 #define SMALL_SIZE
- end_random
- if BIG_SIZE
- right_border 7
- bottom_border 7
- left_border 7
- top_border 7
- elseif SMALL_SIZE
- right_border 5
- bottom_border 5
- left_border 5
- top_border 5
- endif
- }
- if MODE_4
- elseif TINY_MAP
- elseif SMALL_MAP
- start_random
- percent_chance 100 #define NOTHING
- end_random
- else
- start_random
- percent_chance 40 #define SYMBOL_MARK
- percent_chance 60 #define NOTHING
- end_random
- endif
- if SYMBOL_MARK
- create_land
- {
- terrain_type LEAVES
- land_percent 100
- top_border 47
- left_border 46
- right_border 47
- bottom_border 46
- if MEDIUM_MAP
- top_border 50
- left_border 50
- right_border 47
- bottom_border 50
- endif
- border_fuzziness 10
- clumping_factor 10
- }
- elseif NOTHING
- endif
- <TERRAIN_GENERATION>
- start_random
- percent_chance 40 #define OASIS_STYLE
- percent_chance 60 #define MIXTURE_STYLE
- end_random
- if MODE_1
- create_terrain DIRT3
- {
- land_percent 100
- number_of_clumps 1
- border_fuzziness 100
- spacing_to_other_terrain_types 9
- if SMALL_SIZE
- spacing_to_other_terrain_types 7
- endif
- set_avoid_player_start_areas
- set_scale_by_groups
- clumping_factor 10
- }
- create_terrain GRASS3
- {
- land_percent 100
- base_terrain DIRT3
- number_of_clumps 1
- border_fuzziness 100
- spacing_to_other_terrain_types 6
- set_avoid_player_start_areas
- set_scale_by_groups
- clumping_factor 10
- }
- create_terrain PALM_DESERT
- {
- base_terrain DIRT
- land_percent 3
- number_of_clumps 12
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PALM_DESERT
- {
- base_terrain LEAVES
- land_percent 1
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- if OASIS_STYLE
- create_terrain JUNGLE
- {
- land_percent 100
- base_terrain GRASS3
- }
- elseif MIXTURE_STYLE
- create_terrain LEAVES
- {
- base_terrain GRASS3
- land_percent 5
- number_of_clumps 10
- spacing_to_other_terrain_types 0
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain JUNGLE
- {
- base_terrain GRASS3
- land_percent 11
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- elseif MODE_2
- create_terrain GRASS_SNOW
- {
- land_percent 100
- number_of_clumps 1
- border_fuzziness 100
- spacing_to_other_terrain_types 9
- if SMALL_SIZE
- spacing_to_other_terrain_types 7
- endif
- set_avoid_player_start_areas
- set_scale_by_groups
- clumping_factor 10
- }
- create_terrain SNOW
- {
- land_percent 100
- base_terrain GRASS_SNOW
- number_of_clumps 1
- border_fuzziness 100
- spacing_to_other_terrain_types 6
- set_avoid_player_start_areas
- set_scale_by_groups
- clumping_factor 10
- }
- create_terrain PINE_FOREST
- {
- base_terrain GRASS2
- land_percent 3
- number_of_clumps 12
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PINE_FOREST
- {
- base_terrain LEAVES
- land_percent 1
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- if OASIS_STYLE
- create_terrain SNOW_FOREST
- {
- land_percent 100
- base_terrain SNOW
- }
- elseif MIXTURE_STYLE
- create_terrain SNOW_FOREST
- {
- base_terrain SNOW
- land_percent 9
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PINE_FOREST
- {
- base_terrain GRASS
- land_percent 2
- number_of_clumps 10
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- elseif MODE_3
- create_terrain DIRT3
- {
- land_percent 100
- base_terrain DIRT
- number_of_clumps 1
- border_fuzziness 100
- spacing_to_other_terrain_types 9
- if SMALL_SIZE
- spacing_to_other_terrain_types 7
- endif
- set_avoid_player_start_areas
- set_scale_by_groups
- clumping_factor 10
- }
- create_terrain GRASS
- {
- land_percent 100
- base_terrain DIRT3
- number_of_clumps 1
- border_fuzziness 100
- spacing_to_other_terrain_types 6
- set_avoid_player_start_areas
- set_scale_by_groups
- clumping_factor 10
- }
- create_terrain GRASS3
- {
- base_terrain DIRT
- land_percent 5
- number_of_clumps 10
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PALM_DESERT
- {
- base_terrain DESERT
- land_percent 3
- number_of_clumps 10
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PALM_DESERT
- {
- base_terrain DIRT
- land_percent 2
- number_of_clumps 10
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PALM_DESERT
- {
- base_terrain LEAVES
- land_percent 1
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- if OASIS_STYLE
- create_terrain PALM_DESERT
- {
- land_percent 100
- base_terrain GRASS
- }
- elseif MIXTURE_STYLE
- create_terrain PALM_DESERT
- {
- base_terrain GRASS
- land_percent 9
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain DIRT3
- land_percent 2
- number_of_clumps 10
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- elseif MODE_4
- create_terrain DIRT
- {
- land_percent 100
- number_of_clumps 1
- border_fuzziness 100
- spacing_to_other_terrain_types 9
- if SMALL_SIZE
- spacing_to_other_terrain_types 9
- endif
- set_avoid_player_start_areas
- set_scale_by_groups
- clumping_factor 10
- }
- create_terrain DIRT3
- {
- land_percent 100
- base_terrain DIRT
- number_of_clumps 1
- border_fuzziness 100
- spacing_to_other_terrain_types 9
- set_avoid_player_start_areas
- set_scale_by_groups
- clumping_factor 10
- }
- start_random
- percent_chance 50
- create_terrain SNOW_FOREST
- percent_chance 50
- create_terrain FOREST
- end_random
- {
- base_terrain LEAVES
- land_percent 100
- start_random
- percent_chance 50
- spacing_to_other_terrain_types 2
- percent_chance 50
- spacing_to_other_terrain_types 1
- end_random
- if TINY_MAP
- spacing_to_other_terrain_types 0
- endif
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain BAMBOO
- {
- base_terrain DIRT
- land_percent 2
- number_of_clumps 12
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- if OASIS_STYLE
- create_terrain WATER
- {
- land_percent 100
- base_terrain DIRT3
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- number_of_clumps 20
- spacing_to_other_terrain_types 3
- land_percent 15
- }
- elseif MIXTURE_STYLE
- create_terrain WATER
- {
- land_percent 100
- base_terrain DIRT3
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- number_of_clumps 20
- spacing_to_other_terrain_types 3
- land_percent 15
- }
- endif
- elseif MODE_5
- create_terrain DIRT2
- {
- land_percent 100
- number_of_clumps 1
- border_fuzziness 100
- spacing_to_other_terrain_types 9
- if SMALL_SIZE
- spacing_to_other_terrain_types 7
- endif
- set_avoid_player_start_areas
- set_scale_by_groups
- clumping_factor 10
- }
- create_terrain LEAVES
- {
- land_percent 100
- base_terrain DIRT2
- number_of_clumps 1
- border_fuzziness 100
- spacing_to_other_terrain_types 7
- set_avoid_player_start_areas
- set_scale_by_groups
- clumping_factor 10
- }
- create_terrain PALM_DESERT
- {
- base_terrain DESERT
- land_percent 3
- number_of_clumps 10
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain GRASS2
- land_percent 2
- number_of_clumps 10
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain DIRT3
- land_percent 3
- number_of_clumps 10
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- if OASIS_STYLE
- create_terrain BAMBOO
- {
- land_percent 100
- base_terrain LEAVES
- }
- elseif MIXTURE_STYLE
- create_terrain BAMBOO
- {
- base_terrain LEAVES
- land_percent 9
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain GRASS
- {
- base_terrain LEAVES
- land_percent 5
- number_of_clumps 10
- spacing_to_other_terrain_types 0
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- endif
- elseif DAM_AP
- <LAND_GENERATION>
- base_terrain GRASS2
- create_player_lands
- {
- terrain_type GRASS
- land_percent 100
- base_size 14
- border_fuzziness 100
- right_border 5
- bottom_border 5
- left_border 4
- top_border 5
- if TINY_MAP
- right_border 9
- bottom_border 9
- left_border 7
- top_border 9
- elseif SMALL_MAP
- right_border 7
- bottom_border 7
- left_border 6
- top_border 7
- elseif MEDIUM_MAP
- right_border 7
- bottom_border 7
- left_border 5
- top_border 7
- elseif HUGE_MAP
- right_border 5
- bottom_border 5
- left_border 4
- top_border 5
- elseif GIGANTIC_MAP
- right_border 4
- bottom_border 5
- left_border 5
- top_border 5
- endif
- }
- <TERRAIN_GENERATION>
- create_terrain WATER
- {
- base_terrain GRASS2
- land_percent 100
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PINE_FOREST
- {
- base_terrain GRASS
- land_percent 10
- number_of_clumps 25
- spacing_to_other_terrain_types 5
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif FORT_AP
- <LAND_GENERATION>
- base_terrain GRASS
- create_player_lands
- {
- start_random
- percent_chance 34
- terrain_type ROAD2
- percent_chance 33
- terrain_type LEAVES
- percent_chance 33
- terrain_type GRASS2
- end_random
- land_percent 1
- base_size 9
- border_fuzziness 15
- clumping_factor 10
- set_zone_by_teams
- }
- /* **************************************** */
- <TERRAIN_GENERATION>
- /* BASE FOREST */
- create_terrain PINE_FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 3
- land_percent 12
- number_of_clumps 8
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 2
- land_percent 6
- number_of_clumps 14
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain GRASS3
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 0
- land_percent 4
- number_of_clumps 16
- set_avoid_player_start_areas
- set_scale_by_size
- }
- elseif RELIC_PONDS_AP
- <LAND_GENERATION>
- base_terrain DIRT3
- create_player_lands
- {
- terrain_type GRASS
- land_percent 12
- base_size 14
- border_fuzziness 15
- set_zone_by_teams
- start_random
- percent_chance 50
- other_zone_avoidance_distance 7
- percent_chance 50
- other_zone_avoidance_distance 6
- end_random
- }
- <TERRAIN_GENERATION>
- create_terrain GRASS3
- {
- base_terrain DIRT3
- number_of_clumps 20
- land_percent 10
- spacing_to_other_terrain_types 3
- }
- /* BASE FOREST */
- create_terrain PINE_FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 1
- land_percent 3
- number_of_clumps 5
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain JUNGLE
- {
- base_terrain DIRT3
- land_percent 5
- number_of_clumps 9
- spacing_to_other_terrain_types 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain GRASS3
- land_percent 4
- number_of_clumps 7
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain WATER
- {
- base_terrain DIRT3
- number_of_clumps 50
- land_percent 25
- spacing_to_other_terrain_types 3
- }
- create_terrain SHALLOW
- {
- base_terrain WATER
- spacing_to_other_terrain_types 2
- land_percent 3
- number_of_clumps 10
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif FLOOD_AP
- <LAND_GENERATION>
- base_terrain WATER
- create_player_lands
- {
- terrain_type GRASS
- land_percent 100
- base_size 14
- border_fuzziness 15
- clumping_factor 11
- other_zone_avoidance_distance 10
- set_zone_by_teams
- }
- create_land
- {
- if TINY_MAP
- start_random
- percent_chance 100
- terrain_type MED_WATER
- end_random
- elseif SMALL_MAP
- start_random
- percent_chance 100
- terrain_type MED_WATER
- end_random
- else
- start_random
- percent_chance 30
- terrain_type GRASS2
- percent_chance 70
- terrain_type MED_WATER
- end_random
- endif
- land_percent 100
- border_fuzziness 15
- clumping_factor 15
- bottom_border 40
- top_border 40
- left_border 40
- right_border 40
- if HUGE_MAP
- right_border 38
- bottom_border 38
- left_border 38
- top_border 38
- elseif GIGANTIC_MAP
- right_border 38
- bottom_border 38
- left_border 38
- top_border 38
- endif
- }
- <TERRAIN_GENERATION>
- if TINY_MAP
- start_random
- percent_chance 100 #define MOREWOOD
- end_random
- else
- start_random
- percent_chance 50 #define MOREWOOD
- percent_chance 50 #define LESSWOOD
- end_random
- endif
- create_terrain FOREST
- {
- base_terrain GRASS
- if MOREWOOD
- land_percent 11
- elseif LESSWOOD
- land_percent 7
- endif
- number_of_clumps 25
- spacing_to_other_terrain_types 5
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain GRASS3
- {
- base_terrain GRASS
- set_avoid_player_start_areas
- land_percent 10
- number_of_clumps 90
- spacing_to_other_terrain_types 2
- set_scale_by_groups
- }
- /* ISLAND MIDDLE FOREST */
- create_terrain PINE_FOREST
- {
- base_terrain GRASS2
- land_percent 1
- spacing_to_other_terrain_types 7
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- number_of_clumps 10
- spacing_to_other_terrain_types 3
- land_percent 35
- }
- create_terrain DEEP_WATER
- {
- base_terrain MED_WATER
- number_of_clumps 6
- spacing_to_other_terrain_types 5
- land_percent 8
- }
- elseif BIG_BLUE_AP
- <LAND_GENERATION>
- start_random
- percent_chance 50 #define BIG_BLUE_SAND
- percent_chance 50 #define BIG_BLUE_WATER
- end_random
- if BIG_BLUE_WATER
- base_terrain WATER
- elseif BIG_BLUE_SAND
- base_terrain BEACH
- endif
- create_player_lands
- {
- terrain_type DESERT
- land_percent 100
- base_size 14
- start_random
- percent_chance 34
- border_fuzziness 10
- percent_chance 33
- border_fuzziness 50
- percent_chance 33
- border_fuzziness 100
- end_random
- if BIG_BLUE_WATER
- right_border 5
- bottom_border 5
- left_border 5
- top_border 5
- elseif BIG_BLUE_SAND
- right_border 3
- bottom_border 3
- left_border 3
- top_border 3
- endif
- base_elevation 11
- }
- <TERRAIN_GENERATION>
- create_terrain SNOW
- {
- base_terrain DESERT
- land_percent 100
- spacing_to_other_terrain_types 4
- set_scale_by_groups
- }
- create_terrain PINE_FOREST
- {
- land_percent 11
- base_terrain SNOW
- number_of_clumps 15
- clumping_factor 25
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- number_of_clumps 10
- spacing_to_other_terrain_types 4
- land_percent 35
- }
- elseif DEVASTATION_AP
- <LAND_GENERATION>
- base_terrain LEAVES
- create_player_lands
- {
- terrain_type LEAVES
- land_percent 100
- base_size 14
- clumping_factor 10
- border_fuzziness 15
- }
- <TERRAIN_GENERATION>
- create_terrain PINE_FOREST
- {
- start_random
- percent_chance 50
- land_percent 1
- percent_chance 50
- land_percent 2
- end_random
- base_terrain LEAVES
- number_of_clumps 100
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- /* BIG FOREST */
- create_terrain PINE_FOREST
- {
- land_percent 12
- base_terrain LEAVES
- number_of_clumps 7
- clumping_factor 25
- spacing_to_other_terrain_types 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif FROSTY_ISLANDS_AP
- /* ISLANDS */
- <LAND_GENERATION>
- base_terrain WATER
- start_random
- percent_chance 50 #define FROZEN
- percent_chance 50 #define COLD
- end_random
- create_player_lands
- {
- if FROZEN
- terrain_type SNOW
- elseif COLD
- terrain_type GRASS
- endif
- land_percent 30
- base_size 15
- border_fuzziness 10
- clumping_factor 10
- other_zone_avoidance_distance 10
- left_border 7
- right_border 7
- top_border 7
- bottom_border 7
- }
- if TINY_MAP
- start_random
- percent_chance 50
- /* ISLANDS MIDDLE */
- create_land
- {
- terrain_type GRASS_SNOW
- land_percent 1
- base_size 5
- left_border 25
- right_border 25
- top_border 25
- bottom_border 25
- border_fuzziness 15
- clumping_factor 10
- other_zone_avoidance_distance 5
- zone 1
- }
- else
- create_land
- {
- terrain_type GRASS_SNOW
- land_percent 1
- base_size 5
- left_border 25
- right_border 25
- top_border 25
- bottom_border 25
- border_fuzziness 15
- clumping_factor 10
- other_zone_avoidance_distance 5
- zone 1
- }
- percent_chance 50
- end_random
- endif
- if TINY_MAP
- start_random
- percent_chance 50
- /* ISLANDS MIDDLE */
- create_land
- {
- terrain_type GRASS_SNOW
- land_percent 1
- base_size 5
- left_border 25
- right_border 25
- top_border 25
- bottom_border 25
- border_fuzziness 15
- clumping_factor 10
- other_zone_avoidance_distance 5
- zone 2
- }
- else
- create_land
- {
- terrain_type GRASS_SNOW
- land_percent 1
- base_size 5
- left_border 25
- right_border 25
- top_border 25
- bottom_border 25
- border_fuzziness 15
- clumping_factor 10
- other_zone_avoidance_distance 5
- zone 2
- }
- percent_chance 50
- end_random
- endif
- if TINY_MAP
- start_random
- percent_chance 50
- /* ISLANDS MIDDLE */
- create_land
- {
- terrain_type GRASS_SNOW
- land_percent 1
- base_size 5
- left_border 25
- right_border 25
- top_border 25
- bottom_border 25
- border_fuzziness 15
- clumping_factor 10
- other_zone_avoidance_distance 5
- zone 3
- }
- else
- create_land
- {
- terrain_type GRASS_SNOW
- land_percent 1
- base_size 5
- left_border 25
- right_border 25
- top_border 25
- bottom_border 25
- border_fuzziness 15
- clumping_factor 10
- other_zone_avoidance_distance 5
- zone 3
- }
- percent_chance 50
- end_random
- endif
- /* ****************************************************** */
- <TERRAIN_GENERATION>
- if COLD
- create_terrain PINE_FOREST
- {
- land_percent 7
- number_of_clumps 12
- clumping_factor 25
- spacing_to_other_terrain_types 5
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif FROZEN
- create_terrain SNOW_FOREST
- {
- land_percent 7
- base_terrain SNOW
- number_of_clumps 12
- clumping_factor 20
- spacing_to_other_terrain_types 5
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- /* FOREST ISLANDS MIDDLE */
- start_random
- percent_chance 50
- create_terrain PINE_FOREST
- percent_chance 50
- create_terrain SNOW_FOREST
- end_random
- {
- base_terrain GRASS_SNOW
- land_percent 2
- if TINY_MAP
- spacing_to_other_terrain_types 4
- number_of_clumps 3
- else
- number_of_clumps 4
- spacing_to_other_terrain_types 5
- endif
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- number_of_clumps 10
- spacing_to_other_terrain_types 2
- land_percent 40
- }
- create_terrain DEEP_WATER
- {
- base_terrain MED_WATER
- number_of_clumps 6
- spacing_to_other_terrain_types 3
- land_percent 20
- }
- create_terrain ICE
- {
- base_terrain DEEP_WATER
- number_of_clumps 80
- spacing_to_other_terrain_types 4
- set_avoid_player_start_areas
- land_percent 3
- }
- elseif MIXTURE_AP
- <LAND_GENERATION>
- base_terrain GRASS
- create_player_lands
- {
- terrain_type GRASS3
- land_percent 45
- base_size 14
- border_fuzziness 10
- clumping_factor 10
- set_zone_by_team
- other_zone_avoidance_distance 25
- }
- <TERRAIN_GENERATION>
- /* FOREST BASE */
- create_terrain FOREST
- {
- land_percent 4
- base_terrain GRASS3
- number_of_clumps 14
- clumping_factor 15
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- /* FOREST MIX START */
- create_terrain FOREST
- {
- land_percent 2
- number_of_clumps 10
- clumping_factor 20
- spacing_to_other_terrain_types 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain JUNGLE
- {
- land_percent 2
- number_of_clumps 10
- clumping_factor 20
- spacing_to_other_terrain_types 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PINE_FOREST
- {
- land_percent 2
- number_of_clumps 10
- clumping_factor 20
- spacing_to_other_terrain_types 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PALM_DESERT
- {
- land_percent 2
- number_of_clumps 10
- clumping_factor 25
- spacing_to_other_terrain_types 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- /* FOREST MIX END */
- endif
- elseif AP_PACK2
- if EASTER_ISLAND_AP
- start_random
- percent_chance 65 #define ISLAND_MODE
- percent_chance 35 #define FULL_LAND_MODE
- end_random
- <LAND_GENERATION>
- if ISLAND_MODE
- base_terrain WATER
- elseif FULL_LAND_MODE
- base_terrain GRASS2
- endif
- create_player_lands
- {
- if ISLAND_MODE
- terrain_type BEACH
- elseif FULL_LAND_MODE
- terrain_type GRASS
- endif
- land_percent 100
- base_size 14
- start_random
- percent_chance 34
- border_fuzziness 10
- percent_chance 33
- border_fuzziness 50
- percent_chance 33
- border_fuzziness 100
- end_random
- right_border 5
- bottom_border 5
- left_border 5
- top_border 5
- set_zone_by_team
- }
- <TERRAIN_GENERATION>
- create_terrain GRASS
- {
- base_terrain BEACH
- land_percent 100
- spacing_to_other_terrain_types 5
- set_scale_by_groups
- }
- create_terrain GRASS3
- {
- base_terrain GRASS
- land_percent 100
- if GIGANTIC_MAP
- spacing_to_other_terrain_types 80
- elseif HUGE_MAP
- spacing_to_other_terrain_types 75
- elseif LARGE_MAP
- spacing_to_other_terrain_types 60
- elseif MEDIUM_MAP
- spacing_to_other_terrain_types 50
- elseif SMALL_MAP
- spacing_to_other_terrain_types 45
- elseif TINY_MAP
- spacing_to_other_terrain_types 40
- endif
- set_scale_by_groups
- }
- create_terrain PINE_FOREST
- {
- land_percent 8
- base_terrain GRASS
- number_of_clumps 15
- clumping_factor 25
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PINE_FOREST
- {
- base_terrain GRASS2
- spacing_to_other_terrain_types 1
- land_percent 4
- number_of_clumps 16
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- number_of_clumps 10
- spacing_to_other_terrain_types 4
- land_percent 35
- }
- elseif ENSNARED_AP
- <LAND_GENERATION>
- start_random
- percent_chance 65 #define WATER_MODE
- percent_chance 35 #define WOOD_MODE
- end_random
- if WOOD_MODE
- base_terrain FOREST
- elseif WATER_MODE
- base_terrain WATER
- endif
- create_player_lands
- {
- terrain_type GRASS
- land_percent 100
- base_size 12
- top_border 11
- bottom_border 11
- left_border 11
- right_border 11
- border_fuzziness 20
- clumping_factor 10
- set_zone_randomly
- if WATER_MODE
- set_zone_by_team
- start_random
- percent_chance 50
- other_zone_avoidance_distance 10
- percent_chance 50
- other_zone_avoidance_distance 5
- end_random
- endif
- }
- <TERRAIN_GENERATION>
- if WATER_MODE
- create_terrain FOREST /* Main Forest on the big island */
- {
- land_percent 6
- number_of_clumps 14
- clumping_factor 25
- spacing_to_other_terrain_types 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- if WOOD_MODE
- create_terrain FOREST
- {
- land_percent 4
- number_of_clumps 18
- set_scale_by_group
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- }
- endif
- if WOOD_MODE
- start_random
- percent_chance 50
- create_terrain GRASS3
- {
- base_terrain FOREST
- land_percent 100
- number_of_clumps 100
- if TINY_MAP
- spacing_to_other_terrain_types 6
- elseif SMALL_MAP
- spacing_to_other_terrain_types 8
- elseif MEDIUM_MAP
- spacing_to_other_terrain_types 10
- elseif LARGE_MAP
- spacing_to_other_terrain_types 12
- elseif HUGE_MAP
- spacing_to_other_terrain_types 14
- elseif GIGANTIC_MAP
- spacing_to_other_terrain_types 16
- endif
- }
- percent_chance 50
- end_random
- elseif WATER_MODE
- create_terrain GRASS3
- {
- base_terrain WATER
- land_percent 100
- number_of_clumps 100
- if TINY_MAP
- spacing_to_other_terrain_types 5
- elseif SMALL_MAP
- spacing_to_other_terrain_types 8
- elseif MEDIUM_MAP
- spacing_to_other_terrain_types 10
- elseif LARGE_MAP
- spacing_to_other_terrain_types 12
- elseif HUGE_MAP
- spacing_to_other_terrain_types 14
- elseif GIGANTIC_MAP
- spacing_to_other_terrain_types 16
- endif
- }
- endif
- if WATER_MODE
- create_terrain FOREST /* Main Forest on the big island */
- {
- land_percent 3
- base_terrain GRASS3
- number_of_clumps 7
- clumping_factor 25
- start_random
- percent_chance 50
- spacing_to_other_terrain_types 3
- percent_chance 50
- spacing_to_other_terrain_types 4
- end_random
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- elseif GHOST_FOREST_AP
- <LAND_GENERATION>
- base_terrain GRASS
- create_player_lands
- {
- terrain_type GRASS
- land_percent 100
- base_size 14
- clumping_factor 10
- border_fuzziness 15
- }
- create_land
- {
- terrain_type FOREST
- land_percent 100
- top_border 30
- left_border 30
- right_border 30
- bottom_border 30
- border_fuzziness 15
- clumping_factor 20
- other_zone_avoidance_distance 0
- }
- elseif OIRECTINE_AP
- <LAND_GENERATION>
- base_terrain WATER
- create_player_lands
- {
- terrain_type GRASS
- land_percent 100
- base_size 14
- clumping_factor 15
- border_fuzziness 10
- set_zone_by_team
- if TINY_MAP
- other_zone_avoidance_distance 30
- else
- other_zone_avoidance_distance 35
- endif
- }
- <TERRAIN_GENERATION>
- create_terrain PINE_FOREST
- {
- land_percent 10
- base_terrain GRASS
- number_of_clumps 15
- clumping_factor 25
- spacing_to_other_terrain_types 4
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain SHALLOW
- {
- base_terrain WATER
- spacing_to_other_terrain_types 10
- land_percent 100
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- spacing_to_other_terrain_types 2
- land_percent 100
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- spacing_to_other_terrain_types 2
- land_percent 100
- }
- elseif ANCIENT_LAKE_AP
- <LAND_GENERATION>
- base_terrain GRASS
- create_player_lands
- {
- terrain_type GRASS
- land_percent 100
- base_size 12
- border_fuzziness 15
- }
- create_land
- {
- terrain_type WATER
- land_percent 100
- border_fuzziness 15
- clumping_factor 15
- left_border 1
- right_border 51
- top_border 51
- bottom_border 1
- }
- create_land
- {
- terrain_type WATER
- land_percent 100
- border_fuzziness 15
- clumping_factor 15
- left_border 51
- right_border 1
- top_border 1
- bottom_border 51
- }
- create_land
- {
- terrain_type WATER
- land_percent 100
- border_fuzziness 15
- clumping_factor 15
- left_border 35
- right_border 35
- top_border 35
- bottom_border 35
- }
- <TERRAIN_GENERATION>
- create_terrain PINE_FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 3
- land_percent 10
- number_of_clumps 12
- clumping_factor 25
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain PINE_FOREST
- spacing_to_other_terrain_types 0
- land_percent 4
- number_of_clumps 80
- }
- create_terrain LEAVES
- {
- base_terrain GRASS
- set_avoid_player_start_areas
- land_percent 5
- number_of_clumps 34
- set_scale_by_groups
- }
- create_terrain LEAVES
- {
- base_terrain GRASS
- number_of_clumps 30
- spacing_to_other_terrain_types 0
- land_percent 4
- set_scale_by_size
- }
- create_terrain GRASS3
- {
- base_terrain GRASS
- number_of_clumps 14
- spacing_to_other_terrain_types 0
- land_percent 6
- set_scale_by_size
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- land_percent 100
- spacing_to_other_terrain_types 3
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- land_percent 100
- spacing_to_other_terrain_types 3
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- land_percent 100
- spacing_to_other_terrain_types 3
- }
- create_terrain DEEP_WATER
- {
- base_terrain MED_WATER
- land_percent 100
- spacing_to_other_terrain_types 2
- }
- create_terrain DEEP_WATER
- {
- base_terrain MED_WATER
- land_percent 100
- spacing_to_other_terrain_types 2
- }
- elseif ACROPOLIS_AP
- if TINY_MAP
- start_random
- percent_chance 100 #define ACROPOLIS
- end_random
- elseif SMALL_MAP
- start_random
- percent_chance 100 #define ACROPOLIS
- end_random
- else
- start_random
- percent_chance 50 #define ACROPOLIS
- percent_chance 50 #define TEAM_ACROPOLIS
- end_random
- endif
- if ACROPOLIS
- /* Forgotten Empires - Acropolis (ver. Jan 23rd 2013) */
- #const ROCKS 40
- <PLAYER_SETUP>
- ai_info_map_type ARABIA 0 0 0
- <LAND_GENERATION>
- base_terrain ROCKS
- create_land
- {
- terrain_type DESERT
- land_percent 100
- border_fuzziness 14
- left_border 42
- right_border 42
- top_border 42
- bottom_border 42
- }
- create_land
- {
- terrain_type LEAVES
- number_of_tiles 60
- border_fuzziness 14
- start_random
- percent_chance 25
- land_position 39 39
- percent_chance 25
- land_position 37 39
- percent_chance 25
- land_position 39 37
- percent_chance 25
- land_position 37 37
- end_random
- }
- create_land
- {
- terrain_type LEAVES
- number_of_tiles 60
- border_fuzziness 14
- land_position 36 64
- }
- create_land
- {
- terrain_type LEAVES
- number_of_tiles 60
- border_fuzziness 14
- land_position 64 36
- }
- create_land
- {
- terrain_type LEAVES
- number_of_tiles 60
- border_fuzziness 14
- start_random
- percent_chance 25
- land_position 61 61
- percent_chance 25
- land_position 61 64
- percent_chance 25
- land_position 64 61
- percent_chance 25
- land_position 64 64
- end_random
- }
- create_land
- {
- terrain_type LEAVES
- number_of_tiles 100
- border_fuzziness 14
- start_random
- percent_chance 33
- land_position 50 64
- percent_chance 33
- land_position 53 64
- percent_chance 34
- land_position 47 64
- end_random
- }
- create_land
- {
- terrain_type LEAVES
- number_of_tiles 100
- border_fuzziness 14
- start_random
- percent_chance 33
- land_position 64 50
- percent_chance 33
- land_position 64 53
- percent_chance 34
- land_position 64 47
- end_random
- }
- create_land
- {
- terrain_type LEAVES
- number_of_tiles 100
- border_fuzziness 14
- start_random
- percent_chance 33
- land_position 50 36
- percent_chance 33
- land_position 53 36
- percent_chance 34
- land_position 47 36
- end_random
- }
- create_land
- {
- terrain_type LEAVES
- number_of_tiles 100
- border_fuzziness 14
- start_random
- percent_chance 33
- land_position 36 50
- percent_chance 33
- land_position 36 47
- percent_chance 34
- land_position 36 53
- end_random
- }
- create_player_lands
- {
- terrain_type DIRT
- base_size 10
- base_elevation 7
- number_of_tiles 1024
- clumping_factor 20
- other_zone_avoidance_distance 10
- set_zone_by_team
- }
- <TERRAIN_GENERATION>
- create_terrain GRASS3
- {
- base_terrain ROCKS
- land_percent 100
- number_of_clumps 100
- clumping_factor 5
- set_avoid_player_start_areas
- height_limits 0 0
- }
- create_terrain GRASS3
- {
- base_terrain ROCKS
- land_percent 100
- number_of_clumps 100
- clumping_factor 5
- set_avoid_player_start_areas
- height_limits 0 0
- }
- create_terrain GRASS3
- {
- base_terrain ROCKS
- land_percent 100
- number_of_clumps 100
- clumping_factor 5
- set_avoid_player_start_areas
- height_limits 0 0
- }
- create_terrain GRASS3
- {
- base_terrain ROCKS
- land_percent 100
- number_of_clumps 100
- clumping_factor 5
- set_avoid_player_start_areas
- height_limits 0 0
- }
- create_terrain MED_WATER
- {
- base_terrain DESERT
- land_percent 100
- number_of_clumps 1000
- clumping_factor 100
- set_flat_terrain_only
- if TINY_MAP
- spacing_to_other_terrain_types 3
- else
- spacing_to_other_terrain_types 4
- endif
- }
- create_terrain DEEP_WATER
- {
- base_terrain MED_WATER
- land_percent 1
- number_of_clumps 10
- clumping_factor 5
- set_scale_by_groups
- set_avoid_player_start_areas
- spacing_to_other_terrain_types 2
- }
- create_terrain GRASS
- {
- base_terrain DIRT
- land_percent 100
- number_of_clumps 1000
- clumping_factor 100
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain GRASS
- number_of_tiles 150
- number_of_clumps 20
- clumping_factor 100
- set_scale_by_groups
- set_avoid_player_start_areas
- spacing_to_other_terrain_types 1
- }
- create_terrain GRASS3
- {
- base_terrain LEAVES
- land_percent 100
- number_of_clumps 1000
- clumping_factor 100
- set_scale_by_groups
- }
- create_terrain PALM_DESERT
- {
- base_terrain DESERT
- if TINY_MAP
- number_of_tiles 70
- elseif MEDIUM_MAP
- number_of_tiles 90
- else
- number_of_tiles 160
- endif
- number_of_clumps 20
- clumping_factor 20
- }
- create_terrain FOREST
- {
- base_terrain GRASS3
- land_percent 8
- number_of_clumps 8
- clumping_factor 40
- set_scale_by_groups
- set_avoid_player_start_areas
- spacing_to_other_terrain_types 3
- }
- create_terrain ROCKS
- {
- base_terrain GRASS
- land_percent 100
- number_of_clumps 100
- set_avoid_player_start_areas
- height_limits 2 6
- }
- create_terrain ROCKS
- {
- base_terrain GRASS
- land_percent 100
- number_of_clumps 100
- set_avoid_player_start_areas
- height_limits 2 6
- }
- create_terrain ROCKS
- {
- base_terrain GRASS3
- land_percent 100
- number_of_clumps 100
- set_avoid_player_start_areas
- height_limits 2 6
- }
- create_terrain ROCKS
- {
- base_terrain GRASS3
- land_percent 100
- number_of_clumps 100
- set_avoid_player_start_areas
- height_limits 2 6
- }
- create_terrain GRASS3
- {
- base_terrain ROCKS
- land_percent 100
- number_of_clumps 100
- clumping_factor 5
- set_avoid_player_start_areas
- height_limits 0 0
- }
- create_terrain GRASS3
- {
- base_terrain ROCKS
- land_percent 100
- number_of_clumps 100
- clumping_factor 5
- set_avoid_player_start_areas
- height_limits 0 0
- }
- create_terrain GRASS3
- {
- base_terrain ROCKS
- land_percent 100
- number_of_clumps 100
- clumping_factor 5
- set_avoid_player_start_areas
- height_limits 0 0
- }
- create_terrain GRASS3
- {
- base_terrain ROCKS
- land_percent 100
- number_of_clumps 100
- clumping_factor 5
- set_avoid_player_start_areas
- height_limits 0 0
- }
- elseif TEAM_ACROPOLIS
- #const ROAD_OTHER 40
- #const PLAYER_TERRAIN 3
- <LAND_GENERATION>
- base_terrain ROAD_OTHER
- create_land
- {
- terrain_type DESERT
- base_elevation 0
- land_position 50 50
- if TINY_MAP
- base_size 6
- border_fuzziness 16
- left_border 46
- right_border 46
- top_border 46
- bottom_border 46
- elseif SMALL_MAP
- base_size 8
- border_fuzziness 12
- left_border 44
- right_border 44
- top_border 44
- bottom_border 44
- elseif MEDIUM_MAP
- base_size 12
- border_fuzziness 14
- left_border 42
- right_border 42
- top_border 42
- bottom_border 42
- elseif LARGE_MAP
- base_size 14
- border_fuzziness 16
- left_border 42
- right_border 42
- top_border 42
- bottom_border 42
- elseif HUGE_MAP
- base_size 14
- border_fuzziness 16
- left_border 42
- right_border 42
- top_border 42
- bottom_border 42
- else //GIGANTIC_MAP
- base_size 16
- border_fuzziness 18
- left_border 40
- right_border 40
- top_border 40
- bottom_border 40
- endif
- }
- create_land
- {
- terrain_type DIRT
- base_elevation 0
- border_fuzziness 0
- other_zone_avoidance_distance 6
- }
- create_player_lands
- {
- terrain_type PLAYER_TERRAIN
- base_size 13
- base_elevation 7
- number_of_tiles 960
- clumping_factor 20
- other_zone_avoidance_distance 10
- set_zone_by_team
- }
- <TERRAIN_GENERATION>
- create_terrain MED_WATER
- {
- base_terrain DESERT
- land_percent 100
- number_of_clumps 1000
- clumping_factor 100
- set_flat_terrain_only
- if TINY_MAP
- spacing_to_other_terrain_types 3
- else
- spacing_to_other_terrain_types 4
- endif
- }
- create_terrain DEEP_WATER
- {
- base_terrain MED_WATER
- land_percent 1
- number_of_clumps 10
- clumping_factor 5
- set_scale_by_groups
- set_avoid_player_start_areas
- spacing_to_other_terrain_types 2
- }
- create_terrain GRASS
- {
- base_terrain PLAYER_TERRAIN
- land_percent 100
- number_of_clumps 1000
- clumping_factor 100
- set_avoid_player_start_areas
- }
- create_terrain DESERT
- {
- base_terrain GRASS3
- land_percent 100
- number_of_clumps 1000
- clumping_factor 100
- set_scale_by_groups
- }
- create_terrain DIRT
- {
- base_terrain ROAD_OTHER
- land_percent 100
- number_of_clumps 1000
- clumping_factor 100
- height_limits 0 0
- }
- create_terrain GRASS3
- {
- base_terrain DIRT
- land_percent 100
- number_of_clumps 1000
- clumping_factor 100
- set_scale_by_groups
- }
- create_terrain PALM_DESERT
- {
- base_terrain DESERT
- number_of_tiles 32
- if TINY_MAP
- number_of_clumps 5
- clumping_factor 20
- spacing_to_other_terrain_types 1
- elseif SMALL_MAP
- number_of_clumps 5
- clumping_factor 20
- spacing_to_other_terrain_types 1
- elseif MEDIUM_MAP
- number_of_clumps 5
- clumping_factor 30
- spacing_to_other_terrain_types 1
- elseif LARGE_MAP
- number_of_clumps 5
- clumping_factor 20
- spacing_to_other_terrain_types 1
- else
- number_of_clumps 5
- clumping_factor 10
- spacing_to_other_terrain_types 1
- endif
- set_scale_by_groups
- }
- create_terrain FOREST
- {
- base_terrain GRASS3
- land_percent 8
- number_of_clumps 8
- clumping_factor 40
- set_scale_by_groups
- set_avoid_player_start_areas
- spacing_to_other_terrain_types 3
- }
- create_terrain FOREST
- {
- base_terrain GRASS
- number_of_tiles 100
- number_of_clumps 16
- clumping_factor 20
- set_scale_by_groups
- set_avoid_player_start_areas
- spacing_to_other_terrain_types 1
- }
- endif
- elseif HIDEOUT_AP
- /* Forgotten Empires - Hideout (ver. Jan 23rd 2013) */
- <PLAYER_SETUP>
- ai_info_map_type ARABIA 0 0 0
- <LAND_GENERATION>
- base_terrain GRASS
- create_player_lands
- {
- terrain_type LEAVES
- land_percent 16
- base_size 12
- top_border 18
- bottom_border 18
- right_border 18
- left_border 18
- clumping_factor 15
- other_zone_avoidance_distance 16
- }
- create_land
- {
- terrain_type FOREST
- land_percent 90
- top_border 20
- bottom_border 20
- right_border 20
- left_border 20
- clumping_factor 15
- border_fuzziness 45
- zone 52
- other_zone_avoidance_distance 0
- }
- <TERRAIN_GENERATION>
- create_terrain PINE_FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 0
- land_percent 4
- number_of_clumps 6
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain GRASS3
- {
- base_terrain GRASS
- number_of_clumps 8
- spacing_to_other_terrain_types 0
- land_percent 6
- set_scale_by_size
- }
- create_terrain DIRT3
- {
- base_terrain LEAVES
- number_of_clumps 24
- spacing_to_other_terrain_types 0
- land_percent 5
- set_scale_by_size
- }
- create_terrain GRASS
- {
- base_terrain LEAVES
- number_of_clumps 30
- spacing_to_other_terrain_types 0
- land_percent 2
- set_scale_by_size
- }
- create_terrain FOREST
- {
- base_terrain LEAVES
- number_of_clumps 10
- spacing_to_other_terrain_types 2
- number_of_tiles 20
- set_avoid_player_start_areas
- set_scale_by_size
- }
- create_terrain PINE_FOREST
- {
- base_terrain FOREST
- land_percent 8
- number_of_clumps 100
- }
- elseif SEIZE_THE_HUMP_AP
- <LAND_GENERATION>
- base_terrain DESERT
- if TINY_MAP
- create_player_lands
- {
- terrain_type GRASS
- land_percent 8
- base_size 12
- border_fuzziness 4
- set_zone_by_team
- other_zone_avoidance_distance 8
- bottom_border 2
- top_border 2
- left_border 2
- right_border 2
- }
- else
- create_player_lands
- {
- terrain_type GRASS
- land_percent 8
- base_size 8
- border_fuzziness 4
- set_zone_by_team
- other_zone_avoidance_distance 14
- bottom_border 3
- top_border 3
- left_border 3
- right_border 3
- }
- endif
- create_land
- {
- terrain_type DIRT3
- land_percent 70
- base_size 8
- border_fuzziness 4
- base_elevation 3
- other_zone_avoidance_distance 14
- bottom_border 10
- top_border 10
- left_border 10
- right_border 10
- }
- /* *********************************** */
- <TERRAIN_GENERATION>
- create_terrain SHALLOW
- {
- base_terrain DESERT
- land_percent 100
- number_of_clumps 100
- height_limits 0 0
- spacing_to_other_terrain_types 1
- }
- create_terrain SHALLOW
- {
- base_terrain DESERT
- land_percent 100
- number_of_clumps 100
- height_limits 0 0
- spacing_to_other_terrain_types 1
- }
- if TINY_MAP
- create_terrain FOREST
- {
- base_terrain DIRT3
- land_percent 7
- number_of_clumps 20
- clumping_factor 25
- spacing_to_other_terrain_types 4
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- else
- create_terrain FOREST
- {
- base_terrain DIRT3
- land_percent 12
- number_of_clumps 20
- clumping_factor 25
- spacing_to_other_terrain_types 4
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- create_terrain PINE_FOREST
- {
- base_terrain GRASS
- land_percent 1
- number_of_clumps 10
- clumping_factor 20
- spacing_to_other_terrain_types 2
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- /* PRIMARY PATCH */
- create_terrain GRASS3
- {
- base_terrain DIRT
- number_of_clumps 27
- spacing_to_other_terrain_types 0
- land_percent 2
- set_scale_by_groups
- }
- elseif BALTIC_AP
- /* ********* BALTIC ********** */
- /* 21 DEC 99 */
- start_random
- percent_chance 50
- #define FROZEN_MAP
- percent_chance 50
- #define ALPINE_MAP
- end_random
- <LAND_GENERATION>
- if ALPINE_MAP
- base_terrain GRASS2
- else
- base_terrain SNOW
- endif
- /* CREATE THE INLAND SEA */
- create_land
- {
- terrain_type WATER
- land_percent 85
- left_border 10
- right_border 10
- top_border 10
- bottom_border 10
- border_fuzziness 40
- zone 16
- }
- create_player_lands
- {
- if ALPINE_MAP
- terrain_type GRASS2
- else
- terrain_type SNOW
- endif
- land_percent 50
- base_size 14
- other_zone_avoidance_distance 7
- set_zone_by_team
- }
- /* ****************************************************** */
- <TERRAIN_GENERATION>
- create_terrain MED_WATER
- {
- base_terrain WATER
- number_of_clumps 3
- spacing_to_other_terrain_types 1
- land_percent 40
- }
- create_terrain DEEP_WATER
- {
- base_terrain MED_WATER
- number_of_clumps 6
- spacing_to_other_terrain_types 3
- land_percent 25
- }
- create_terrain MED_WATER
- {
- base_terrain DEEP_WATER
- number_of_clumps 6
- spacing_to_other_terrain_types 1
- land_percent 1
- }
- /* PRIMARY FOREST */
- if ALPINE_MAP
- create_terrain PINE_FOREST
- {
- base_terrain GRASS2
- spacing_to_other_terrain_types 5
- land_percent 9
- number_of_clumps 12
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- else
- create_terrain SNOW_FOREST
- {
- base_terrain SNOW
- spacing_to_other_terrain_types 5
- land_percent 9
- number_of_clumps 12
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- /* PRIMARY PATCH */
- if ALPINE_MAP
- create_terrain GRASS3
- {
- base_terrain GRASS2
- number_of_clumps 8
- spacing_to_other_terrain_types 0
- land_percent 6
- set_scale_by_size
- }
- else
- create_terrain GRASS_SNOW
- {
- base_terrain SNOW
- number_of_clumps 8
- spacing_to_other_terrain_types 0
- land_percent 9
- set_scale_by_size
- }
- endif
- /* SECONDARY FOREST */
- if ALPINE_MAP
- create_terrain FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 3
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- else
- create_terrain PINE_FOREST
- {
- base_terrain GRASS_SNOW
- spacing_to_other_terrain_types 3
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- /* SECONDARY PATCH */
- if ALPINE_MAP
- create_terrain DIRT3
- {
- base_terrain GRASS2
- number_of_clumps 24
- spacing_to_other_terrain_types 0
- land_percent 2
- set_scale_by_size
- }
- else
- create_terrain DIRT_SNOW
- {
- base_terrain SNOW
- number_of_clumps 24
- spacing_to_other_terrain_types 0
- land_percent 2
- set_scale_by_size
- }
- endif
- /* TERTIARY PATCH */
- if ALPINE_MAP
- create_terrain GRASS
- {
- base_terrain GRASS2
- number_of_clumps 30
- spacing_to_other_terrain_types 0
- land_percent 2
- set_scale_by_size
- }
- else
- create_terrain GRASS2
- {
- base_terrain GRASS_SNOW
- number_of_clumps 30
- spacing_to_other_terrain_types 0
- land_percent 2
- set_scale_by_size
- }
- endif
- elseif ISLANDS_AP
- <LAND_GENERATION>
- base_terrain WATER
- create_player_lands
- {
- terrain_type GRASS
- land_percent 30
- base_size 14
- border_fuzziness 15
- clumping_factor 15
- other_zone_avoidance_distance 9
- left_border 8
- right_border 8
- top_border 8
- bottom_border 8
- }
- /* BONUS ISLANDS MIDDLE */
- if TINY_MAP
- else
- create_land
- {
- terrain_type GRASS2
- land_percent 1
- base_size 3
- left_border 25
- right_border 25
- top_border 25
- bottom_border 25
- border_fuzziness 15
- clumping_factor 11
- other_zone_avoidance_distance 4
- zone 74
- }
- endif
- create_land
- {
- terrain_type GRASS2
- land_percent 1
- base_size 3
- left_border 25
- right_border 25
- top_border 25
- bottom_border 25
- border_fuzziness 15
- clumping_factor 11
- other_zone_avoidance_distance 4
- zone 73
- }
- create_land
- {
- terrain_type GRASS2
- land_percent 1
- base_size 3
- left_border 25
- right_border 25
- top_border 25
- bottom_border 25
- border_fuzziness 15
- clumping_factor 11
- other_zone_avoidance_distance 4
- zone 72
- }
- /* ****************************************************** */
- <TERRAIN_GENERATION>
- create_terrain PINE_FOREST
- {
- land_percent 7
- number_of_clumps 12
- clumping_factor 25
- spacing_to_other_terrain_types 5
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain PINE_FOREST
- {
- base_terrain GRASS2
- land_percent 2
- if TINY_MAP
- spacing_to_other_terrain_types 3
- number_of_clumps 3
- else
- number_of_clumps 4
- spacing_to_other_terrain_types 4
- endif
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- number_of_clumps 10
- spacing_to_other_terrain_types 2
- land_percent 40
- }
- create_terrain DEEP_WATER
- {
- base_terrain MED_WATER
- number_of_clumps 6
- spacing_to_other_terrain_types 3
- land_percent 20
- }
- elseif GEOMETRIC_PISS_AP
- <LAND_GENERATION>
- base_terrain DESERT
- create_player_lands
- {
- terrain_type DESERT
- land_percent 100
- base_size 12
- clumping_factor 10
- border_fuzziness 15
- other_zone_avoidance_distance 5
- }
- <TERRAIN_GENERATION>
- start_random
- percent_chance 50
- create_terrain FOREST
- percent_chance 50
- create_terrain PALM_DESERT
- end_random
- {
- base_terrain DESERT
- start_random
- percent_chance 50
- spacing_to_other_terrain_types 5
- percent_chance 50
- spacing_to_other_terrain_types 6
- end_random
- land_percent 18
- number_of_clumps 10
- clumping_factor 25
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif MICROPHONE_AP
- <LAND_GENERATION>
- base_terrain WATER
- create_land
- {
- terrain_type MED_WATER
- land_percent 100
- bottom_border 33
- top_border 33
- left_border 33
- right_border 33
- }
- create_player_lands
- {
- terrain_type GRASS2
- land_percent 85
- border_fuzziness 15
- clumping_factor 20
- other_zone_avoidance_distance 4
- base_size 14
- bottom_border 10
- top_border 10
- set_zone_by_team
- }
- <TERRAIN_GENERATION>
- create_terrain GRASS
- {
- base_terrain MED_WATER
- spacing_to_other_terrain_types 4
- land_percent 100
- }
- create_terrain WATER
- {
- base_terrain MED_WATER
- spacing_to_other_terrain_types 0
- land_percent 100
- }
- create_terrain WATER
- {
- base_terrain MED_WATER
- spacing_to_other_terrain_types 0
- land_percent 100
- }
- create_terrain WATER
- {
- base_terrain MED_WATER
- spacing_to_other_terrain_types 0
- land_percent 100
- }
- create_terrain WATER
- {
- base_terrain MED_WATER
- spacing_to_other_terrain_types 0
- land_percent 100
- }
- create_terrain FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 4
- land_percent 2
- }
- create_terrain FOREST
- {
- base_terrain GRASS2
- number_of_clumps 40
- spacing_to_other_terrain_types 3
- land_percent 12
- set_avoid_player_start_areas
- }
- elseif SINKHOLES_AP
- <LAND_GENERATION>
- base_terrain GRASS3
- create_player_lands
- {
- terrain_type GRASS3
- land_percent 100
- base_size 12
- border_fuzziness 15
- base_elevation 7
- }
- create_land
- {
- terrain_type DIRT3
- land_percent 100
- border_fuzziness 15
- clumping_factor 15
- left_border 1
- right_border 51
- top_border 51
- bottom_border 1
- spacing 1
- }
- create_land
- {
- terrain_type DIRT3
- land_percent 100
- border_fuzziness 15
- clumping_factor 15
- left_border 51
- right_border 1
- top_border 1
- bottom_border 51
- spacing 1
- }
- create_land
- {
- terrain_type DIRT3
- land_percent 100
- border_fuzziness 15
- clumping_factor 15
- left_border 35
- right_border 35
- top_border 35
- bottom_border 35
- spacing 1
- }
- start_random
- percent_chance 60
- <ELEVATION_GENERATION>
- create_elevation 7
- {
- base_terrain DIRT3
- number_of_clumps 30
- number_of_tiles 9500
- set_scale_by_groups
- set_scale_by_size
- spacing 4
- }
- end_random
- <TERRAIN_GENERATION>
- create_terrain PINE_FOREST
- {
- base_terrain GRASS3
- spacing_to_other_terrain_types 3
- land_percent 12
- number_of_clumps 12
- clumping_factor 25
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain DIRT3
- {
- base_terrain GRASS3
- number_of_clumps 30
- spacing_to_other_terrain_types 0
- land_percent 4
- set_scale_by_size
- }
- create_terrain DIRT
- {
- base_terrain DIRT3
- spacing_to_other_terrain_types 7
- land_percent 100
- set_scale_by_size
- }
- create_terrain DIRT
- {
- base_terrain DIRT3
- spacing_to_other_terrain_types 6
- land_percent 100
- set_scale_by_size
- }
- create_terrain DIRT
- {
- base_terrain DIRT3
- spacing_to_other_terrain_types 6
- land_percent 100
- set_scale_by_size
- }
- elseif SAHARA_AP
- #const GROUND 6 /* dirt1 */
- #const WOODS 13 /* palm */
- #const MIDTERR 14 /* desert */
- #const PATCH 9 /* more grass less dirt */
- ai_info_map_type ARABIA 0 0 0
- <LAND_GENERATION>
- base_terrain GROUND
- create_player_lands
- {
- terrain_type GROUND
- left_border 1
- right_border 1
- top_border 1
- bottom_border 1
- land_percent 25
- base_size 9
- other_zone_avoidance_distance 35
- }
- create_land /* middle */
- {
- terrain_type MIDTERR
- land_percent 50
- left_border 20
- right_border 20
- top_border 20
- bottom_border 20
- zone 1
- }
- <ELEVATION_GENERATION>
- create_elevation 1
- {
- base_terrain MIDTERR
- number_of_tiles 625
- number_of_clumps 24
- set_scale_by_groups
- }
- create_elevation 3
- {
- base_terrain MIDTERR
- number_of_tiles 625
- number_of_clumps 24
- set_scale_by_groups
- }
- create_elevation 5
- {
- base_terrain MIDTERR
- number_of_tiles 625
- number_of_clumps 24
- set_scale_by_groups
- }
- <TERRAIN_GENERATION>
- create_terrain WOODS
- {
- set_flat_terrain_only
- base_terrain MIDTERR
- land_percent 1
- number_of_clumps 6
- set_scale_by_groups
- }
- create_terrain WOODS
- {
- base_terrain GROUND
- land_percent 12
- number_of_clumps 12
- set_scale_by_groups
- set_avoid_player_start_areas
- }
- create_terrain PATCH
- {
- base_terrain GROUND
- land_percent 8
- number_of_clumps 16
- set_scale_by_size
- }
- create_terrain GROUND
- {
- base_terrain MIDTERR
- land_percent 8
- number_of_clumps 24
- set_scale_by_groups
- }
- elseif CONTINENTAL_AP
- /* ************ CONTINENTAL ************ */
- /* 21 DEC 99 */
- <LAND_GENERATION>
- base_terrain WATER
- start_random
- percent_chance 20
- #define ASIAN_MAP
- percent_chance 20
- #define ALPINE_MAP
- end_random
- /* Fill in center */
- create_land
- {
- if ASIAN_MAP
- terrain_type GRASS2
- elseif ALPINE_MAP
- terrain_type GRASS2
- else
- terrain_type GRASS
- endif
- land_percent 10
- base_size 7
- left_border 25
- right_border 25
- top_border 25
- bottom_border 25
- }
- create_player_lands
- {
- if ASIAN_MAP
- terrain_type GRASS2
- elseif ALPINE_MAP
- terrain_type GRASS2
- else
- terrain_type GRASS
- endif
- land_percent 50
- base_size 9
- start_random
- percent_chance 50
- left_border 8
- right_border 6
- percent_chance 50
- left_border 6
- right_border 8
- end_random
- start_random
- percent_chance 50
- top_border 8
- bottom_border 6
- percent_chance 50
- top_border 6
- bottom_border 8
- end_random
- border_fuzziness 10
- set_zone_randomly
- other_zone_avoidance_distance 5
- }
- /* ****************************************************** */
- <TERRAIN_GENERATION>
- /* MIXING WATER */
- create_terrain MED_WATER
- {
- base_terrain WATER
- number_of_clumps 3
- spacing_to_other_terrain_types 2
- land_percent 40
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- land_percent 1
- }
- create_terrain DEEP_WATER
- {
- base_terrain MED_WATER
- number_of_clumps 5
- spacing_to_other_terrain_types 5
- land_percent 20
- }
- create_terrain DEEP_WATER
- {
- base_terrain MED_WATER
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- land_percent 1
- }
- create_terrain MED_WATER
- {
- base_terrain DEEP_WATER
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- land_percent 1
- }
- create_terrain WATER
- {
- base_terrain MED_WATER
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- land_percent 1
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- land_percent 1
- }
- /* PRIMARY FOREST */
- if ASIAN_MAP
- create_terrain PINE_FOREST
- {
- base_terrain GRASS2
- spacing_to_other_terrain_types 5
- land_percent 7
- number_of_clumps 10
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif ALPINE_MAP
- create_terrain PINE_FOREST
- {
- base_terrain GRASS2
- spacing_to_other_terrain_types 5
- land_percent 7
- number_of_clumps 10
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- else
- create_terrain FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 5
- land_percent 7
- number_of_clumps 10
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- /* PRIMARY PATCH */
- if ASIAN_MAP
- create_terrain GRASS3
- {
- base_terrain GRASS2
- number_of_clumps 8
- spacing_to_other_terrain_types 0
- land_percent 4
- set_scale_by_size
- }
- elseif ALPINE_MAP
- create_terrain GRASS3
- {
- base_terrain GRASS2
- number_of_clumps 8
- spacing_to_other_terrain_types 0
- land_percent 6
- set_scale_by_size
- }
- else
- create_terrain DIRT
- {
- base_terrain GRASS
- number_of_clumps 8
- spacing_to_other_terrain_types 0
- land_percent 9
- set_scale_by_size
- }
- endif
- /* SECONDARY FOREST */
- if ASIAN_MAP
- create_terrain BAMBOO
- {
- base_terrain GRASS3
- spacing_to_other_terrain_types 3
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif ALPINE_MAP
- create_terrain FOREST
- {
- base_terrain GRASS3
- spacing_to_other_terrain_types 3
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- else
- create_terrain PALM_DESERT
- {
- base_terrain DIRT
- spacing_to_other_terrain_types 3
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- /* SECONDARY PATCH */
- if ASIAN_MAP
- create_terrain DIRT3
- {
- base_terrain GRASS2
- number_of_clumps 24
- spacing_to_other_terrain_types 0
- land_percent 2
- set_scale_by_size
- }
- elseif ALPINE_MAP
- create_terrain DIRT3
- {
- base_terrain GRASS2
- number_of_clumps 24
- spacing_to_other_terrain_types 0
- land_percent 2
- set_scale_by_size
- }
- else
- create_terrain GRASS3
- {
- base_terrain GRASS
- number_of_clumps 24
- spacing_to_other_terrain_types 0
- land_percent 2
- set_scale_by_size
- }
- endif
- /* TERTIARY PATCH */
- if ASIAN_MAP
- create_terrain GRASS
- {
- base_terrain GRASS2
- number_of_clumps 30
- spacing_to_other_terrain_types 0
- land_percent 2
- set_scale_by_size
- }
- elseif ALPINE_MAP
- create_terrain GRASS
- {
- base_terrain GRASS2
- number_of_clumps 30
- spacing_to_other_terrain_types 0
- land_percent 2
- set_scale_by_size
- }
- else
- create_terrain DIRT3
- {
- base_terrain GRASS
- number_of_clumps 30
- spacing_to_other_terrain_types 0
- land_percent 2
- set_scale_by_size
- }
- endif
- elseif DRY_ARABIA_AP
- /* ************ ARABIA ************ */
- /* Modified by Idle Beaver (http://rene.kooi.me/) */
- #include_drs random_map.def
- ai_info_map_type ARABIA
- <LAND_GENERATION>
- start_random
- percent_chance 50
- #define DESERT_MAP
- end_random
- if DESERT_MAP
- base_terrain DIRT
- else
- base_terrain GRASS3
- endif
- create_player_lands
- {
- if DESERT_MAP
- terrain_type DIRT
- else
- terrain_type GRASS3
- endif
- land_percent 25
- base_size 9
- border_fuzziness 15
- }
- /* ****************************************************** */
- <TERRAIN_GENERATION>
- /* PRIMARY FOREST */
- if DESERT_MAP
- create_terrain PALM_DESERT
- {
- base_terrain DIRT
- spacing_to_other_terrain_types 5
- land_percent 12
- number_of_clumps 10
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- else
- create_terrain FOREST
- {
- base_terrain GRASS3
- spacing_to_other_terrain_types 5
- land_percent 12
- number_of_clumps 10
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- /* PRIMARY PATCH */
- if DESERT_MAP
- create_terrain DESERT
- {
- base_terrain DIRT
- number_of_clumps 16
- spacing_to_other_terrain_types 0
- land_percent 10
- set_scale_by_size
- }
- else
- create_terrain DIRT
- {
- base_terrain GRASS3
- number_of_clumps 26
- spacing_to_other_terrain_types 1
- land_percent 9
- set_scale_by_size
- }
- endif
- /* SECONDARY FOREST */
- if DESERT_MAP
- create_terrain FOREST
- {
- base_terrain DIRT
- spacing_to_other_terrain_types 3
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- else
- create_terrain PALM_DESERT
- {
- base_terrain DIRT
- spacing_to_other_terrain_types 3
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- /* SECONDARY PATCH */
- if DESERT_MAP
- create_terrain DIRT3
- {
- base_terrain DIRT
- number_of_clumps 24
- spacing_to_other_terrain_types 1
- land_percent 2
- set_scale_by_size
- }
- else
- create_terrain DIRT3
- {
- base_terrain GRASS3
- number_of_clumps 24
- spacing_to_other_terrain_types 1
- land_percent 2
- set_scale_by_size
- }
- endif
- /* TERTIARY PATCH */
- if DESERT_MAP
- create_terrain GRASS3
- {
- base_terrain DIRT
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- land_percent 2
- set_scale_by_size
- }
- else
- create_terrain DESERT
- {
- base_terrain GRASS
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- land_percent 2
- set_scale_by_size
- }
- endif
- /* OASES */
- /* Our oases dried up, sorry!
- if DESERT_MAP
- create_terrain WATER
- {
- base_terrain PALM_DESERT
- spacing_to_other_terrain_types 1
- land_percent 1
- number_of_clumps 8
- set_avoid_player_start_areas
- set_flat_terrain_only
- set_scale_by_groups
- }
- endif
- */
- endif
- elseif AP_NOMAD
- if HILL_NOMAD_AP
- <LAND_GENERATION>
- base_terrain GRASS
- create_player_lands
- {
- terrain_type GRASS3
- base_size 12
- base_elevation 10
- number_of_tiles 1000
- clumping_factor 20
- if TINY_MAP
- other_zone_avoidance_distance 30
- endif
- set_zone_by_team
- }
- <ELEVATION_GENERATION>
- <TERRAIN_GENERATION>
- create_terrain FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 6
- land_percent 16
- number_of_clumps 10
- clumping_factor 20
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif BEDOUINS_AP
- <PLAYER_SETUP>
- ai_info_map_type BEDOUINS 1 0 0
- <LAND_GENERATION>
- base_terrain GRASS
- create_player_lands
- {
- terrain_type DIRT
- land_percent 100
- border_fuzziness 50
- clumping_factor 15
- left_border 7
- right_border 7
- top_border 7
- bottom_border 7
- }
- <ELEVATION_GENERATION>
- <TERRAIN_GENERATION>
- /* TERRAIN MIXING */
- create_terrain DESERT
- {
- base_terrain DIRT
- land_percent 100
- spacing_to_other_terrain_types 7
- }
- create_terrain FOREST
- {
- base_terrain GRASS
- land_percent 100
- if TINY_MAP
- spacing_to_other_terrain_types 4
- elseif SMALL_MAP
- spacing_to_other_terrain_types 4
- elseif MEDIUM_MAP
- spacing_to_other_terrain_types 5
- else
- spacing_to_other_terrain_types 6
- endif
- }
- create_terrain DESERT
- {
- base_terrain DIRT
- land_percent 100
- }
- create_terrain DIRT
- {
- base_terrain GRASS
- land_percent 100
- }
- /* WOOD */
- create_terrain PALM_DESERT
- {
- base_terrain DESERT
- spacing_to_other_terrain_types 2
- land_percent 8
- number_of_clumps 18
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- /* WATER */
- create_terrain WATER
- {
- base_terrain PALM_DESERT
- land_percent 1
- number_of_clumps 18
- set_scale_by_groups
- }
- elseif LAND_NOMAD_AP
- /* *** Land Nomad(fixed) *** */
- /* Based on original LN map created by KOBR_RAGE */
- /* ************************************ */
- <LAND_GENERATION>
- /* The map is first covered with the base terrain before other lands are placed */
- base_terrain GRASS
- /* The lands that the players will start on */
- create_player_lands
- {
- terrain_type GRASS
- /* The percentage of lands taken by ALL the players.
- Each player will get an equal portion of the percentage. */
- land_percent 50
- /* The base size will create a minimum land area for each player. */
- base_size 15
- /* The fuzziness, or raggedness of the edges. 20 is normal. */
- border_fuzziness 20
- /* The clumping factor determines how round or stringy the land will be. 20 is normal.
- Low numbers will be stringy, high numbers will make more round-square shapes. */
- clumping_factor 25
- /* The players can be in their own zones or they can share zones. */
- /* no zone given, each player in seperate zone */
- /* The distance to separate player zones from each other. */
- other_zone_avoidance_distance 5
- }
- /* **************************************** */
- <TERRAIN_GENERATION>
- /* Adding forest. Change the percentage or number of groups as desired. */
- /* FOREST */
- create_terrain FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 5
- land_percent 25
- number_of_clumps 10
- clumping_factor 20
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif NOMAD_AP
- /* ************ NOMAD ************ */
- /* 14 FEB 00 */
- <LAND_GENERATION>
- base_terrain WATER
- start_random
- percent_chance 20
- #define DESERT_MAP
- percent_chance 20
- #define ALPINE_MAP
- percent_chance 20
- #define FROZEN_MAP
- end_random
- create_player_lands
- {
- if DESERT_MAP
- terrain_type DIRT
- elseif ALPINE_MAP
- terrain_type GRASS2
- elseif FROZEN_MAP
- terrain_type SNOW
- else
- terrain_type GRASS
- endif
- start_random
- percent_chance 50
- land_percent 52
- percent_chance 50
- land_percent 60
- end_random
- base_size 8
- start_random
- percent_chance 25
- left_border 8
- top_border 8
- bottom_border 8
- percent_chance 25
- left_border 8
- top_border 8
- right_border 8
- percent_chance 25
- right_border 8
- left_border 8
- bottom_border 8
- percent_chance 25
- right_border 8
- top_border 8
- bottom_border 8
- end_random
- border_fuzziness 15
- zone 1
- other_zone_avoidance_distance 7
- clumping_factor 15
- }
- /* ****************************************************** */
- <TERRAIN_GENERATION>
- /* MIXING WATER */
- create_terrain MED_WATER
- {
- base_terrain WATER
- number_of_clumps 10
- spacing_to_other_terrain_types 2
- land_percent 40
- }
- create_terrain MED_WATER
- {
- base_terrain WATER
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- land_percent 1
- }
- create_terrain DEEP_WATER
- {
- base_terrain MED_WATER
- number_of_clumps 8
- spacing_to_other_terrain_types 3
- land_percent 20
- }
- create_terrain DEEP_WATER
- {
- base_terrain MED_WATER
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- land_percent 1
- }
- create_terrain MED_WATER
- {
- base_terrain DEEP_WATER
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- land_percent 1
- }
- create_terrain WATER
- {
- base_terrain MED_WATER
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- land_percent 1
- }
- /* PRIMARY FOREST */
- if DESERT_MAP
- create_terrain PALM_DESERT
- {
- base_terrain DIRT
- spacing_to_other_terrain_types 5
- land_percent 9
- number_of_clumps 10
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif ALPINE_MAP
- create_terrain PINE_FOREST
- {
- base_terrain GRASS2
- spacing_to_other_terrain_types 5
- land_percent 9
- number_of_clumps 10
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif FROZEN_MAP
- create_terrain SNOW_FOREST
- {
- base_terrain SNOW
- spacing_to_other_terrain_types 5
- land_percent 9
- number_of_clumps 10
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- else
- create_terrain FOREST
- {
- base_terrain GRASS
- spacing_to_other_terrain_types 5
- land_percent 9
- number_of_clumps 10
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- /* PRIMARY PATCH */
- if DESERT_MAP
- create_terrain DESERT
- {
- base_terrain DIRT
- number_of_clumps 8
- spacing_to_other_terrain_types 1
- land_percent 4
- set_scale_by_size
- }
- elseif ALPINE_MAP
- create_terrain GRASS3
- {
- base_terrain GRASS2
- number_of_clumps 8
- spacing_to_other_terrain_types 1
- land_percent 6
- set_scale_by_size
- }
- elseif FROZEN_MAP
- create_terrain GRASS_SNOW
- {
- base_terrain SNOW
- number_of_clumps 8
- spacing_to_other_terrain_types 0
- land_percent 6
- set_scale_by_size
- }
- else
- create_terrain DIRT
- {
- base_terrain GRASS
- number_of_clumps 8
- spacing_to_other_terrain_types 1
- land_percent 9
- set_scale_by_size
- }
- endif
- /* SECONDARY FOREST */
- if DESERT_MAP
- create_terrain PALM_DESERT
- {
- base_terrain DESERT
- spacing_to_other_terrain_types 3
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif ALPINE_MAP
- create_terrain FOREST
- {
- base_terrain GRASS3
- spacing_to_other_terrain_types 3
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- elseif FROZEN_MAP
- create_terrain SNOW_FOREST
- {
- base_terrain GRASS_SNOW
- spacing_to_other_terrain_types 3
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- else
- create_terrain PALM_DESERT
- {
- base_terrain DIRT
- spacing_to_other_terrain_types 3
- land_percent 1
- number_of_clumps 3
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- endif
- /* SECONDARY PATCH */
- if DESERT_MAP
- create_terrain DIRT3
- {
- base_terrain DIRT
- number_of_clumps 24
- spacing_to_other_terrain_types 1
- land_percent 2
- set_scale_by_size
- }
- elseif ALPINE_MAP
- create_terrain DIRT3
- {
- base_terrain GRASS2
- number_of_clumps 24
- spacing_to_other_terrain_types 1
- land_percent 2
- set_scale_by_size
- }
- elseif FROZEN_MAP
- create_terrain DIRT_SNOW
- {
- base_terrain SNOW
- number_of_clumps 24
- spacing_to_other_terrain_types 0
- land_percent 2
- set_scale_by_size
- }
- else
- create_terrain GRASS3
- {
- base_terrain GRASS
- number_of_clumps 24
- spacing_to_other_terrain_types 1
- land_percent 2
- set_scale_by_size
- }
- endif
- /* TERTIARY PATCH */
- if DESERT_MAP
- create_terrain GRASS3
- {
- base_terrain DIRT
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- land_percent 2
- set_scale_by_size
- }
- elseif ALPINE_MAP
- create_terrain GRASS
- {
- base_terrain GRASS2
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- land_percent 2
- set_scale_by_size
- }
- elseif FROZEN_MAP
- create_terrain GRASS2
- {
- base_terrain GRASS_SNOW
- number_of_clumps 30
- spacing_to_other_terrain_types 0
- land_percent 2
- set_scale_by_size
- }
- else
- create_terrain DIRT3
- {
- base_terrain GRASS
- number_of_clumps 30
- spacing_to_other_terrain_types 1
- land_percent 2
- set_scale_by_size
- }
- endif
- endif
- endif
- if AP_PACK1
- if RAFT_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif QUICKSAND_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif HYPERBOREA_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif LOCK_WASHER_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif GLACIER_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif ROAD_TO_VICTORY_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif CARIBBEAN_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif TWO_RIVERS_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif MELTING_ICE_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif FLOOD_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif FORT_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif FROSTY_ISLANDS_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif BIG_BLUE_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif MODE_4
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- else
- start_random
- percent_chance 80 #define TEAM_RANDOM
- percent_chance 20 #define TEAM_GROUPED
- end_random
- endif
- endif
- if AP_PACK2
- if ENSNARED_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif ISLAND_MODE
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif ACROPOLIS
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif TEAM_ACROPOLIS
- start_random
- percent_chance 100 #define TEAM_GROUPED
- end_random
- elseif HIDEOUT_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif SEIZE_THE_HUMP_AP
- start_random
- percent_chance 100 #define TEAM_GROUPED
- end_random
- elseif ISLANDS_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif GEOMETRIC_PISS_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif MICROPHONE_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- elseif CONTINENTAL_AP
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- else
- start_random
- percent_chance 80 #define TEAM_RANDOM
- percent_chance 20 #define TEAM_GROUPED
- end_random
- endif
- endif
- if AP_NOMAD
- if HILL_NOMAD_AP
- start_random
- percent_chance 100 #define TEAM_GROUPED
- end_random
- else
- start_random
- percent_chance 100 #define TEAM_RANDOM
- end_random
- endif
- endif
- if TEAM_GROUPED
- <PLAYER_SETUP>
- grouped_by_team
- elseif TEAM_RANDOM
- endif
- /* ********************************************************************** */
- <OBJECTS_GENERATION>
- /* ********************************************************************** */
- /* PLAYER START OBJECTS */
- /* MR RES engine, all respect and rights to creator The_Prophet (MSN: [email protected]), more information at www.AoCZone.net */
- /* Link to MR map: http://www.aoczone.net/viewtopic.php?f=103&t=59837 */
- /* Start of Engine. */
- /* Fixed */
- if AP_PACK1
- if BOARDS_OF_CANADA_AP
- start_random
- percent_chance 100 #define TCMODE
- end_random
- elseif GLACIER_AP
- start_random
- percent_chance 100 #define TCMODE
- end_random
- elseif ROAD_TO_VICTORY_AP
- start_random
- percent_chance 100 #define TCMODE
- end_random
- elseif CARIBBEAN_AP
- start_random
- percent_chance 100 #define TCMODE
- end_random
- elseif MODE_4
- start_random
- percent_chance 100 #define TCMODE
- end_random
- elseif FORT_AP
- start_random
- percent_chance 100 #define TCMODE
- end_random
- elseif RELIC_PONDS_AP
- start_random
- percent_chance 100 #define TCMODE
- end_random
- elseif FLOOD_AP
- start_random
- percent_chance 100 #define TCMODE
- end_random
- elseif FROSTY_ISLANDS_AP
- start_random
- percent_chance 100 #define TCMODE
- end_random
- else
- start_random
- percent_chance 95 #define TCMODE
- percent_chance 5 #define NOTCMODE
- end_random
- endif
- endif
- /* AP_PACK2 */
- if AP_PACK2
- if ISLAND_MODE
- start_random
- percent_chance 100 #define TCMODE
- end_random
- elseif OIRECTINE_AP
- start_random
- percent_chance 100 #define TCMODE
- end_random
- elseif ANCIENT_LAKE_AP
- start_random
- percent_chance 100 #define TCMODE
- end_random
- elseif ACROPOLIS_AP
- start_random
- percent_chance 100 #define TCMODE
- end_random
- elseif HIDEOUT_AP
- start_random
- percent_chance 100 #define TCMODE
- end_random
- elseif SEIZE_THE_HUMP_AP
- start_random
- percent_chance 100 #define TCMODE
- end_random
- elseif ISLANDS_AP
- start_random
- percent_chance 100 #define TCMODE
- end_random
- elseif CONTINENTAL_AP
- start_random
- percent_chance 100 #define TCMODE
- end_random
- else
- start_random
- percent_chance 95 #define TCMODE
- percent_chance 5 #define NOTCMODE
- end_random
- endif
- endif
- if AP_NOMAD
- start_random
- percent_chance 100 #define NOTCMODE
- end_random
- endif
- if TCMODE
- create_object TOWN_CENTER
- {
- set_place_for_every_player
- group_placement_radius 18
- min_distance_to_players 0
- max_distance_to_players 0
- }
- elseif NOTCMODE
- endif
- if NOTCMODE
- start_random
- percent_chance 100 #define INGENTING
- end_random
- else
- start_random
- percent_chance 2 #define FLAG_1
- percent_chance 2 #define FLAG_2
- percent_chance 2 #define FLAG_3
- percent_chance 2 #define FLAG_4
- percent_chance 2 #define FLAG_5
- percent_chance 90 #define INGENTING
- end_random
- endif
- if FLAG_1
- create_object FLAG_A
- {
- number_of_objects 1
- set_place_for_every_player
- min_distance_to_players 5
- max_distance_to_players 8
- }
- elseif FLAG_2
- create_object FLAG_B
- {
- number_of_objects 1
- set_place_for_every_player
- min_distance_to_players 5
- max_distance_to_players 8
- }
- elseif FLAG_3
- create_object FLAG_C
- {
- number_of_objects 1
- set_place_for_every_player
- min_distance_to_players 5
- max_distance_to_players 8
- }
- elseif FLAG_4
- create_object FLAG_D
- {
- number_of_objects 1
- set_place_for_every_player
- min_distance_to_players 5
- max_distance_to_players 8
- }
- elseif FLAG_5
- create_object FLAG_E
- {
- number_of_objects 1
- set_place_for_every_player
- min_distance_to_players 5
- max_distance_to_players 8
- }
- elseif INGENTING
- endif
- if NOTCMODE
- start_random
- percent_chance 100 #define NIC
- end_random
- elseif BOARDS_OF_CANADA_AP
- start_random
- percent_chance 100 #define NIC
- end_random
- elseif FORT_AP
- start_random
- percent_chance 100 #define NIC
- end_random
- else
- start_random
- percent_chance 3 #define VEZICKA
- percent_chance 1 #define BUMVEZICKA
- percent_chance 93 #define NIC
- percent_chance 1 #define MALAVEZICKA
- percent_chance 1 #define MODERNIVEZICKA
- percent_chance 1 #define GUARDVEZICKA
- end_random
- endif
- start_random
- percent_chance 50 #define JUSTONE
- percent_chance 30 #define JUSTTWO
- percent_chance 20 #define JUSTTHREE
- end_random
- if VEZICKA
- create_object WATCH_TOWER
- {
- if JUSTONE
- number_of_objects 1
- elseif JUSTTWO
- number_of_objects 2
- elseif JUSTTHREE
- number_of_objects 3
- endif
- set_place_for_every_player
- min_distance_to_players 13
- max_distance_to_players 15
- min_distance_group_placement 3
- }
- elseif BUMVEZICKA
- create_object BOMBARD_TOWER
- {
- if JUSTONE
- number_of_objects 1
- elseif JUSTTWO
- number_of_objects 2
- elseif JUSTTHREE
- number_of_objects 3
- endif
- set_place_for_every_player
- min_distance_to_players 13
- max_distance_to_players 15
- min_distance_group_placement 3
- }
- elseif NIC
- elseif MALAVEZICKA
- create_object OUTPOST
- {
- if JUSTONE
- number_of_objects 1
- elseif JUSTTWO
- number_of_objects 2
- elseif JUSTTHREE
- number_of_objects 3
- endif
- set_place_for_every_player
- min_distance_to_players 13
- max_distance_to_players 15
- min_distance_group_placement 3
- }
- #const GUARD_TOWER 234
- elseif GUARDVEZICKA
- create_object GUARD_TOWER
- {
- if JUSTONE
- number_of_objects 1
- elseif JUSTTWO
- number_of_objects 2
- elseif JUSTTHREE
- number_of_objects 3
- endif
- set_place_for_every_player
- min_distance_to_players 13
- max_distance_to_players 15
- min_distance_group_placement 3
- }
- elseif MODERNIVEZICKA
- create_object KEEP
- {
- if JUSTONE
- number_of_objects 1
- elseif JUSTTWO
- number_of_objects 2
- elseif JUSTTHREE
- number_of_objects 3
- endif
- set_place_for_every_player
- min_distance_to_players 13
- max_distance_to_players 15
- min_distance_group_placement 3
- }
- endif
- endif
- /* Fixed */
- /* AP_PACK1 */
- if AP_PACK1
- if WOODEN_WEB_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif MAZE_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif GLACIER_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif CARIBBEAN_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif TWO_RIVERS_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif MELTING_ICE_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif FORT_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif RAFT_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif MODE_4
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif FLOOD_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif BIG_BLUE_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif BOARDS_OF_CANADA_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif RELIC_PONDS_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif FROSTY_ISLANDS_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif MIXTURE_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- else
- start_random
- percent_chance 2 #define PALISADKA
- percent_chance 3 #define ZIDKA
- percent_chance 95 #define HOVINKO
- end_random
- endif
- endif
- /* AP_PACK2 */
- if AP_PACK2
- if ENSNARED_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif FULL_LAND_MODE
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif ANCIENT_LAKE_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif ACROPOLIS_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif HIDEOUT_AP
- start_random
- percent_chance 60 #define HOVINKO
- percent_chance 20 #define ZIDKA
- percent_chance 20 #define PALISADKA
- end_random
- elseif BALTIC_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif ISLANDS_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- elseif MICROPHONE_AP
- start_random
- percent_chance 100 #define HOVINKO
- end_random
- else
- start_random
- percent_chance 2 #define PALISADKA
- percent_chance 3 #define ZIDKA
- percent_chance 95 #define HOVINKO
- end_random
- endif
- endif
- if NOTCMODE
- else
- if PALISADKA
- create_object PALISADE_WALL
- {
- number_of_objects 9999
- set_place_for_every_player
- min_distance_to_players 18
- max_distance_to_players 22
- }
- elseif ZIDKA
- create_object STONE_WALL
- {
- number_of_objects 9999
- set_place_for_every_player
- min_distance_to_players 18
- max_distance_to_players 22
- }
- elseif HOVINKO
- endif
- endif
- endif
- if BOARDS_OF_CANADA_AP
- start_random
- percent_chance 100 #define NORMALVILLS
- end_random
- elseif NOTCMODE
- start_random
- percent_chance 100 #define NORMALVILLS
- end_random
- elseif AP_NOMAD
- start_random
- percent_chance 100 #define NORMALVILLS
- end_random
- else
- start_random
- percent_chance 10 #define MOREVILLS
- percent_chance 90 #define NORMALVILLS
- end_random
- endif
- if MOREVILLS
- create_object VILLAGER
- {
- set_place_for_every_player
- if NOTCMODE
- if VEZICKA
- min_distance_to_players 6
- max_distance_to_players 6
- elseif BUMVEZICKA
- min_distance_to_players 6
- max_distance_to_players 6
- elseif MODERNIVEZICKA
- min_distance_to_players 6
- max_distance_to_players 6
- else
- min_distance_to_players 6
- max_distance_to_players 15
- endif
- else
- min_distance_to_players 6
- max_distance_to_players 6
- endif
- }
- create_object VILLAGER
- {
- number_of_objects 3
- set_place_for_every_player
- if NOTCMODE
- if VEZICKA
- min_distance_to_players 6
- max_distance_to_players 6
- elseif BUMVEZICKA
- min_distance_to_players 6
- max_distance_to_players 6
- elseif MODERNIVEZICKA
- min_distance_to_players 6
- max_distance_to_players 6
- else
- min_distance_to_players 6
- max_distance_to_players 15
- endif
- else
- min_distance_to_players 6
- max_distance_to_players 6
- endif
- }
- elseif NORMALVILLS
- create_object VILLAGER
- {
- set_place_for_every_player
- if NOTCMODE
- if VEZICKA
- min_distance_to_players 6
- max_distance_to_players 6
- elseif BUMVEZICKA
- min_distance_to_players 6
- max_distance_to_players 6
- elseif MODERNIVEZICKA
- min_distance_to_players 6
- max_distance_to_players 6
- elseif AP_PACK1
- min_distance_to_players 6
- max_distance_to_players 15
- elseif AP_PACK2
- min_distance_to_players 6
- max_distance_to_players 15
- elseif BEDOUINS_AP
- min_distance_to_players 8
- max_distance_to_players 70
- elseif LAND_NOMAD_AP
- min_distance_to_players 8
- max_distance_to_players 70
- elseif NOMAD_AP
- min_distance_group_placement 15
- else
- min_distance_to_players 6
- max_distance_to_players 15
- endif
- else
- min_distance_to_players 6
- max_distance_to_players 6
- endif
- }
- endif
- endif
- start_random
- percent_chance 75 #define IWANTSC
- percent_chance 1 #define NOSCFORME /* 3% if AoC */
- percent_chance 5 #define DOUBLESCOUTING
- percent_chance 2 #define DRUSH
- percent_chance 2 #define SPEARS
- percent_chance 2 #define SCYTHIAN_WOMAN
- percent_chance 3 #define FASTKING
- percent_chance 2 #define ANIMAL
- percent_chance 2 #define EWSC
- percent_chance 2 #define EWDOUBLE
- percent_chance 2 #define THROWER
- percent_chance 2 #define MEMORIES /* Unique scout from AoFE, if AoC is played this will give you no SC. 3% if AoC. */
- 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) */
- end_random
- if IWANTSC
- create_object SCOUT
- {
- if NOTCMODE
- number_of_objects 0
- else
- number_of_objects 1
- endif
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 9
- }
- elseif DOUBLESCOUTING
- create_object SCOUT
- {
- if NOTCMODE
- number_of_objects 0
- else
- number_of_objects 2
- endif
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 9
- }
- elseif NOSCFORME
- elseif DRUSH
- create_object MILITIA
- {
- if NOTCMODE
- number_of_objects 0
- else
- number_of_objects 1
- endif
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 9
- }
- elseif SPEARS
- create_object SPEARMAN
- {
- if NOTCMODE
- number_of_objects 0
- else
- number_of_objects 1
- endif
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 9
- }
- elseif SCYTHIAN_WOMAN
- create_object SCYTHIAN_WILD_WOMAN
- {
- if NOTCMODE
- number_of_objects 0
- else
- number_of_objects 1
- endif
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 9
- }
- elseif FASTKING
- create_object KING
- if REGICIDE
- create_object SCOUT
- endif
- {
- if NOTCMODE
- number_of_objects 0
- else
- number_of_objects 1
- endif
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 9
- }
- elseif ANIMAL
- create_object HORSE
- {
- if NOTCMODE
- number_of_objects 0
- else
- number_of_objects 1
- endif
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 9
- }
- elseif EWSC
- create_object EAGLE_WARRIOR
- {
- if NOTCMODE
- number_of_objects 0
- else
- number_of_objects 1
- endif
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 9
- }
- elseif EWDOUBLE
- create_object EAGLE_WARRIOR
- {
- if NOTCMODE
- number_of_objects 0
- else
- number_of_objects 2
- endif
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 9
- }
- elseif THROWER
- create_object SKIRMISHER
- {
- if NOTCMODE
- number_of_objects 0
- else
- number_of_objects 1
- endif
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 9
- }
- elseif MEMORIES /* Can only be used in AoFE. If AoC version is used, you'll get no scout. */
- #const LEGIONARY 1
- create_object LEGIONARY
- {
- if NOTCMODE
- number_of_objects 0
- else
- number_of_objects 1
- endif
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 9
- }
- elseif CAMEL_ANIMAL
- #const CAMEL_ 897
- create_object CAMEL_
- {
- if NOTCMODE
- number_of_objects 0
- else
- number_of_objects 1
- endif
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 9
- }
- endif
- if FORT_AP
- start_random
- percent_chance 100 #define NEITHER_GG
- end_random
- elseif BOARDS_OF_CANADA_AP
- start_random
- percent_chance 100 #define NEITHER_GG
- end_random
- elseif SEIZE_THE_HUMP_AP
- start_random
- percent_chance 100 #define NEITHER_GG
- end_random
- elseif AP_NOMAD
- start_random
- percent_chance 100 #define NEITHER_GG
- end_random
- else
- start_random
- percent_chance 2 #define CASTLE_GG
- percent_chance 5 #define HOUSE_GG
- percent_chance 5 #define YURT_GG
- percent_chance 88 #define NEITHER_GG
- end_random
- start_random
- percent_chance 3 #define BARRACKS_GG
- percent_chance 3 #define MARKET_GG
- percent_chance 3 #define BLACKSMITH_GG
- percent_chance 3 #define SCHOOL_GG
- percent_chance 88 #define NONE_GG
- end_random
- endif
- if CASTLE_GG
- create_object CASTLE
- {
- if NOTCMODE
- number_of_objects 0
- else
- number_of_objects 1
- endif
- set_place_for_every_player
- min_distance_to_players 10
- max_distance_to_players 10
- }
- elseif HOUSE_GG
- create_object HOUSE
- {
- if JUSTONE
- number_of_objects 1
- elseif JUSTTWO
- number_of_objects 2
- elseif JUSTTHREE
- number_of_objects 3
- endif
- set_loose_grouping
- set_place_for_every_player
- min_distance_to_players 12
- max_distance_to_players 12
- }
- elseif YURT_GG
- start_random
- percent_chance 50 #define GROUP_1
- percent_chance 50 #define GROUP_2
- end_random
- start_random
- percent_chance 30 #define G1_ONE_MORE
- percent_chance 20 #define G1_TWO_MORE
- percent_chance 50 #define NO_MORE
- end_random
- start_random
- percent_chance 30 #define G2_ONE_MORE
- percent_chance 20 #define G2_TWO_MORE
- percent_chance 50 #define NO_MORE
- end_random
- if NO_MORE
- endif
- if GROUP_1
- start_random
- percent_chance 25
- create_object YURT
- percent_chance 25
- create_object YURT2
- percent_chance 25
- create_object YURT3
- percent_chance 25
- create_object YURT4
- end_random
- {
- set_loose_grouping
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 8
- }
- if G1_ONE_MORE
- start_random
- percent_chance 25
- create_object YURT
- percent_chance 25
- create_object YURT2
- percent_chance 25
- create_object YURT3
- percent_chance 25
- create_object YURT4
- end_random
- {
- set_loose_grouping
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 8
- }
- elseif G1_TWO_MORE
- start_random
- percent_chance 25
- create_object YURT
- percent_chance 25
- create_object YURT2
- percent_chance 25
- create_object YURT3
- percent_chance 25
- create_object YURT4
- end_random
- {
- set_loose_grouping
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 8
- }
- start_random
- percent_chance 25
- create_object YURT
- percent_chance 25
- create_object YURT2
- percent_chance 25
- create_object YURT3
- percent_chance 25
- create_object YURT4
- end_random
- {
- set_loose_grouping
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 8
- }
- endif
- endif
- if GROUP_2
- start_random
- percent_chance 25
- create_object YURT5
- percent_chance 25
- create_object YURT6
- percent_chance 25
- create_object YURT7
- percent_chance 25
- create_object YURT8
- end_random
- {
- set_loose_grouping
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 8
- }
- if G2_ONE_MORE
- start_random
- percent_chance 25
- create_object YURT5
- percent_chance 25
- create_object YURT6
- percent_chance 25
- create_object YURT7
- percent_chance 25
- create_object YURT8
- end_random
- {
- set_loose_grouping
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 8
- }
- elseif G2_TWO_MORE
- start_random
- percent_chance 25
- create_object YURT5
- percent_chance 25
- create_object YURT6
- percent_chance 25
- create_object YURT7
- percent_chance 25
- create_object YURT8
- end_random
- {
- set_loose_grouping
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 8
- }
- start_random
- percent_chance 25
- create_object YURT5
- percent_chance 25
- create_object YURT6
- percent_chance 25
- create_object YURT7
- percent_chance 25
- create_object YURT8
- end_random
- {
- set_loose_grouping
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 8
- }
- endif
- endif
- elseif NEITHER_GG
- endif
- if BARRACKS_GG
- create_object BARRACKS
- {
- if BOARDS_OF_CANADA_AP
- number_of_objects 0
- elseif NOTCMODE
- number_of_objects 0
- else
- number_of_objects 1
- endif
- set_place_for_every_player
- min_distance_to_players 8
- max_distance_to_players 14
- }
- elseif MARKET_GG
- create_object MARKET
- {
- if BOARDS_OF_CANADA_AP
- number_of_objects 0
- elseif NOTCMODE
- number_of_objects 0
- else
- number_of_objects 1
- endif
- set_place_for_every_player
- min_distance_to_players 8
- max_distance_to_players 14
- }
- elseif BLACKSMITH_GG
- create_object BLACKSMITH
- {
- if BOARDS_OF_CANADA_AP
- number_of_objects 0
- elseif NOTCMODE
- number_of_objects 0
- else
- number_of_objects 1
- endif
- set_place_for_every_player
- min_distance_to_players 8
- max_distance_to_players 14
- }
- elseif SCHOOL_GG
- create_object UNIVERSITY
- {
- if BOARDS_OF_CANADA_AP
- number_of_objects 0
- elseif NOTCMODE
- number_of_objects 0
- else
- number_of_objects 1
- endif
- set_place_for_every_player
- min_distance_to_players 8
- max_distance_to_players 14
- }
- elseif NONE_GG
- endif
- endif
- /* SPECIAL STUFF FOR REGICIDE */
- if REGICIDE
- create_object VILLAGER
- {
- number_of_objects 7
- set_place_for_every_player
- min_distance_to_players 6
- max_distance_to_players 6
- }
- create_object KING
- {
- set_place_for_every_player
- min_distance_to_players 6
- max_distance_to_players 6
- }
- create_object CASTLE
- {
- set_place_for_every_player
- min_distance_to_players 10
- max_distance_to_players 10
- if FORT_AP
- min_distance_to_players 7
- max_distance_to_players 7
- endif
- }
- endif
- endif
- /* Duplicated for no resources maps. */
- if AP_NOMAD
- /* FISH by Captain Fin */
- start_random
- percent_chance 20 #define CAPTAINFINGRAND
- percent_chance 20 #define CAPTAINFINGOOD
- percent_chance 20 #define CAPTAINFINDECENT
- percent_chance 20 #define CAPTAINFINBAD
- percent_chance 20 #define CAPTAINFINOUCH
- end_random
- create_object DORADO
- {
- if CAPTAINFINGRAND
- number_of_objects 22
- elseif CAPTAINFINGOOD
- number_of_objects 19
- elseif CAPTAINFINDECENT
- number_of_objects 16
- elseif CAPTAINFINBAD
- number_of_objects 13
- elseif CAPTAINFINOUCH
- number_of_objects 10
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 5
- min_distance_group_placement 4
- }
- create_object TUNA
- {
- if CAPTAINFINGRAND
- number_of_objects 22
- elseif CAPTAINFINGOOD
- number_of_objects 19
- elseif CAPTAINFINDECENT
- number_of_objects 16
- elseif CAPTAINFINBAD
- number_of_objects 13
- elseif CAPTAINFINOUCH
- number_of_objects 10
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 4
- min_distance_group_placement 4
- }
- create_object SNAPPER
- {
- if CAPTAINFINGRAND
- number_of_objects 22
- elseif CAPTAINFINGOOD
- number_of_objects 19
- elseif CAPTAINFINDECENT
- number_of_objects 16
- elseif CAPTAINFINBAD
- number_of_objects 13
- elseif CAPTAINFINOUCH
- number_of_objects 10
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 5
- min_distance_group_placement 4
- }
- start_random
- percent_chance 50
- create_object MARLIN1
- {
- if CAPTAINFINGRAND
- number_of_objects 8
- elseif CAPTAINFINGOOD
- number_of_objects 7
- elseif CAPTAINFINDECENT
- number_of_objects 6
- elseif CAPTAINFINBAD
- number_of_objects 5
- elseif CAPTAINFINOUCH
- number_of_objects 4
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- min_distance_group_placement 10
- max_distance_to_other_zones 7
- }
- percent_chance 50
- create_object MARLIN2
- {
- if CAPTAINFINGRAND
- number_of_objects 8
- elseif CAPTAINFINGOOD
- number_of_objects 7
- elseif CAPTAINFINDECENT
- number_of_objects 6
- elseif CAPTAINFINBAD
- number_of_objects 5
- elseif CAPTAINFINOUCH
- number_of_objects 4
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- min_distance_group_placement 10
- max_distance_to_other_zones 7
- }
- end_random
- if BEDOUINS_AP
- create_object SHORE_FISH
- {
- number_of_objects 200
- set_scaling_to_map_size
- set_gaia_object_only
- resource_delta 100
- }
- else
- create_object SHORE_FISH
- {
- number_of_objects 25
- set_scaling_to_map_size
- min_distance_group_placement 5
- set_gaia_object_only
- }
- endif
- start_random
- percent_chance 40 #define RELICCOOL
- percent_chance 50 #define RELICFEW
- percent_chance 10 #define RELICNONE
- end_random
- endif
- create_object RELIC
- {
- if RELICCOOL
- number_of_objects 1
- number_of_groups 6
- elseif RELICFEW
- number_of_objects 1
- number_of_groups 4
- elseif RELICNONE
- number_of_objects 1
- number_of_groups 0
- endif
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 25
- min_distance_group_placement 20
- }
- endif
- if AP_NOMAD
- if HILL_NOMAD_AP
- create_object FORAGE
- {
- number_of_objects 6
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 20
- max_distance_to_players 55
- min_distance_group_placement 10
- }
- /* NEAR GOLD */
- create_object GOLD
- {
- number_of_objects 7
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 35
- max_distance_to_players 56
- min_distance_group_placement 17
- max_distance_to_other_zones 7
- }
- /* MEDIUM GOLD */
- create_object GOLD
- {
- number_of_objects 4
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 45
- max_distance_to_players 56
- min_distance_group_placement 17
- max_distance_to_other_zones 7
- }
- /* NEAR STONE */
- create_object STONE
- {
- number_of_objects 5
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 35
- max_distance_to_players 56
- min_distance_group_placement 17
- max_distance_to_other_zones 7
- }
- /* FAR STONE */
- create_object STONE
- {
- number_of_objects 4
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 45
- max_distance_to_players 56
- min_distance_group_placement 17
- max_distance_to_other_zones 7
- }
- /* BAA BAA */
- create_object SHEEP
- {
- number_of_objects 2
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 9
- max_distance_to_players 11
- }
- create_object SHEEP
- {
- number_of_objects 3
- number_of_groups 5
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 10
- max_distance_to_players 70
- min_distance_group_placement 10
- }
- create_object DEER
- {
- number_of_objects 8
- group_variance 1
- group_placement_radius 3
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 30
- max_distance_to_players 70
- min_distance_group_placement 15
- }
- create_object JAVELINA /* BOARS = KING OF HILL */
- {
- number_of_objects 3
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 1
- max_distance_to_players 5
- }
- create_object BOAR /* or JAVELINA */
- {
- number_of_objects 1
- set_gaia_object_only
- set_place_for_every_player
- if TINY_MAP
- min_distance_to_players 35
- max_distance_to_players 60
- else
- min_distance_to_players 39
- max_distance_to_players 70
- endif
- min_distance_group_placement 15
- }
- create_object BOAR /* or JAVELINA */
- {
- number_of_objects 1
- set_gaia_object_only
- set_place_for_every_player
- if TINY_MAP
- min_distance_to_players 35
- max_distance_to_players 60
- else
- min_distance_to_players 42
- max_distance_to_players 70
- endif
- min_distance_group_placement 15
- }
- create_object BOAR /* or JAVELINA */
- {
- number_of_objects 1
- set_gaia_object_only
- set_place_for_every_player
- if TINY_MAP
- min_distance_to_players 30
- max_distance_to_players 60
- else
- min_distance_to_players 35
- max_distance_to_players 70
- endif
- min_distance_group_placement 15
- }
- /* Extra resources: various gold, stone, and food scattered across the map. */
- /* *****EXTRA RESOURCES BY MAP***** */
- if LARGE_MAP
- create_object FORAGE
- {
- number_of_groups 3
- number_of_objects 7
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 9
- }
- endif
- if HUGE_MAP
- create_object FORAGE
- {
- number_of_groups 2
- number_of_objects 5
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 9
- }
- endif
- if GIGANTIC_MAP
- create_object FORAGE
- {
- number_of_groups 3
- number_of_objects 5
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 9
- }
- endif
- /* EXTRA GOLD */
- if TINY_MAP
- create_object GOLD
- {
- number_of_groups 2
- number_of_objects 5
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 17
- terrain_to_place_on GRASS
- }
- endif
- if SMALL_MAP
- create_object GOLD
- {
- number_of_groups 4
- number_of_objects 6
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 17
- terrain_to_place_on GRASS
- }
- endif
- if MEDIUM_MAP
- create_object GOLD
- {
- number_of_groups 6
- number_of_objects 5
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 20
- terrain_to_place_on GRASS
- }
- endif
- if LARGE_MAP
- create_object GOLD
- {
- number_of_groups 8
- number_of_objects 5
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 17
- terrain_to_place_on GRASS
- }
- endif
- if HUGE_MAP
- create_object GOLD
- {
- number_of_groups 10
- number_of_objects 5
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 17
- terrain_to_place_on GRASS
- }
- endif
- if GIGANTIC_MAP
- create_object GOLD
- {
- number_of_groups 12
- number_of_objects 5
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 17
- terrain_to_place_on GRASS
- }
- endif
- /* EXTRA STONE */
- if TINY_MAP
- create_object STONE
- {
- number_of_groups 2
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 17
- terrain_to_place_on GRASS
- }
- endif
- if SMALL_MAP
- create_object STONE
- {
- number_of_groups 4
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 17
- terrain_to_place_on GRASS
- }
- endif
- if MEDIUM_MAP
- create_object STONE
- {
- number_of_groups 6
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 17
- terrain_to_place_on GRASS
- }
- endif
- if LARGE_MAP
- create_object STONE
- {
- number_of_groups 8
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 17
- terrain_to_place_on GRASS
- }
- endif
- if HUGE_MAP
- create_object STONE
- {
- number_of_groups 10
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 17
- terrain_to_place_on GRASS
- }
- endif
- if GIGANTIC_MAP
- create_object STONE
- {
- number_of_groups 12
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 17
- terrain_to_place_on GRASS
- }
- endif
- elseif BEDOUINS_AP
- create_object FORAGE
- {
- number_of_objects 6
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 10
- max_distance_to_players 55
- min_distance_group_placement 10
- terrain_to_place_on DESERT
- }
- /* NEAR GOLD */
- create_object GOLD
- {
- number_of_objects 7
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 12
- max_distance_to_players 56
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- terrain_to_place_on DESERT
- }
- /* MEDIUM GOLD */
- create_object GOLD
- {
- number_of_objects 4
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 18
- max_distance_to_players 26
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- terrain_to_place_on DESERT
- }
- /* FAR GOLD */
- create_object GOLD
- {
- number_of_objects 4
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 25
- max_distance_to_players 35
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- terrain_to_place_on DESERT
- }
- /* NEAR STONE */
- create_object STONE
- {
- number_of_objects 5
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 14
- max_distance_to_players 18
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- terrain_to_place_on DESERT
- }
- /* FAR STONE */
- create_object STONE
- {
- number_of_objects 4
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 20
- max_distance_to_players 26
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- terrain_to_place_on DESERT
- }
- /* BAA BAA */
- create_object SHEEP
- {
- number_of_objects 4
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 9
- max_distance_to_players 11
- terrain_to_place_on DESERT
- }
- create_object SHEEP
- {
- number_of_objects 3
- number_of_groups 4
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 10
- max_distance_to_players 50
- terrain_to_place_on DESERT
- }
- create_object DEER
- {
- number_of_objects 8
- group_variance 1
- group_placement_radius 3
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 11
- max_distance_to_players 16
- terrain_to_place_on DESERT
- }
- create_object JAVELINA /* or JAVELINA */
- {
- number_of_objects 3
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 13
- max_distance_to_players 30
- terrain_to_place_on DESERT
- }
- create_object BOAR /* or JAVELINA */
- {
- number_of_objects 1
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 14
- max_distance_to_players 18
- terrain_to_place_on DESERT
- }
- if LARGE_MAP
- create_object FORAGE
- {
- number_of_groups 3
- number_of_objects 7
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 9
- terrain_to_place_on DESERT
- }
- endif
- if HUGE_MAP
- create_object FORAGE
- {
- number_of_groups 2
- number_of_objects 5
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 9
- terrain_to_place_on DESERT
- }
- endif
- if GIGANTIC_MAP
- create_object FORAGE
- {
- number_of_groups 3
- number_of_objects 5
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 9
- terrain_to_place_on DESERT
- }
- endif
- /* EXTRA GOLD */
- if TINY_MAP
- create_object GOLD
- {
- number_of_groups 2
- number_of_objects 5
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- terrain_to_place_on DESERT
- }
- endif
- if SMALL_MAP
- create_object GOLD
- {
- number_of_groups 4
- number_of_objects 6
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- terrain_to_place_on DESERT
- }
- endif
- if MEDIUM_MAP
- create_object GOLD
- {
- number_of_groups 6
- number_of_objects 5
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- terrain_to_place_on DESERT
- }
- endif
- if LARGE_MAP
- create_object GOLD
- {
- number_of_groups 8
- number_of_objects 5
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- terrain_to_place_on DESERT
- }
- endif
- if HUGE_MAP
- create_object GOLD
- {
- number_of_groups 10
- number_of_objects 5
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- terrain_to_place_on DESERT
- }
- endif
- if GIGANTIC_MAP
- create_object GOLD
- {
- number_of_groups 12
- number_of_objects 5
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- terrain_to_place_on DESERT
- }
- endif
- /* EXTRA STONE */
- if TINY_MAP
- create_object STONE
- {
- number_of_groups 2
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- terrain_to_place_on DESERT
- }
- endif
- if SMALL_MAP
- create_object STONE
- {
- number_of_groups 4
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- terrain_to_place_on DESERT
- }
- endif
- if MEDIUM_MAP
- create_object STONE
- {
- number_of_groups 6
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- terrain_to_place_on DESERT
- }
- endif
- if LARGE_MAP
- create_object STONE
- {
- number_of_groups 8
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- terrain_to_place_on DESERT
- }
- endif
- if HUGE_MAP
- create_object STONE
- {
- number_of_groups 10
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- terrain_to_place_on DESERT
- }
- endif
- if GIGANTIC_MAP
- create_object STONE
- {
- number_of_groups 12
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- terrain_to_place_on DESERT
- }
- endif
- elseif LAND_NOMAD_AP
- /* Standard Resources including forage, gold, stone, sheep, and trees. */
- /* NEAR FORAGE */
- create_object FORAGE
- {
- number_of_objects 6
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 10
- max_distance_to_players 55
- min_distance_group_placement 10
- }
- /* NEAR GOLD */
- create_object GOLD
- {
- number_of_objects 7
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 12
- max_distance_to_players 56
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* MEDIUM GOLD */
- create_object GOLD
- {
- number_of_objects 4
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 18
- max_distance_to_players 26
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* FAR GOLD */
- create_object GOLD
- {
- number_of_objects 4
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 25
- max_distance_to_players 35
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* NEAR STONE */
- create_object STONE
- {
- number_of_objects 5
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 14
- max_distance_to_players 18
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* FAR STONE */
- create_object STONE
- {
- number_of_objects 4
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 20
- max_distance_to_players 26
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* BAA BAA */
- create_object SHEEP
- {
- number_of_objects 4
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 9
- max_distance_to_players 11
- }
- create_object SHEEP
- {
- number_of_objects 3
- number_of_groups 4
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 10
- max_distance_to_players 50
- }
- create_object DEER
- {
- number_of_objects 8
- group_variance 1
- group_placement_radius 3
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 11
- max_distance_to_players 16
- }
- create_object JAVELINA /* or JAVELINA */
- {
- number_of_objects 3
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 13
- max_distance_to_players 30
- }
- create_object BOAR /* or JAVELINA */
- {
- number_of_objects 1
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 14
- max_distance_to_players 18
- }
- /* TREES NEAR PLAYER STARTS */
- create_object OAKTREE
- {
- number_of_objects 5
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 4
- max_distance_to_players 5
- min_distance_group_placement 2
- }
- create_object OAKTREE
- {
- number_of_objects 3
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 6
- max_distance_to_players 8
- min_distance_group_placement 2
- }
- elseif NOMAD_AP
- /* NEAR FORAGE */
- create_object FORAGE
- {
- number_of_objects 6
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_group_placement 6
- }
- /* BAA BAA */
- create_object SHEEP
- {
- number_of_objects 4
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_group_placement 5
- }
- create_object SHEEP
- {
- number_of_objects 2
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_group_placement 5
- }
- create_object SHEEP
- {
- number_of_objects 2
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_group_placement 5
- }
- create_object DEER
- {
- number_of_objects 6
- group_variance 2
- group_placement_radius 3
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_group_placement 4
- }
- create_object BOAR
- {
- number_of_objects 2
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 16
- max_distance_to_players 22
- }
- create_object BOAR
- {
- number_of_objects 1
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 16
- max_distance_to_players 22
- }
- /* NEAR GOLD */
- create_object GOLD
- {
- number_of_objects 6
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_group_placement 11
- max_distance_to_other_zones 7
- }
- /* FAR GOLD */
- create_object GOLD
- {
- number_of_objects 6
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* NEAR STONE */
- create_object STONE
- {
- number_of_objects 6
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* FAR STONE */
- create_object STONE
- {
- number_of_objects 6
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_group_placement 7
- }
- /* RESOURCES BY NUMBER OF PLAYERS */
- create_object STONE
- {
- number_of_groups 1
- number_of_objects 6
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- set_scaling_to_player_number
- min_distance_group_placement 7
- }
- create_object GOLD
- {
- number_of_groups 1
- number_of_objects 6
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- set_scaling_to_player_number
- min_distance_group_placement 7
- }
- /* RESOURCES BY MAP */
- if LARGE_MAP
- create_object FORAGE
- {
- number_of_groups 1
- number_of_objects 5
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 7
- }
- endif
- if HUGE_MAP
- create_object FORAGE
- {
- number_of_groups 2
- number_of_objects 5
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 7
- }
- endif
- if GIGANTIC_MAP
- create_object FORAGE
- {
- number_of_groups 3
- number_of_objects 5
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 7
- }
- endif
- if LARGE_MAP
- create_object STONE
- {
- number_of_groups 1
- number_of_objects 6
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 7
- }
- endif
- if HUGE_MAP
- create_object STONE
- {
- number_of_groups 2
- number_of_objects 6
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 7
- }
- endif
- if GIGANTIC_MAP
- create_object STONE
- {
- number_of_groups 3
- number_of_objects 6
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 7
- }
- endif
- if SMALL_MAP
- create_object GOLD
- {
- number_of_groups 1
- number_of_objects 6
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 9
- }
- endif
- if MEDIUM_MAP
- create_object GOLD
- {
- number_of_groups 2
- number_of_objects 6
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 9
- }
- endif
- if LARGE_MAP
- create_object GOLD
- {
- number_of_groups 3
- number_of_objects 6
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 9
- }
- endif
- if HUGE_MAP
- create_object GOLD
- {
- number_of_groups 4
- number_of_objects 6
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 9
- }
- endif
- if GIGANTIC_MAP
- create_object GOLD
- {
- number_of_groups 5
- number_of_objects 6
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 9
- }
- endif
- create_object DEER
- {
- number_of_objects 2
- number_of_groups 2
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 35
- min_distance_group_placement 5
- }
- if DESERT_MAP
- create_object PALMTREE
- {
- number_of_objects 30
- set_gaia_object_only
- set_scaling_to_map_size
- }
- elseif ALPINE_MAP
- create_object PINETREE
- {
- number_of_objects 30
- set_gaia_object_only
- set_scaling_to_map_size
- }
- else
- create_object OAKTREE
- {
- number_of_objects 30
- set_gaia_object_only
- set_scaling_to_map_size
- }
- endif
- /* Extra resources: various gold, stone, and food scattered across the map. */
- /* *****EXTRA RESOURCES BY MAP***** */
- if LARGE_MAP
- create_object FORAGE
- {
- number_of_groups 3
- number_of_objects 7
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 9
- }
- endif
- if HUGE_MAP
- create_object FORAGE
- {
- number_of_groups 2
- number_of_objects 5
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 9
- }
- endif
- if GIGANTIC_MAP
- create_object FORAGE
- {
- number_of_groups 3
- number_of_objects 5
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- max_distance_to_players 120
- min_distance_group_placement 9
- }
- endif
- /* EXTRA GOLD */
- if TINY_MAP
- create_object GOLD
- {
- number_of_groups 2
- number_of_objects 5
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if SMALL_MAP
- create_object GOLD
- {
- number_of_groups 4
- number_of_objects 6
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if MEDIUM_MAP
- create_object GOLD
- {
- number_of_groups 6
- number_of_objects 5
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if LARGE_MAP
- create_object GOLD
- {
- number_of_groups 8
- number_of_objects 5
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if HUGE_MAP
- create_object GOLD
- {
- number_of_groups 10
- number_of_objects 5
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if GIGANTIC_MAP
- create_object GOLD
- {
- number_of_groups 12
- number_of_objects 5
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- /* EXTRA STONE */
- if TINY_MAP
- create_object STONE
- {
- number_of_groups 2
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if SMALL_MAP
- create_object STONE
- {
- number_of_groups 4
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if MEDIUM_MAP
- create_object STONE
- {
- number_of_groups 6
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if LARGE_MAP
- create_object STONE
- {
- number_of_groups 8
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if HUGE_MAP
- create_object STONE
- {
- number_of_groups 10
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if GIGANTIC_MAP
- create_object STONE
- {
- number_of_groups 12
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- endif
- endif
- if AP_PACK2
- if MICROPHONE_AP
- /* NEAR GOLD */
- create_object GOLD
- {
- number_of_objects 7
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 12
- max_distance_to_players 16
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* MEDIUM GOLD */
- create_object GOLD
- {
- number_of_objects 5
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 18
- max_distance_to_players 26
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* FAR GOLD */
- create_object GOLD
- {
- number_of_objects 4
- number_of_groups 1
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 25
- max_distance_to_players 35
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* NEAR STONE */
- create_object STONE
- {
- number_of_objects 5
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 14
- max_distance_to_players 18
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* FAR STONE */
- create_object STONE
- {
- number_of_objects 4
- number_of_groups 2
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 20
- max_distance_to_players 26
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* EXTRA GOLD */
- if MEDIUM_MAP
- create_object GOLD
- {
- number_of_groups 3
- number_of_objects 3
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if LARGE_MAP
- create_object GOLD
- {
- number_of_groups 3
- number_of_objects 3
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if HUGE_MAP
- create_object GOLD
- {
- number_of_groups 4
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if GIGANTIC_MAP
- create_object GOLD
- {
- number_of_groups 5
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- /* EXTRA STONE */
- if MEDIUM_MAP
- create_object STONE
- {
- number_of_groups 2
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if LARGE_MAP
- create_object STONE
- {
- number_of_groups 3
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if HUGE_MAP
- create_object STONE
- {
- number_of_groups 4
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if GIGANTIC_MAP
- create_object STONE
- {
- number_of_groups 5
- number_of_objects 4
- group_variance 1
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 40
- min_distance_group_placement 9
- }
- endif
- if MICROPHONE_AP
- /* FISH by Captain Fin */
- start_random
- percent_chance 20 #define CAPTAINFINGRAND
- percent_chance 20 #define CAPTAINFINGOOD
- percent_chance 20 #define CAPTAINFINDECENT
- percent_chance 20 #define CAPTAINFINBAD
- percent_chance 20 #define CAPTAINFINOUCH
- end_random
- create_object DORADO
- {
- if CAPTAINFINGRAND
- number_of_objects 22
- elseif CAPTAINFINGOOD
- number_of_objects 19
- elseif CAPTAINFINDECENT
- number_of_objects 16
- elseif CAPTAINFINBAD
- number_of_objects 13
- elseif CAPTAINFINOUCH
- number_of_objects 10
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 5
- min_distance_group_placement 4
- }
- create_object TUNA
- {
- if CAPTAINFINGRAND
- number_of_objects 22
- elseif CAPTAINFINGOOD
- number_of_objects 19
- elseif CAPTAINFINDECENT
- number_of_objects 16
- elseif CAPTAINFINBAD
- number_of_objects 13
- elseif CAPTAINFINOUCH
- number_of_objects 10
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 4
- min_distance_group_placement 4
- }
- create_object SNAPPER
- {
- if CAPTAINFINGRAND
- number_of_objects 22
- elseif CAPTAINFINGOOD
- number_of_objects 19
- elseif CAPTAINFINDECENT
- number_of_objects 16
- elseif CAPTAINFINBAD
- number_of_objects 13
- elseif CAPTAINFINOUCH
- number_of_objects 10
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 5
- min_distance_group_placement 4
- }
- start_random
- percent_chance 50
- create_object MARLIN1
- {
- if CAPTAINFINGRAND
- number_of_objects 8
- elseif CAPTAINFINGOOD
- number_of_objects 7
- elseif CAPTAINFINDECENT
- number_of_objects 6
- elseif CAPTAINFINBAD
- number_of_objects 5
- elseif CAPTAINFINOUCH
- number_of_objects 4
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- min_distance_group_placement 10
- max_distance_to_other_zones 7
- }
- percent_chance 50
- create_object MARLIN2
- {
- if CAPTAINFINGRAND
- number_of_objects 8
- elseif CAPTAINFINGOOD
- number_of_objects 7
- elseif CAPTAINFINDECENT
- number_of_objects 6
- elseif CAPTAINFINBAD
- number_of_objects 5
- elseif CAPTAINFINOUCH
- number_of_objects 4
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- min_distance_group_placement 10
- max_distance_to_other_zones 7
- }
- end_random
- create_object SHORE_FISH
- {
- number_of_objects 25
- set_scaling_to_map_size
- min_distance_group_placement 5
- set_gaia_object_only
- }
- start_random
- percent_chance 40 #define RELICCOOL
- percent_chance 50 #define RELICFEW
- percent_chance 10 #define RELICNONE
- end_random
- endif
- create_object RELIC
- {
- if RELICCOOL
- number_of_objects 1
- number_of_groups 6
- elseif RELICFEW
- number_of_objects 1
- number_of_groups 4
- elseif RELICNONE
- number_of_objects 1
- number_of_groups 0
- endif
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 25
- min_distance_group_placement 20
- }
- endif
- if SEIZE_THE_HUMP_AP
- /* FISH by Captain Fin */
- start_random
- percent_chance 20 #define CAPTAINFINGRAND
- percent_chance 20 #define CAPTAINFINGOOD
- percent_chance 20 #define CAPTAINFINDECENT
- percent_chance 20 #define CAPTAINFINBAD
- percent_chance 20 #define CAPTAINFINOUCH
- end_random
- create_object DORADO
- {
- if CAPTAINFINGRAND
- number_of_objects 22
- elseif CAPTAINFINGOOD
- number_of_objects 19
- elseif CAPTAINFINDECENT
- number_of_objects 16
- elseif CAPTAINFINBAD
- number_of_objects 13
- elseif CAPTAINFINOUCH
- number_of_objects 10
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 5
- min_distance_group_placement 4
- }
- create_object TUNA
- {
- if CAPTAINFINGRAND
- number_of_objects 22
- elseif CAPTAINFINGOOD
- number_of_objects 19
- elseif CAPTAINFINDECENT
- number_of_objects 16
- elseif CAPTAINFINBAD
- number_of_objects 13
- elseif CAPTAINFINOUCH
- number_of_objects 10
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 4
- min_distance_group_placement 4
- }
- create_object SNAPPER
- {
- if CAPTAINFINGRAND
- number_of_objects 22
- elseif CAPTAINFINGOOD
- number_of_objects 19
- elseif CAPTAINFINDECENT
- number_of_objects 16
- elseif CAPTAINFINBAD
- number_of_objects 13
- elseif CAPTAINFINOUCH
- number_of_objects 10
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 5
- min_distance_group_placement 4
- }
- start_random
- percent_chance 50
- create_object MARLIN1
- {
- if CAPTAINFINGRAND
- number_of_objects 8
- elseif CAPTAINFINGOOD
- number_of_objects 7
- elseif CAPTAINFINDECENT
- number_of_objects 6
- elseif CAPTAINFINBAD
- number_of_objects 5
- elseif CAPTAINFINOUCH
- number_of_objects 4
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- min_distance_group_placement 10
- max_distance_to_other_zones 7
- }
- percent_chance 50
- create_object MARLIN2
- {
- if CAPTAINFINGRAND
- number_of_objects 8
- elseif CAPTAINFINGOOD
- number_of_objects 7
- elseif CAPTAINFINDECENT
- number_of_objects 6
- elseif CAPTAINFINBAD
- number_of_objects 5
- elseif CAPTAINFINOUCH
- number_of_objects 4
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- min_distance_group_placement 10
- max_distance_to_other_zones 7
- }
- end_random
- create_object SHORE_FISH
- {
- number_of_objects 25
- set_scaling_to_map_size
- min_distance_group_placement 5
- set_gaia_object_only
- }
- start_random
- percent_chance 40 #define RELICCOOL
- percent_chance 50 #define RELICFEW
- percent_chance 10 #define RELICNONE
- end_random
- endif
- create_object RELIC
- {
- if RELICCOOL
- number_of_objects 1
- number_of_groups 6
- elseif RELICFEW
- number_of_objects 1
- number_of_groups 4
- elseif RELICNONE
- number_of_objects 1
- number_of_groups 0
- endif
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 25
- min_distance_group_placement 20
- }
- endif
- if DEATH_MATCH
- else
- /* BAA BAA */
- start_random
- percent_chance 20 #define AMERICANSTYLE
- percent_chance 80 #define EUROPEANSTYLE
- end_random
- start_random
- percent_chance 5 #define FOODHUGE
- percent_chance 5 #define FOODBIG
- percent_chance 15 #define FOODCOOL
- percent_chance 25 #define FOODNORMAL
- percent_chance 20 #define FOODBAD
- percent_chance 20 #define FOODTERRIBLE
- percent_chance 10 #define FOODROTTEN
- percent_chance 0 #define NOFOOD
- end_random
- if AP_NOMAD
- start_random
- percent_chance 100 #define NOFOOD
- end_random
- endif
- if NOFOOD
- else
- if AMERICANSTYLE
- create_object TURKEY
- {
- if FOODHUGE
- number_of_objects 8
- elseif FOODBIG
- number_of_objects 7
- elseif FOODCOOL
- number_of_objects 6
- elseif FOODNORMAL
- number_of_objects 5
- elseif FOODBAD
- number_of_objects 4
- elseif FOODTERRIBLE
- number_of_objects 3
- elseif FOODROTTEN
- number_of_objects 2
- elseif NOFOOD
- endif
- number_of_groups 1
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 2
- max_distance_to_players 12
- }
- else
- create_object SHEEP
- {
- if FOODHUGE
- number_of_objects 8
- elseif FOODBIG
- number_of_objects 7
- elseif FOODCOOL
- number_of_objects 6
- elseif FOODNORMAL
- number_of_objects 5
- elseif FOODBAD
- number_of_objects 4
- elseif FOODTERRIBLE
- number_of_objects 3
- elseif FOODROTTEN
- number_of_objects 2
- elseif NOFOOD
- endif
- number_of_groups 1
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- if TEAM_GROUPED
- min_distance_to_players 1
- max_distance_to_players 2
- else
- min_distance_to_players 2
- max_distance_to_players 12
- endif
- }
- endif
- if AMERICANSTYLE
- create_object TURKEY
- {
- if FOODHUGE
- number_of_objects 4
- elseif FOODBIG
- number_of_objects 3
- elseif FOODCOOL
- number_of_objects 2
- elseif FOODNORMAL
- number_of_objects 2
- elseif FOODBAD
- number_of_objects 2
- elseif FOODTERRIBLE
- number_of_objects 2
- elseif FOODROTTEN
- number_of_objects 0
- elseif NOFOOD
- endif
- number_of_groups 1
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 12
- max_distance_to_players 30
- }
- else
- create_object SHEEP
- {
- if FOODHUGE
- number_of_objects 4
- elseif FOODBIG
- number_of_objects 3
- elseif FOODCOOL
- number_of_objects 2
- elseif FOODNORMAL
- number_of_objects 2
- elseif FOODBAD
- number_of_objects 2
- elseif FOODTERRIBLE
- number_of_objects 2
- elseif FOODROTTEN
- number_of_objects 0
- elseif NOFOOD
- endif
- number_of_groups 1
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 12
- max_distance_to_players 30
- }
- endif
- endif /* endif Deathmatch */
- if DEATH_MATCH
- else
- start_random
- percent_chance 25 #define JELENBIG
- percent_chance 10 #define JELENROCKS
- percent_chance 10 #define JELENSUCKS
- percent_chance 10 #define JELENULTRA
- percent_chance 10 #define JELENNOTSOBIG
- percent_chance 10 #define JELENCOOL
- percent_chance 9 #define JELENNORMAL
- percent_chance 8 #define JELENBAD
- percent_chance 5 #define JELENTERRIBLE
- percent_chance 3 #define JELENROTTEN
- percent_chance 0 #define NOJELEN
- end_random
- if AP_NOMAD
- start_random
- percent_chance 100 #define NOJELEN
- end_random
- endif
- if NOJELEN
- else
- create_object DEER
- {
- if JELENBIG
- start_random
- percent_chance 10
- number_of_objects 8
- number_of_groups 2
- percent_chance 20
- number_of_objects 7
- number_of_groups 2
- percent_chance 30
- number_of_objects 6
- number_of_groups 2
- percent_chance 40
- number_of_objects 5
- number_of_groups 2
- end_random
- elseif JELENROCKS
- number_of_objects 8
- number_of_groups 1
- elseif JELENSUCKS
- number_of_objects 7
- number_of_groups 1
- elseif JELENULTRA
- number_of_objects 6
- number_of_groups 1
- elseif JELENNOTSOBIG
- number_of_objects 5
- number_of_groups 1
- elseif JELENCOOL
- number_of_objects 4
- number_of_groups 1
- elseif JELENNORMAL
- number_of_objects 3
- number_of_groups 1
- elseif JELENBAD
- number_of_objects 2
- number_of_groups 1
- elseif JELENTERRIBLE
- number_of_objects 1
- number_of_groups 1
- elseif JELENROTTEN
- number_of_objects 0
- number_of_groups 1
- elseif NOJELEN
- endif
- endif
- else
- if JELENBIG
- start_random
- percent_chance 10
- number_of_objects 8
- number_of_groups 2
- percent_chance 20
- number_of_objects 7
- number_of_groups 2
- percent_chance 30
- number_of_objects 6
- number_of_groups 2
- percent_chance 40
- number_of_objects 5
- number_of_groups 2
- end_random
- elseif JELENROCKS
- number_of_objects 8
- number_of_groups 1
- elseif JELENSUCKS
- number_of_objects 7
- number_of_groups 1
- elseif JELENULTRA
- number_of_objects 6
- number_of_groups 1
- elseif JELENNOTSOBIG
- number_of_objects 5
- number_of_groups 1
- elseif JELENCOOL
- number_of_objects 4
- number_of_groups 1
- elseif JELENNORMAL
- number_of_objects 3
- number_of_groups 1
- elseif JELENBAD
- number_of_objects 2
- number_of_groups 1
- elseif JELENTERRIBLE
- number_of_objects 1
- number_of_groups 1
- elseif JELENROTTEN
- number_of_objects 0
- number_of_groups 1
- elseif NOJELEN
- endif
- endif
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 10
- max_distance_to_players 22
- }
- endif /* endif DM */
- if DEATH_MATCH
- elseif AP_NOMAD
- start_random
- percent_chance 100 #define NOPIGS
- end_random
- else
- if JELENBIG
- start_random
- percent_chance 40 #define PIGNORMAL
- percent_chance 30 #define PIGBAD
- percent_chance 20 #define PIGTERRIBLE
- percent_chance 10 #define PIGROTTEN
- end_random
- else
- start_random
- percent_chance 5 #define PIGBIG
- percent_chance 15 #define PIGNOTSOBIG
- percent_chance 15 #define PIGCOOL
- percent_chance 25 #define PIGNORMAL
- percent_chance 15 #define PIGBAD
- percent_chance 15 #define PIGTERRIBLE
- percent_chance 10 #define PIGROTTEN
- end_random
- endif
- endif
- if JELENBIG
- start_random
- percent_chance 40 #define PIGNORMAL
- percent_chance 30 #define PIGBAD
- percent_chance 20 #define PIGTERRIBLE
- percent_chance 10 #define PIGROTTEN
- end_random
- else
- start_random
- percent_chance 5 #define PIGBIG
- percent_chance 15 #define PIGNOTSOBIG
- percent_chance 15 #define PIGCOOL
- percent_chance 25 #define PIGNORMAL
- percent_chance 15 #define PIGBAD
- percent_chance 15 #define PIGTERRIBLE
- percent_chance 10 #define PIGROTTEN
- end_random
- endif
- endif
- if NOPIGS
- else
- create_object BOAR
- {
- if PIGBIG
- number_of_objects 4
- number_of_groups 1
- elseif PIGNOTSOBIG
- number_of_objects 3
- number_of_groups 1
- elseif PIGCOOL
- number_of_objects 2
- number_of_groups 1
- elseif PIGNORMAL
- number_of_objects 2
- number_of_groups 1
- elseif PIGBAD
- number_of_objects 1
- number_of_groups 1
- elseif PIGTERRIBLE
- number_of_objects 1
- number_of_groups 1
- elseif PIGROTTEN
- number_of_objects 0
- number_of_groups 0
- elseif NOPIGS
- endif
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 12
- max_distance_to_players 22
- endif
- }
- endif /* endif DM */
- if DEATH_MATCH
- start_random
- percent_chance 100 #define APPLESROTTEN
- end_random
- elseif AP_NOMAD
- start_random
- percent_chance 100 #define NOAPPLES
- end_random
- else
- start_random
- percent_chance 2 #define APPLESHUGE
- percent_chance 4 #define APPLESBIG
- percent_chance 10 #define APPLESCOOL
- percent_chance 34 #define APPLESNORMAL
- percent_chance 25 #define APPLESBAD
- percent_chance 15 #define APPLESTERRIBLE
- percent_chance 10 #define APPLESROTTEN
- end_random
- endif
- else
- start_random
- percent_chance 2 #define APPLESHUGE
- percent_chance 4 #define APPLESBIG
- percent_chance 10 #define APPLESCOOL
- percent_chance 34 #define APPLESNORMAL
- percent_chance 25 #define APPLESBAD
- percent_chance 15 #define APPLESTERRIBLE
- percent_chance 10 #define APPLESROTTEN
- end_random
- endif
- endif /* endif DEATHMATCH */
- if NOAPPLES
- else
- /* NEAR FORAGE */
- create_object FORAGE
- {
- if APPLESHUGE
- number_of_objects 10
- number_of_groups 1
- elseif APPLESBIG
- number_of_objects 6
- number_of_groups 1
- elseif APPLESCOOL
- number_of_objects 8
- number_of_groups 1
- elseif APPLESNORMAL
- number_of_objects 7
- number_of_groups 1
- elseif APPLESBAD
- number_of_objects 4
- number_of_groups 1
- elseif APPLESTERRIBLE
- number_of_objects 2
- number_of_groups 1
- elseif APPLESROTTEN
- number_of_objects 0
- number_of_groups 0
- elseif NOAPPLES
- endif
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 8
- max_distance_to_players 18
- min_distance_group_placement 6
- }
- if DEATH_MATCH
- start_random
- percent_chance 100 #define GOLDNOTSOGOOD
- end_random
- else
- start_random
- percent_chance 4 #define GOLDLIKESHIT
- percent_chance 9 #define GOLDLIKECRAP
- percent_chance 12 #define GOLDALOT
- percent_chance 13 #define GOLDENOUGH
- percent_chance 18 #define GOLDGOOD
- percent_chance 18 #define GOLDNOTSOGOOD
- percent_chance 12 #define GOLDTOOLITTLE
- percent_chance 10 #define GOLDALMOSTGONE
- percent_chance 4 #define RANOUTOFGOLDDAMMIT
- percent_chance 0 #define NOGOLD
- end_random
- endif
- if AP_PACK1
- if BOARDS_OF_CANADA_AP
- start_random
- percent_chance 100 #define NOGOLD
- end_random
- create_object GOLD
- {
- number_of_objects 3
- number_of_groups 1
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 12
- max_distance_to_players 16
- min_distance_group_placement 5
- max_distance_to_other_zones 7
- }
- create_object GOLD
- {
- number_of_objects 10
- number_of_groups 14
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_group_placement 7
- terrain_to_place_on DIRT3
- }
- create_object GOLD
- {
- number_of_objects 10
- number_of_groups 14
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_group_placement 7
- terrain_to_place_on SNOW
- }
- create_object GOLD
- {
- number_of_objects 10
- number_of_groups 14
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_group_placement 7
- terrain_to_place_on DESERT
- }
- create_object GOLD
- {
- number_of_objects 5
- number_of_groups 1
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 18
- max_distance_to_players 24
- min_distance_group_placement 5
- max_distance_to_other_zones 7
- }
- /* NEAR STONE */
- create_object STONE
- {
- number_of_objects 5
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 14
- max_distance_to_players 18
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* FAR STONE */
- create_object STONE
- {
- number_of_objects 4
- number_of_groups 2
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 20
- max_distance_to_players 26
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- endif
- endif
- if AP_PACK2
- if SEIZE_THE_HUMP_AP
- start_random
- percent_chance 100 #define NOGOLD
- end_random
- create_object GOLD
- {
- number_of_objects 5
- number_of_groups 100
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- temp_min_distance_group_placement 18
- max_distance_to_other_zones 4
- terrain_to_place_on DIRT3
- }
- create_object STONE
- {
- number_of_objects 3
- number_of_groups 100
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- temp_min_distance_group_placement 20
- max_distance_to_other_zones 4
- terrain_to_place_on DIRT3
- }
- endif
- endif
- if AP_PACK2
- if MICROPHONE_AP
- start_random
- percent_chance 100 #define NOGOLD
- end_random
- endif
- endif
- if AP_NOMAD
- start_random
- percent_chance 100 #define NOGOLD
- end_random
- endif
- if NOGOLD
- else
- /* NEAR GOLD */
- create_object GOLD
- {
- if GOLDLIKESHIT
- number_of_groups 2
- number_of_objects 10
- elseif GOLDLIKECRAP
- number_of_groups 2
- number_of_objects 9
- elseif GOLDALOT
- number_of_groups 2
- number_of_objects 8
- elseif GOLDENOUGH
- number_of_groups 2
- number_of_objects 7
- elseif GOLDGOOD
- number_of_groups 2
- number_of_objects 7
- elseif GOLDNOTSOGOOD
- number_of_groups 2
- number_of_objects 6
- elseif GOLDTOOLITTLE
- number_of_groups 1
- number_of_objects 5
- elseif GOLDALMOSTGONE
- number_of_groups 1
- number_of_objects 3
- elseif RANOUTOFGOLDDAMMIT
- number_of_groups 1
- number_of_objects 2
- elseif NOGOLD
- endif
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 12
- max_distance_to_players 18
- min_distance_group_placement 4
- max_distance_to_other_zones 7
- }
- /* FAR GOLD */
- create_object GOLD
- {
- if GOLDLIKESHIT
- if TINY_MAP
- number_of_groups 5
- number_of_objects 10
- elseif SMALL_MAP
- number_of_groups 6
- number_of_objects 11
- elseif MEDIUM_MAP
- number_of_groups 7
- number_of_objects 12
- elseif LARGE_MAP
- number_of_groups 10
- number_of_objects 12
- elseif HUGE_MAP
- number_of_groups 12
- number_of_objects 12
- else
- number_of_groups 12
- number_of_objects 12
- endif
- elseif GOLDLIKECRAP
- if TINY_MAP
- number_of_groups 4
- number_of_objects 9
- elseif SMALL_MAP
- number_of_groups 5
- number_of_objects 10
- elseif MEDIUM_MAP
- number_of_groups 7
- number_of_objects 10
- elseif LARGE_MAP
- number_of_groups 9
- number_of_objects 11
- elseif HUGE_MAP
- number_of_groups 11
- number_of_objects 11
- else
- number_of_groups 12
- number_of_objects 11
- endif
- elseif GOLDALOT
- if TINY_MAP
- number_of_groups 4
- number_of_objects 8
- elseif SMALL_MAP
- number_of_groups 5
- number_of_objects 7
- elseif MEDIUM_MAP
- number_of_groups 6
- number_of_objects 8
- elseif LARGE_MAP
- number_of_groups 8
- number_of_objects 9
- elseif HUGE_MAP
- number_of_groups 10
- number_of_objects 9
- else
- number_of_groups 11
- number_of_objects 9
- endif
- elseif GOLDENOUGH
- if TINY_MAP
- number_of_groups 4
- number_of_objects 6
- elseif SMALL_MAP
- number_of_groups 5
- number_of_objects 6
- elseif MEDIUM_MAP
- number_of_groups 6
- number_of_objects 6
- elseif LARGE_MAP
- number_of_groups 8
- number_of_objects 7
- elseif HUGE_MAP
- number_of_groups 10
- number_of_objects 7
- else
- number_of_groups 11
- number_of_objects 7
- endif
- elseif GOLDGOOD
- if TINY_MAP
- number_of_groups 3
- number_of_objects 5
- elseif SMALL_MAP
- number_of_groups 4
- number_of_objects 5
- elseif MEDIUM_MAP
- number_of_groups 6
- number_of_objects 5
- elseif LARGE_MAP
- number_of_groups 8
- number_of_objects 5
- elseif HUGE_MAP
- number_of_groups 10
- number_of_objects 5
- else
- number_of_groups 11
- number_of_objects 5
- endif
- elseif GOLDNOTSOGOOD
- if TINY_MAP
- number_of_groups 3
- number_of_objects 4
- elseif SMALL_MAP
- number_of_groups 4
- number_of_objects 4
- elseif MEDIUM_MAP
- number_of_groups 5
- number_of_objects 5
- elseif LARGE_MAP
- number_of_groups 7
- number_of_objects 5
- elseif HUGE_MAP
- number_of_groups 9
- number_of_objects 5
- else
- number_of_groups 10
- number_of_objects 5
- endif
- elseif GOLDTOOLITTLE
- if TINY_MAP
- number_of_groups 2
- number_of_objects 4
- elseif SMALL_MAP
- number_of_groups 3
- number_of_objects 4
- elseif MEDIUM_MAP
- number_of_groups 3
- number_of_objects 5
- elseif LARGE_MAP
- number_of_groups 5
- number_of_objects 5
- elseif HUGE_MAP
- number_of_groups 7
- number_of_objects 5
- else
- number_of_groups 8
- number_of_objects 5
- endif
- elseif GOLDALMOSTGONE
- if TINY_MAP
- number_of_groups 2
- number_of_objects 3
- elseif SMALL_MAP
- number_of_groups 2
- number_of_objects 3
- elseif MEDIUM_MAP
- number_of_groups 3
- number_of_objects 3
- elseif LARGE_MAP
- number_of_groups 4
- number_of_objects 4
- elseif HUGE_MAP
- number_of_groups 6
- number_of_objects 4
- else
- number_of_groups 7
- number_of_objects 4
- endif
- elseif RANOUTOFGOLDDAMMIT
- if TINY_MAP
- number_of_groups 2
- number_of_objects 2
- elseif SMALL_MAP
- number_of_groups 2
- number_of_objects 2
- elseif MEDIUM_MAP
- number_of_groups 2
- number_of_objects 2
- elseif LARGE_MAP
- number_of_groups 3
- number_of_objects 2
- elseif HUGE_MAP
- number_of_groups 5
- number_of_objects 2
- else
- number_of_groups 6
- number_of_objects 2
- endif
- endif
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- if AP_PACK1
- if RAFT_AP
- min_distance_group_placement 30
- terrain_to_place_on GRASS3 /* Places the gold on the right and left islands. */
- elseif BOARDS_OF_CANADA_AP
- min_distance_to_players 10
- min_distance_group_placement 7
- elseif CARIBBEAN_AP
- min_distance_group_placement 20
- terrain_to_place_on GRASS
- elseif FROSTY_ISLANDS_AP
- min_distance_group_placement 20
- terrain_to_place_on GRASS_SNOW
- else
- min_distance_to_players 30
- min_distance_group_placement 20
- max_distance_to_other_zones 7
- endif
- endif
- }
- if DEATH_MATCH
- start_random
- percent_chance 100 #define STONENOTSOGOOD
- end_random
- else
- start_random
- percent_chance 4 #define STONELIKESHIT
- percent_chance 10 #define STONELIKECRAP
- percent_chance 12 #define STONEALOT
- percent_chance 13 #define STONEENOUGH
- percent_chance 18 #define STONEGOOD
- percent_chance 17 #define STONENOTSOGOOD
- percent_chance 12 #define STONETOOLITTLE
- percent_chance 10 #define STONEALMOSTGONE
- percent_chance 4 #define RANOUTOFSTONEDAMMIT
- percent_chance 0 #define NOSTONE
- end_random
- endif
- if AP_PACK2
- if SEIZE_THE_HUMP_AP
- start_random
- percent_chance 100 #define NOSTONE
- end_random
- endif
- endif
- if AP_PACK2
- if MICROPHONE_AP
- start_random
- percent_chance 100 #define NOSTONE
- end_random
- endif
- endif
- if AP_NOMAD
- start_random
- percent_chance 100 #define NOSTONE
- end_random
- endif
- if NOSTONE
- else
- /* NEAR STONE */
- create_object STONE
- {
- if STONELIKESHIT
- number_of_groups 2
- number_of_objects 10
- elseif STONELIKECRAP
- number_of_groups 2
- number_of_objects 9
- elseif STONEALOT
- number_of_groups 2
- number_of_objects 8
- elseif STONEENOUGH
- number_of_groups 2
- number_of_objects 6
- elseif STONEGOOD
- number_of_groups 2
- number_of_objects 5
- elseif STONENOTSOGOOD
- number_of_groups 2
- number_of_objects 4
- elseif STONETOOLITTLE
- number_of_groups 1
- number_of_objects 5
- elseif STONEALMOSTGONE
- number_of_groups 1
- number_of_objects 3
- elseif RANOUTOFSTONEDAMMIT
- number_of_groups 1
- number_of_objects 2
- elseif NOSTONE
- endif
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 12
- max_distance_to_players 18
- min_distance_group_placement 4
- max_distance_to_other_zones 7
- }
- /* FAR STONE */
- create_object STONE
- {
- if STONELIKESHIT
- if TINY_MAP
- number_of_groups 4
- number_of_objects 10
- elseif SMALL_MAP
- number_of_groups 4
- number_of_objects 11
- elseif MEDIUM_MAP
- number_of_groups 5
- number_of_objects 12
- elseif LARGE_MAP
- number_of_groups 7
- number_of_objects 12
- elseif HUGE_MAP
- number_of_groups 9
- number_of_objects 12
- else
- number_of_groups 10
- number_of_objects 12
- endif
- elseif STONELIKECRAP
- if TINY_MAP
- number_of_groups 4
- number_of_objects 9
- elseif SMALL_MAP
- number_of_groups 4
- number_of_objects 10
- elseif MEDIUM_MAP
- number_of_groups 4
- number_of_objects 10
- elseif LARGE_MAP
- number_of_groups 6
- number_of_objects 11
- elseif HUGE_MAP
- number_of_groups 8
- number_of_objects 11
- else
- number_of_groups 9
- number_of_objects 11
- endif
- elseif STONEALOT
- if TINY_MAP
- number_of_groups 3
- number_of_objects 8
- elseif SMALL_MAP
- number_of_groups 4
- number_of_objects 7
- elseif MEDIUM_MAP
- number_of_groups 5
- number_of_objects 8
- elseif LARGE_MAP
- number_of_groups 6
- number_of_objects 9
- elseif HUGE_MAP
- number_of_groups 8
- number_of_objects 9
- else
- number_of_groups 9
- number_of_objects 9
- endif
- elseif STONEENOUGH
- if TINY_MAP
- number_of_groups 3
- number_of_objects 6
- elseif SMALL_MAP
- number_of_groups 3
- number_of_objects 6
- elseif MEDIUM_MAP
- number_of_groups 4
- number_of_objects 6
- elseif LARGE_MAP
- number_of_groups 5
- number_of_objects 7
- elseif HUGE_MAP
- number_of_groups 7
- number_of_objects 7
- else
- number_of_groups 8
- number_of_objects 7
- endif
- elseif STONEGOOD
- if TINY_MAP
- number_of_groups 3
- number_of_objects 5
- elseif SMALL_MAP
- number_of_groups 3
- number_of_objects 5
- elseif MEDIUM_MAP
- number_of_groups 4
- number_of_objects 5
- elseif LARGE_MAP
- number_of_groups 5
- number_of_objects 5
- elseif HUGE_MAP
- number_of_groups 7
- number_of_objects 5
- else
- number_of_groups 8
- number_of_objects 5
- endif
- elseif STONENOTSOGOOD
- if TINY_MAP
- number_of_groups 2
- number_of_objects 4
- elseif SMALL_MAP
- number_of_groups 2
- number_of_objects 4
- elseif MEDIUM_MAP
- number_of_groups 3
- number_of_objects 5
- elseif LARGE_MAP
- number_of_groups 4
- number_of_objects 5
- elseif HUGE_MAP
- number_of_groups 6
- number_of_objects 5
- else
- number_of_groups 7
- number_of_objects 5
- endif
- elseif STONETOOLITTLE
- if TINY_MAP
- number_of_groups 2
- number_of_objects 4
- elseif SMALL_MAP
- number_of_groups 2
- number_of_objects 4
- elseif MEDIUM_MAP
- number_of_groups 3
- number_of_objects 5
- elseif LARGE_MAP
- number_of_groups 4
- number_of_objects 5
- elseif HUGE_MAP
- number_of_groups 6
- number_of_objects 5
- else
- number_of_groups 7
- number_of_objects 5
- endif
- elseif STONEALMOSTGONE
- if TINY_MAP
- number_of_groups 2
- number_of_objects 3
- elseif SMALL_MAP
- number_of_groups 2
- number_of_objects 3
- elseif MEDIUM_MAP
- number_of_groups 3
- number_of_objects 3
- elseif LARGE_MAP
- number_of_groups 3
- number_of_objects 4
- elseif HUGE_MAP
- number_of_groups 6
- number_of_objects 4
- else
- number_of_groups 7
- number_of_objects 4
- endif
- elseif RANOUTOFSTONEDAMMIT
- if TINY_MAP
- number_of_groups 2
- number_of_objects 2
- elseif SMALL_MAP
- number_of_groups 2
- number_of_objects 2
- elseif MEDIUM_MAP
- number_of_groups 2
- number_of_objects 2
- elseif LARGE_MAP
- number_of_groups 3
- number_of_objects 2
- elseif HUGE_MAP
- number_of_groups 5
- number_of_objects 2
- else
- number_of_groups 6
- number_of_objects 2
- endif
- endif
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- if RAFT_AP
- min_distance_group_placement 30
- min_distance_to_players 10
- terrain_to_place_on GRASS3
- elseif FLOOD_AP
- start_random
- percent_chance 50
- min_distance_group_placement 30
- terrain_to_place_on GRASS2
- percent_chance 50
- end_random
- else
- min_distance_to_players 30
- min_distance_group_placement 20
- max_distance_to_other_zones 7
- endif
- }
- if RELIC_PONDS_AP
- start_random
- percent_chance 60 #define RELICLIKESHIT
- percent_chance 40 #define RELICCOOL
- end_random
- elseif DEVASTATION_AP
- start_random
- percent_chance 40 #define RELICFEW
- percent_chance 60 #define RELICNONE
- end_random
- else
- start_random
- percent_chance 10 #define RELICLIKESHIT
- percent_chance 20 #define RELICCOOL
- percent_chance 40 #define RELICFEW
- percent_chance 30 #define RELICNONE
- end_random
- endif
- create_object RELIC
- {
- if RELICLIKESHIT
- number_of_objects 1
- number_of_groups 25
- elseif RELICCOOL
- number_of_objects 1
- number_of_groups 10
- elseif RELICFEW
- number_of_objects 1
- number_of_groups 5
- elseif RELICNONE
- number_of_objects 1
- number_of_groups 0
- endif
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- min_distance_to_players 25
- min_distance_group_placement 20
- if RELIC_PONDS_AP
- terrain_to_place_on SHALLOW
- endif
- }
- /* FISH by Captain Fin */
- start_random
- percent_chance 20 #define CAPTAINFINGRAND
- percent_chance 20 #define CAPTAINFINGOOD
- percent_chance 20 #define CAPTAINFINDECENT
- percent_chance 20 #define CAPTAINFINBAD
- percent_chance 20 #define CAPTAINFINOUCH
- end_random
- create_object DORADO
- {
- if CAPTAINFINGRAND
- number_of_objects 22
- elseif CAPTAINFINGOOD
- number_of_objects 19
- elseif CAPTAINFINDECENT
- number_of_objects 16
- elseif CAPTAINFINBAD
- number_of_objects 13
- elseif CAPTAINFINOUCH
- number_of_objects 10
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 5
- min_distance_group_placement 4
- }
- create_object TUNA
- {
- if CAPTAINFINGRAND
- number_of_objects 22
- elseif CAPTAINFINGOOD
- number_of_objects 19
- elseif CAPTAINFINDECENT
- number_of_objects 16
- elseif CAPTAINFINBAD
- number_of_objects 13
- elseif CAPTAINFINOUCH
- number_of_objects 10
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 4
- min_distance_group_placement 4
- }
- create_object SNAPPER
- {
- if CAPTAINFINGRAND
- number_of_objects 22
- elseif CAPTAINFINGOOD
- number_of_objects 19
- elseif CAPTAINFINDECENT
- number_of_objects 16
- elseif CAPTAINFINBAD
- number_of_objects 13
- elseif CAPTAINFINOUCH
- number_of_objects 10
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 5
- min_distance_group_placement 4
- }
- start_random
- percent_chance 50
- create_object MARLIN1
- {
- if CAPTAINFINGRAND
- number_of_objects 8
- elseif CAPTAINFINGOOD
- number_of_objects 7
- elseif CAPTAINFINDECENT
- number_of_objects 6
- elseif CAPTAINFINBAD
- number_of_objects 5
- elseif CAPTAINFINOUCH
- number_of_objects 4
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- min_distance_group_placement 10
- max_distance_to_other_zones 7
- }
- percent_chance 50
- create_object MARLIN2
- {
- if CAPTAINFINGRAND
- number_of_objects 8
- elseif CAPTAINFINGOOD
- number_of_objects 7
- elseif CAPTAINFINDECENT
- number_of_objects 6
- elseif CAPTAINFINBAD
- number_of_objects 5
- elseif CAPTAINFINOUCH
- number_of_objects 4
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- min_distance_group_placement 10
- max_distance_to_other_zones 7
- }
- end_random
- create_object SHORE_FISH
- {
- number_of_objects 25
- set_scaling_to_map_size
- min_distance_group_placement 5
- set_gaia_object_only
- }
- /* Captain Fin end */
- endif
- start_random
- percent_chance 20 #define CAPTAINFINGRAND
- percent_chance 20 #define CAPTAINFINGOOD
- percent_chance 20 #define CAPTAINFINDECENT
- percent_chance 20 #define CAPTAINFINBAD
- percent_chance 20 #define CAPTAINFINOUCH
- end_random
- create_object DORADO
- {
- if CAPTAINFINGRAND
- number_of_objects 22
- elseif CAPTAINFINGOOD
- number_of_objects 19
- elseif CAPTAINFINDECENT
- number_of_objects 16
- elseif CAPTAINFINBAD
- number_of_objects 13
- elseif CAPTAINFINOUCH
- number_of_objects 10
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 5
- min_distance_group_placement 4
- }
- create_object TUNA
- {
- if CAPTAINFINGRAND
- number_of_objects 22
- elseif CAPTAINFINGOOD
- number_of_objects 19
- elseif CAPTAINFINDECENT
- number_of_objects 16
- elseif CAPTAINFINBAD
- number_of_objects 13
- elseif CAPTAINFINOUCH
- number_of_objects 10
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 4
- min_distance_group_placement 4
- }
- create_object SNAPPER
- {
- if CAPTAINFINGRAND
- number_of_objects 22
- elseif CAPTAINFINGOOD
- number_of_objects 19
- elseif CAPTAINFINDECENT
- number_of_objects 16
- elseif CAPTAINFINBAD
- number_of_objects 13
- elseif CAPTAINFINOUCH
- number_of_objects 10
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 5
- min_distance_group_placement 4
- }
- start_random
- percent_chance 50
- create_object MARLIN1
- {
- if CAPTAINFINGRAND
- number_of_objects 8
- elseif CAPTAINFINGOOD
- number_of_objects 7
- elseif CAPTAINFINDECENT
- number_of_objects 6
- elseif CAPTAINFINBAD
- number_of_objects 5
- elseif CAPTAINFINOUCH
- number_of_objects 4
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- min_distance_group_placement 10
- max_distance_to_other_zones 7
- }
- percent_chance 50
- create_object MARLIN2
- {
- if CAPTAINFINGRAND
- number_of_objects 8
- elseif CAPTAINFINGOOD
- number_of_objects 7
- elseif CAPTAINFINDECENT
- number_of_objects 6
- elseif CAPTAINFINBAD
- number_of_objects 5
- elseif CAPTAINFINOUCH
- number_of_objects 4
- endif
- set_scaling_to_map_size
- set_gaia_object_only
- min_distance_group_placement 10
- max_distance_to_other_zones 7
- }
- end_random
- create_object SHORE_FISH
- {
- number_of_objects 25
- set_scaling_to_map_size
- min_distance_group_placement 5
- set_gaia_object_only
- }
- /* Captain Fin end */
- endif
- /* *****RESOURCES BY MAP***** */
- if BIG_BLUE_AP
- create_object PINETREE
- {
- number_of_objects 2
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 4
- max_distance_to_players 5
- min_distance_group_placement 2
- }
- create_object PINETREE
- {
- number_of_objects 3
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 6
- max_distance_to_players 8
- min_distance_group_placement 2
- }
- else
- create_object OAKTREE
- {
- number_of_objects 2
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 4
- max_distance_to_players 5
- min_distance_group_placement 2
- }
- create_object OAKTREE
- {
- number_of_objects 3
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 6
- max_distance_to_players 8
- min_distance_group_placement 2
- }
- endif
- endif /* endif deathmatch */
- /* EXTRA SHEEP FOR NO TC MODE */
- if DEATH_MATCH
- else
- if NOTCMODE
- create_object SHEEP
- {
- number_of_objects 1
- if HUGE_MAP
- number_of_groups 40
- elseif LARGE_MAP
- number_of_groups 30
- else
- number_of_groups 20
- endif
- set_loose_grouping
- set_gaia_object_only
- }
- endif
- endif /* endif deathmatch */
- if AP_PACK2
- if GHOST_FOREST_AP
- start_random
- percent_chance 100 #define AVIAN_SQUAD_FOUR
- end_random
- endif
- else
- start_random
- percent_chance 33 #define AVIAN_SQUAD_ONE
- percent_chance 33 #define AVIAN_SQUAD_TWO
- percent_chance 33 #define AVIAN_SQUAD_THREE
- percent_chance 1 #define AVIAN_SQUAD_FOUR
- end_random
- endif
- #const STORMY_DOG 862
- if AVIAN_SQUAD_ONE
- create_object HAWK
- {
- number_of_objects 2
- if MAZE_AP
- number_of_objects 10
- endif
- }
- create_object MACAW
- {
- number_of_objects 2
- if MAZE_AP
- number_of_objects 10
- endif
- }
- elseif AVIAN_SQUAD_TWO
- create_object HAWK
- {
- number_of_objects 2
- if MAZE_AP
- number_of_objects 10
- endif
- }
- elseif AVIAN_SQUAD_THREE
- create_object MACAW
- {
- number_of_objects 2
- if MAZE_AP
- number_of_objects 10
- endif
- }
- elseif AVIAN_SQUAD_FOUR
- create_object STORMY_DOG
- {
- number_of_objects 1
- if AP_PACK2
- if GHOST_FOREST_AP
- if TINY_MAP
- number_of_objects 2
- else
- number_of_objects 5
- endif
- endif
- endif
- }
- endif
- endif
- /* ************************************** */
- /* Fixed */
- /* AP_PACK1 */
- if AP_PACK1
- if QUICKSAND_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif RAFT_AP
- start_random
- percent_chance 25 #define ROCKY
- percent_chance 25 #define HILLY
- percent_chance 50 #define SMOOTH
- end_random
- elseif BOARDS_OF_CANADA_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif GLACIER_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif HYPERBOREA_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif CARIBBEAN_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif AUTUMNALAE_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif AGRICULTURAL_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif MAZE_AP
- start_random
- percent_chance 20 #define ROCKY
- percent_chance 20 #define HILLY
- percent_chance 60 #define SMOOTH
- end_random
- elseif ROAD_TO_VICTORY_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif TWO_RIVERS_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif MELTING_ICE_AP
- start_random
- percent_chance 30 #define HILLY
- percent_chance 70 #define SMOOTH
- end_random
- elseif MODE_5
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif MODE_4
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif FORT_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif RELIC_PONDS_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif FLOOD_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif FROSTY_ISLANDS_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif DAM_AP
- start_random
- percent_chance 20 #define HILLY
- percent_chance 80 #define SMOOTH
- end_random
- elseif MIXTURE_AP
- start_random
- percent_chance 20 #define HILLY
- percent_chance 80 #define SMOOTH
- end_random
- else
- start_random
- percent_chance 10 #define SUPERROCKY
- percent_chance 20 #define ROCKY
- percent_chance 20 #define HILLY
- percent_chance 50 #define SMOOTH
- end_random
- endif
- endif
- if AP_PACK2
- if EASTER_ISLAND_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif ENSNARED_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif GHOST_FOREST_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif OIRECTINE_AP
- start_random
- percent_chance 20 #define HILLY
- percent_chance 80 #define SMOOTH
- end_random
- elseif ANCIENT_LAKE_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif HIDEOUT_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif SEIZE_THE_HUMP_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif BALTIC_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif ISLANDS_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif GEOMETRIC_PISS_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif MICROPHONE_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif SINKHOLES_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif SAHARA_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- elseif CONTINENTAL_AP
- start_random
- percent_chance 20 #define HILLY
- percent_chance 80 #define SMOOTH
- end_random
- elseif DRY_ARABIA_AP
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- else
- start_random
- percent_chance 10 #define SUPERROCKY
- percent_chance 20 #define ROCKY
- percent_chance 20 #define HILLY
- percent_chance 50 #define SMOOTH
- end_random
- endif
- endif
- if AP_NOMAD
- start_random
- percent_chance 100 #define SMOOTH
- end_random
- endif
- if SUPERROCKY
- <ELEVATION_GENERATION>
- create_elevation 7
- {
- number_of_clumps 15
- number_of_tiles 8000
- set_scale_by_groups
- set_scale_by_size
- }
- elseif ROCKY
- <ELEVATION_GENERATION>
- create_elevation 6
- {
- number_of_clumps 15
- number_of_tiles 5000
- set_scale_by_groups
- set_scale_by_size
- }
- elseif HILLY
- <ELEVATION_GENERATION>
- create_elevation 3
- {
- number_of_clumps 15
- number_of_tiles 3000
- set_scale_by_groups
- set_scale_by_size
- }
- elseif SMOOTH
- endif
- /* ********** CONNECTION SECTION ********** */
- if AP_PACK1
- if RAFT_AP
- <CONNECTION_GENERATION>
- create_connect_all_players_land
- {
- replace_terrain WATER SHALLOW
- terrain_cost WATER 4
- terrain_cost MED_WATER 2
- terrain_size WATER 3 1
- terrain_size MED_WATER 1 1
- terrain_cost GRASS 2
- terrain_cost FOREST 7
- terrain_cost BEACH 4
- terrain_size GRASS 0 0
- terrain_size FOREST 0 0
- }
- elseif TRADE_ROUTE_AP
- start_random
- percent_chance 40 #define NO_TRADE_CARTS
- percent_chance 60 #define TRADE_ROUTE_WITH_CARTS
- end_random
- if TRADE_ROUTE_WITH_CARTS
- create_object BROKEN_CART
- {
- number_of_objects 20
- set_gaia_object_only
- terrain_to_place_on FUNGUSROAD
- terrain_to_place_on ROAD_SNOW
- terrain_to_place_on ROAD2
- min_distance_group_placement 6
- max_distance_group_placement 15
- }
- elseif NO_TRADE_CARTS
- endif
- elseif BOARDS_OF_CANADA_AP
- <OBJECTS_GENERATION>
- start_random
- percent_chance 55 #define FORTRESS_STYLE
- percent_chance 45 #define WHAT_DO_I_DO_NOW
- end_random
- if FORTRESS_STYLE
- create_object WATCH_TOWER
- {
- number_of_objects 4
- set_place_for_every_player
- min_distance_to_players 13
- max_distance_to_players 15
- min_distance_group_placement 6
- }
- /* Old WALL was 16 min and 20 max distance, lets try these new sizes */
- create_object WALL
- {
- number_of_objects 9999
- set_place_for_every_player
- min_distance_to_players 18
- max_distance_to_players 22
- }
- create_object BARRACKS
- {
- set_place_for_every_player
- min_distance_to_players 8
- max_distance_to_players 14
- }
- create_object HOUSE
- {
- number_of_objects 3
- set_loose_grouping
- set_place_for_every_player
- min_distance_to_players 12
- max_distance_to_players 12
- }
- create_object FARM
- {
- number_of_objects 3
- set_place_for_every_player
- group_placement_radius
- min_distance_to_players 4
- max_distance_to_players 4
- }
- start_random
- percent_chance 100 #define MORE
- end_random
- if MORE
- create_object VILLAGER
- {
- number_of_objects 7
- set_place_for_every_player
- min_distance_to_players 6
- max_distance_to_players 6
- }
- endif
- elseif WHAT_DO_I_DO_NOW
- endif
- /* ************************************** */
- <ELEVATION_GENERATION>
- create_elevation 7
- {
- base_terrain GRASS3
- number_of_clumps 3000
- number_of_tiles 12000
- }
- start_random
- percent_chance 25 #define CLIFFS
- percent_chance 75 #define NO_CLIFFS
- end_random
- if CLIFFS
- <CLIFF_GENERATION>
- min_number_of_cliffs 7
- max_number_of_cliffs 10
- min_length_of_cliff 3
- max_length_of_cliff 10
- min_distance_cliffs 8
- set_avoid_player_start_areas
- elseif NO_CLIFFS
- endif
- /* ************************************** */
- <CONNECTION_GENERATION>
- create_connect_all_lands
- {
- }
- elseif HYPERBOREA_AP
- start_random
- percent_chance 35 #define ONE_TORCH
- percent_chance 35 #define TWO_TORCHES
- percent_chance 30 #define NO_DECORATIONS
- end_random
- if ONE_TORCH
- create_object TORCH
- {
- set_place_for_every_player
- number_of_objects 1
- min_distance_to_players 8
- max_distance_to_players 12
- }
- create_object NINE_BANDS
- {
- set_place_for_every_player
- min_distance_to_players 10
- max_distance_to_players 12
- }
- elseif TWO_TORCHES
- create_object TORCH
- {
- set_place_for_every_player
- number_of_objects 2
- min_distance_to_players 8
- max_distance_to_players 12
- }
- create_object NINE_BANDS
- {
- set_place_for_every_player
- min_distance_to_players 10
- max_distance_to_players 12
- }
- elseif NO_DECORATIONS
- endif
- <ELEVATION_GENERATION>
- create_elevation 3
- {
- base_terrain SNOW
- number_of_clumps 15
- number_of_tiles 3000
- set_scale_by_groups
- set_scale_by_size
- set_avoid_player_start_areas
- }
- <CONNECTION_GENERATION>
- create_connect_all_players_land
- {
- replace_terrain SNOW SNOW
- replace_terrain GRASS_SNOW GRASS_SNOW
- replace_terrain SNOW_FOREST SNOW
- replace_terrain PINE_FOREST GRASS_SNOW
- terrain_cost PINE_FOREST 2
- terrain_cost SNOW_FOREST 2
- terrain_cost SNOW 1
- terrain_cost GRASS_SNOW 1
- terrain_size SNOW 0 0
- terrain_size GRASS_SNOW 0 0
- terrain_size PINE_FOREST 3 1
- terrain_size SNOW_FOREST 3 1
- terrain_size ROAD2 0 0
- }
- if NOTCMODE
- start_random
- percent_chance 100 #define NOLINKS
- end_random
- else
- start_random
- percent_chance 70 #define LINKED
- percent_chance 30 #define NOLINKS
- end_random
- endif
- if LINKED
- #const ROAD_SNOW 38
- create_connect_teams_lands
- {
- start_random
- percent_chance 50
- replace_terrain SNOW ROAD_SNOW
- replace_terrain GRASS_SNOW ROAD_SNOW
- replace_terrain SNOW_FOREST ROAD_SNOW
- replace_terrain PINE_FOREST ROAD_SNOW
- percent_chance 50
- replace_terrain SNOW ROAD2
- replace_terrain GRASS_SNOW ROAD2
- replace_terrain SNOW_FOREST ROAD2
- replace_terrain PINE_FOREST ROAD2
- end_random
- terrain_cost PINE_FOREST 7
- terrain_cost SNOW_FOREST 7
- terrain_cost SNOW 2
- terrain_cost GRASS_SNOW 2
- terrain_cost ROAD_SNOW 1
- terrain_cost ROAD2 1
- terrain_size SNOW 1 0
- terrain_size GRASS_SNOW 1 0
- terrain_size PINE_FOREST 1 0
- terrain_size SNOW_FOREST 1 0
- terrain_size ROAD_SNOW 1 0
- terrain_size ROAD2 1 0
- }
- elseif NOLINKS
- endif
- elseif FORT_AP
- create_object PALISADE_WALL
- {
- number_of_objects 9999
- set_place_for_every_player
- min_distance_to_players 10
- max_distance_to_players 10
- }
- elseif MAZE_AP
- create_object ROCK
- {
- number_of_objects 100
- if TINY_MAP
- number_of_objects 35
- elseif SMALL_MAP
- number_of_objects 45
- elseif MEDIUM_MAP
- number_of_objects 55
- endif
- set_gaia_object_only
- terrain_to_place_on GRASS
- min_distance_to_players 10
- min_distance_group_placement 10
- max_distance_group_placement 20
- }
- if TINY_MAP
- start_random
- percent_chance 100 #define LESS
- end_random
- endif
- if SMALL_MAP
- start_random
- percent_chance 100 #define LESS
- end_random
- endif
- if LESS
- <CLIFF_GENERATION>
- min_number_of_cliffs 15
- max_number_of_cliffs 25
- min_length_of_cliff 10
- max_length_of_cliff 15
- min_distance_cliffs 1
- else
- start_random
- percent_chance 40 #define FAR
- percent_chance 40 #define CLOSE
- percent_chance 20 #define CLOSER
- end_random
- if MEDIUM_MAP
- start_random
- percent_chance 80 #define FAR
- percent_chance 20 #define CLOSE
- end_random
- endif
- if FAR
- <CLIFF_GENERATION>
- min_number_of_cliffs 40
- max_number_of_cliffs 60
- min_length_of_cliff 10
- max_length_of_cliff 15
- min_distance_cliffs 1
- elseif CLOSE
- <CLIFF_GENERATION>
- min_number_of_cliffs 60
- max_number_of_cliffs 90
- min_length_of_cliff 10
- max_length_of_cliff 15
- min_distance_cliffs 1
- elseif CLOSER
- <CLIFF_GENERATION>
- min_number_of_cliffs 60
- max_number_of_cliffs 90
- min_length_of_cliff 10
- max_length_of_cliff 15
- min_distance_cliffs 0
- endif
- endif
- elseif WOODEN_WEB_AP
- <CONNECTION_GENERATION>
- start_random
- percent_chance 50 #define MODE_1
- percent_chance 50 #define MODE_2
- end_random
- if MODE_1
- create_connect_all_players_land
- {
- replace_terrain FOREST GRASS
- terrain_cost FOREST 5
- terrain_size FOREST 3 1
- }
- elseif MODE_2
- create_connect_all_lands
- {
- replace_terrain FOREST GRASS
- terrain_cost FOREST 2
- terrain_size FOREST 5 1
- }
- endif
- elseif GLACIER_AP
- <ELEVATION_GENERATION>
- create_elevation 7
- {
- base_terrain ICE
- number_of_clumps 15
- number_of_tiles 8000
- set_scale_by_groups
- set_scale_by_size
- }
- elseif ROAD_TO_VICTORY_AP
- <CONNECTION_GENERATION>
- create_connect_all_lands
- {
- start_random
- percent_chance 25
- replace_terrain WATER ROAD
- replace_terrain MED_WATER ROAD
- replace_terrain DEEP_WATER ROAD
- replace_terrain BEACH ROAD
- percent_chance 25
- replace_terrain WATER ROAD2
- replace_terrain MED_WATER ROAD2
- replace_terrain DEEP_WATER ROAD2
- replace_terrain BEACH ROAD2
- percent_chance 25
- if IT_BEGINS
- replace_terrain WATER BEACH
- replace_terrain MED_WATER BEACH
- replace_terrain DEEP_WATER BEACH
- else
- replace_terrain WATER SHALLOW
- replace_terrain MED_WATER SHALLOW
- replace_terrain DEEP_WATER SHALLOW
- replace_terrain BEACH SHALLOW
- endif
- percent_chance 25
- replace_terrain WATER BEACH
- replace_terrain MED_WATER BEACH
- replace_terrain DEEP_WATER BEACH
- end_random
- terrain_cost WATER 4
- terrain_cost MED_WATER 7
- terrain_cost DEEP_WATER 15
- terrain_cost FOREST 7
- terrain_cost PINE_FOREST 7
- terrain_cost BEACH 4
- terrain_size WATER 4 1
- terrain_size MED_WATER 4 1
- terrain_size DEEP_WATER 4 1
- terrain_size BEACH 3 1
- terrain_size GRASS 0 0
- terrain_size FOREST 3 1
- terrain_size PINE_FOREST 3 1
- }
- elseif CARIBBEAN_AP
- start_random
- percent_chance 50 #define DETAIL_SHIPS
- percent_chance 50 #define NO_DETAILS
- end_random
- if DETAIL_SHIPS
- start_random
- percent_chance 33 #define SHIP1
- percent_chance 33 #define SHIP2
- percent_chance 34 #define BOTH
- end_random
- start_random
- percent_chance 34 #define FOUR_OBJ
- percent_chance 33 #define EIGHT_OBJ
- percent_chance 33 #define TEN_OBJ
- end_random
- elseif NO_SHIPS
- endif
- if SHIP1
- create_object SHIPWRECK
- {
- if FOUR_OBJ
- number_of_objects 4
- elseif EIGHT_OBJ
- number_of_objects 8
- elseif TEN_OBJ
- number_of_objects 10
- endif
- set_gaia_object_only
- set_scaling_to_map_size
- terrain_to_place_on BEACH
- min_distance_to_players 10
- min_distance_group_placement 10
- max_distance_group_placement 20
- }
- elseif SHIP2
- create_object SHIPWRECK2
- {
- if FOUR_OBJ
- number_of_objects 4
- elseif EIGHT_OBJ
- number_of_objects 8
- elseif TEN_OBJ
- number_of_objects 10
- endif
- set_gaia_object_only
- set_scaling_to_map_size
- terrain_to_place_on BEACH
- min_distance_to_players 10
- min_distance_group_placement 10
- max_distance_group_placement 20
- }
- elseif BOTH
- create_object SHIPWRECK2
- {
- if FOUR_OBJ
- number_of_objects 4
- elseif EIGHT_OBJ
- number_of_objects 8
- elseif TEN_OBJ
- number_of_objects 10
- endif
- set_gaia_object_only
- set_scaling_to_map_size
- terrain_to_place_on BEACH
- min_distance_to_players 10
- min_distance_group_placement 10
- max_distance_group_placement 20
- }
- create_object SHIPWRECK
- {
- if FOUR_OBJ
- number_of_objects 4
- elseif EIGHT_OBJ
- number_of_objects 8
- elseif TEN_OBJ
- number_of_objects 10
- endif
- set_gaia_object_only
- set_scaling_to_map_size
- terrain_to_place_on BEACH
- min_distance_to_players 10
- min_distance_group_placement 10
- max_distance_group_placement 20
- }
- endif
- <CONNECTION_GENERATION>
- create_connect_all_players_land
- {
- start_random
- percent_chance 35
- replace_terrain WATER SHALLOW
- replace_terrain MED_WATER SHALLOW
- replace_terrain DEEP_WATER SHALLOW
- replace_terrain BEACH SHALLOW
- percent_chance 65
- end_random
- terrain_cost WATER 4
- terrain_cost MED_WATER 7
- terrain_cost DEEP_WATER 12
- terrain_cost PALM_DESERT 7
- terrain_cost JUNGLE 7
- terrain_cost BEACH 4
- terrain_size WATER 5 1
- terrain_size MED_WATER 3 1
- terrain_size DEEP_WATER 3 1
- terrain_size BEACH 3 1
- terrain_size GRASS 0 0
- terrain_size DESERT 0 0
- terrain_size PALM_DESERT 0 0
- terrain_size JUNGLE 0 0
- }
- elseif AGRICULTURAL_AP
- start_random
- percent_chance 50 #define FARMER_DETAILS
- percent_chance 50 #define NO_FARMING_DETAILS
- end_random
- if FARMER_DETAILS
- create_object HAY_STACK
- {
- number_of_objects 100
- if TINY_MAP
- number_of_objects 35
- elseif SMALL_MAP
- number_of_objects 45
- elseif MEDIUM_MAP
- number_of_objects 55
- endif
- set_gaia_object_only
- terrain_to_place_on GRASS
- min_distance_group_placement 5
- max_distance_group_placement 15
- }
- create_object PLANT
- {
- number_of_objects 100
- if TINY_MAP
- number_of_objects 35
- elseif SMALL_MAP
- number_of_objects 45
- elseif MEDIUM_MAP
- number_of_objects 55
- endif
- set_gaia_object_only
- terrain_to_place_on GRASS
- min_distance_group_placement 5
- max_distance_group_placement 15
- }
- elseif NO_FARMING_DETAILS
- endif
- elseif AUTUMNALAE_AP
- create_object TREE_F
- {
- number_of_groups 26
- if LARGE_MAP
- number_of_objects 28
- elseif HUGE_MAP
- number_of_objects 32
- else
- number_of_objects 26
- endif
- set_gaia_object_only
- terrain_to_place_on GRASS
- temp_min_distance_group_placement 15
- set_loose_grouping
- set_scaling_to_map_size
- group_variance 1
- group_placement_radius 30
- }
- create_object TREE_G
- {
- number_of_groups 16
- if LARGE_MAP
- number_of_objects 18
- elseif HUGE_MAP
- number_of_objects 22
- else
- number_of_objects 16
- endif
- set_gaia_object_only
- terrain_to_place_on GRASS
- temp_min_distance_group_placement 15
- set_loose_grouping
- set_scaling_to_map_size
- group_variance 1
- group_placement_radius 30
- }
- create_object TREE_C
- {
- number_of_objects 100
- set_gaia_object_only
- terrain_to_place_on GRASS
- min_distance_group_placement 5
- max_distance_group_placement 15
- }
- elseif TWO_RIVERS_AP
- <CONNECTION_GENERATION>
- create_connect_all_lands
- {
- replace_terrain WATER SHALLOW
- replace_terrain MED_WATER SHALLOW
- replace_terrain DEEP_WATER SHALLOW
- replace_terrain BEACH SHALLOW
- terrain_cost WATER 4
- terrain_cost MED_WATER 7
- terrain_cost DEEP_WATER 12
- terrain_cost FOREST 7
- terrain_cost PINE_FOREST 7
- terrain_cost BEACH 4
- terrain_size WATER 3 1
- terrain_size MED_WATER 3 1
- terrain_size DEEP_WATER 3 1
- terrain_size BEACH 3 1
- terrain_size GRASS 0 0
- terrain_size FOREST 0 0
- terrain_size PINE_FOREST 0 0
- }
- elseif MELTING_ICE_AP
- <CONNECTION_GENERATION>
- create_connect_all_players_land
- {
- terrain_cost WATER 7
- terrain_cost MED_WATER 9
- terrain_cost DEEP_WATER 15
- terrain_cost FOREST 7
- terrain_cost BEACH 7
- terrain_cost ICE 4
- terrain_size WATER 4 1
- terrain_size MED_WATER 4 1
- terrain_size DEEP_WATER 4 1
- terrain_size ICE 3 1
- }
- start_random
- percent_chance 40
- <ELEVATION_GENERATION>
- create_elevation 7
- {
- base_terrain WATER
- number_of_clumps 15
- number_of_tiles 3000
- set_scale_by_groups
- set_scale_by_size
- }
- percent_chance 60
- end_random
- elseif ARZACHEL_AP
- /* Might create uneven, odd or weird looking player lands. */
- <CONNECTION_GENERATION>
- create_connect_all_players_land
- {
- if MODE_1
- if OASIS_STYLE
- replace_terrain JUNGLE DIRT3
- terrain_cost JUNGLE 25
- terrain_cost DIRT3 5
- terrain_size JUNGLE 5 1
- if SYMBOL_MARK
- start_random
- percent_chance 50
- terrain_cost JUNGLE 5
- percent_chance 50
- end_random
- endif
- endif
- elseif MODE_2
- if OASIS_STYLE
- replace_terrain SNOW_FOREST GRASS_SNOW
- terrain_cost SNOW_FOREST 25
- terrain_cost GRASS_SNOW 5
- terrain_size SNOW_FOREST 5 1
- if SYMBOL_MARK
- start_random
- percent_chance 50
- terrain_cost SNOW_FOREST 5
- percent_chance 50
- end_random
- endif
- endif
- elseif MODE_3
- if OASIS_STYLE
- replace_terrain PALM_DESERT DIRT3
- terrain_cost PALM_DESERT 25
- terrain_cost DIRT3 5
- terrain_size PALM_DESERT 5 1
- if SYMBOL_MARK
- start_random
- percent_chance 50
- terrain_cost PALM_DESERT 5
- percent_chance 50
- end_random
- endif
- endif
- elseif MODE_5
- if OASIS_STYLE
- replace_terrain BAMBOO DIRT2
- terrain_cost BAMBOO 25
- terrain_cost DIRT2 5
- terrain_size BAMBOO 5 1
- if SYMBOL_MARK
- start_random
- percent_chance 50
- terrain_cost BAMBOO 5
- percent_chance 50
- end_random
- endif
- endif
- }
- elseif MODE_4
- create_connect_teams_lands
- {
- replace_terrain WATER SHALLOW
- replace_terrain MED_WATER SHALLOW
- replace_terrain BEACH SHALLOW
- terrain_cost WATER 21
- terrain_cost MED_WATER 21
- terrain_cost BAMBOO 7
- terrain_cost SNOW_FOREST 7
- terrain_cost BEACH 5
- terrain_cost DIRT 1
- terrain_size WATER 7 1
- terrain_size MED_WATER 7 1
- terrain_size DIRT 0 0
- }
- endif
- elseif DAM_AP
- <ELEVATION_GENERATION>
- create_elevation 6
- {
- base_terrain GRASS2
- number_of_clumps 15
- number_of_tiles 7000
- set_scale_by_groups
- set_scale_by_size
- }
- <ELEVATION_GENERATION>
- create_elevation 3
- {
- base_terrain GRASS3
- number_of_clumps 15
- number_of_tiles 4000
- set_scale_by_groups
- set_scale_by_size
- }
- elseif RELIC_PONDS_AP
- <CONNECTION_GENERATION>
- create_connect_all_lands
- {
- replace_terrain WATER BEACH
- replace_terrain SHALLOW BEACH
- terrain_cost WATER 4
- terrain_cost FOREST 7
- terrain_cost JUNGLE 7
- terrain_cost BEACH 4
- terrain_size WATER 4 1
- terrain_size BEACH 3 1
- terrain_size GRASS 0 0
- terrain_size FOREST 3 1
- terrain_size PINE_FOREST 3 1
- }
- elseif FLOOD_AP
- <CONNECTION_GENERATION>
- create_connect_teams_lands
- {
- replace_terrain WATER SHALLOW
- replace_terrain MED_WATER SHALLOW
- replace_terrain BEACH SHALLOW
- terrain_cost WATER 4
- terrain_cost MED_WATER 7
- terrain_cost DEEP_WATER 12
- terrain_cost FOREST 7
- terrain_cost BEACH 4
- terrain_size WATER 5 1
- terrain_size MED_WATER 5 1
- terrain_size DEEP_WATER 5 1
- terrain_size BEACH 3 1
- terrain_size GRASS 0 0
- terrain_size FOREST 0 0
- }
- elseif BIG_BLUE_AP
- /* ****************************************************** */
- <ELEVATION_GENERATION>
- /* ****************************************************** */
- elseif DEVASTATION_AP
- <OBJECTS_GENERATION>
- create_object OAKTREE
- {
- number_of_objects 50
- set_gaia_object_only
- min_distance_group_placement 10
- max_distance_group_placement 20
- set_avoid_player_start_areas
- }
- <OBJECTS_GENERATION>
- create_object PINETREE
- {
- number_of_objects 150
- set_gaia_object_only
- min_distance_group_placement 10
- max_distance_group_placement 15
- set_avoid_player_start_areas
- }
- <ELEVATION_GENERATION>
- start_random
- percent_chance 50
- create_elevation 1
- {
- base_terrain LEAVES
- number_of_clumps 15
- number_of_tiles 3000
- set_scale_by_groups
- set_scale_by_size
- set_avoid_player_start_areas
- }
- percent_chance 50
- end_random
- elseif MIXTURE_AP
- /* ****************************************************** */
- <ELEVATION_GENERATION>
- /* ****************************************************** */
- endif
- endif
- if AP_PACK2
- if EASTER_ISLAND_AP
- <OBJECTS_GENERATION>
- create_object STATUE
- {
- number_of_objects 10
- set_gaia_object_only
- terrain_to_place_on GRASS3
- start_random
- percent_chance 45
- set_tight_grouping
- percent_chance 55
- end_random
- min_distance_group_placement 1
- max_distance_group_placement 1
- }
- <OBJECTS_GENERATION>
- create_object PLANT
- {
- number_of_objects 50
- if TINY_MAP
- number_of_objects 35
- elseif SMALL_MAP
- number_of_objects 40
- elseif MEDIUM_MAP
- number_of_objects 50
- endif
- set_gaia_object_only
- terrain_to_place_on GRASS3
- min_distance_group_placement 5
- max_distance_group_placement 15
- }
- start_random
- percent_chance 65
- create_object STATUE
- {
- if TINY_MAP
- number_of_objects 5
- endif
- number_of_objects 15
- set_gaia_object_only
- terrain_to_place_on GRASS
- min_distance_to_players 10
- min_distance_group_placement 5
- max_distance_group_placement 15
- set_avoid_player_start_areas
- }
- percent_chance 35
- end_random
- create_object STATUE
- {
- if TINY_MAP
- number_of_objects 5
- endif
- number_of_objects 15
- set_gaia_object_only
- terrain_to_place_on GRASS2
- min_distance_to_players 10
- min_distance_group_placement 5
- max_distance_group_placement 15
- set_avoid_player_start_areas
- }
- elseif GHOST_FOREST_AP
- <OBJECTS_GENERATION>
- create_object TREE_I
- {
- number_of_groups 28
- if LARGE_MAP
- number_of_objects 30
- elseif HUGE_MAP
- number_of_objects 32
- else
- number_of_objects 28
- endif
- set_gaia_object_only
- terrain_to_place_on GRASS
- temp_min_distance_group_placement 15
- min_distance_to_players 15
- set_tight_grouping
- set_scaling_to_map_size
- group_variance 1
- group_placement_radius 30
- }
- create_object TREE_I
- {
- number_of_groups 18
- if LARGE_MAP
- number_of_objects 20
- elseif HUGE_MAP
- number_of_objects 22
- else
- number_of_objects 18
- endif
- set_gaia_object_only
- terrain_to_place_on GRASS
- temp_min_distance_group_placement 15
- min_distance_to_players 15
- set_tight_grouping
- set_scaling_to_map_size
- group_variance 1
- group_placement_radius 30
- }
- create_object TREE_I
- {
- number_of_objects 150
- set_gaia_object_only
- terrain_to_place_on GRASS
- min_distance_to_players 15
- min_distance_group_placement 10
- max_distance_group_placement 15
- set_avoid_player_start_areas
- }
- start_random
- percent_chance 50 #define SCARY
- percent_chance 50 #define NOT_THAT_SCARY
- end_random
- start_random
- percent_chance 34 #define SIXTEEN_OBJ
- percent_chance 33 #define TWENTY_OBJ
- percent_chance 33 #define TWENTYFOUR_OBJ
- end_random
- <OBJECTS_GENERATION>
- if SCARY
- create_object SKELETON
- {
- if SIXTEEN_OBJ
- number_of_objects 24
- elseif TWENTY_OBJ
- number_of_objects 30
- elseif TWENTYFOUR_OBJ
- number_of_objects 36
- endif
- set_gaia_object_only
- set_scaling_to_map_size
- terrain_to_place_on GRASS
- min_distance_to_players 10
- min_distance_group_placement 10
- max_distance_group_placement 20
- }
- create_object SKELETON
- {
- if SIXTEEN_OBJ
- number_of_objects 24
- elseif TWENTY_OBJ
- number_of_objects 30
- elseif TWENTYFOUR_OBJ
- number_of_objects 36
- endif
- set_gaia_object_only
- set_scaling_to_map_size
- terrain_to_place_on GRASS
- min_distance_to_players 10
- min_distance_group_placement 10
- max_distance_group_placement 20
- }
- elseif NOT_THAT_SCARY
- endif
- elseif ENSNARED_AP
- <CONNECTION_GENERATION>
- create_connect_all_players_land
- {
- replace_terrain WATER SHALLOW
- terrain_cost WATER 4
- terrain_cost MED_WATER 2
- terrain_size WATER 3 1
- terrain_size MED_WATER 1 1
- terrain_cost GRASS 2
- terrain_cost FOREST 7
- terrain_cost BEACH 3
- terrain_size GRASS3 0 0
- terrain_size FOREST 0 0
- }
- elseif ANCIENT_LAKE_AP
- <CONNECTION_GENERATION>
- create_connect_teams_lands
- {
- replace_terrain WATER SHALLOW
- replace_terrain MED_WATER SHALLOW
- replace_terrain DEEP_WATER SHALLOW
- replace_terrain BEACH SHALLOW
- terrain_cost WATER 4
- terrain_cost MED_WATER 7
- terrain_cost DEEP_WATER 12
- terrain_cost FOREST 7
- terrain_cost BEACH 4
- terrain_size WATER 6 1
- terrain_size MED_WATER 6 1
- terrain_size DEEP_WATER 6 1
- terrain_size BEACH 3 1
- terrain_size GRASS 0 0
- terrain_size FOREST 0 0
- }
- elseif ACROPOLIS_AP
- if TEAM_ACROPOLIS
- <ELEVATION_GENERATION>
- elseif ACROPOLIS
- <ELEVATION_GENERATION>
- create_elevation 1
- {
- base_terrain LEAVES
- if TINY_MAP
- number_of_clumps 10
- number_of_tiles 40
- elseif MEDIUM_MAP
- number_of_clumps 15
- number_of_tiles 60
- else
- number_of_clumps 25
- number_of_tiles 120
- endif
- set_scale_by_size
- }
- endif
- elseif HIDEOUT_AP
- <ELEVATION_GENERATION>
- create_elevation 4
- {
- base_terrain GRASS
- number_of_clumps 15
- number_of_tiles 800
- set_scale_by_groups
- set_scale_by_size
- }
- create_elevation 4
- {
- base_terrain DIRT
- number_of_clumps 15
- number_of_tiles 800
- set_scale_by_groups
- set_scale_by_size
- }
- elseif SEIZE_THE_HUMP_AP
- <ELEVATION_GENERATION>
- create_elevation 5
- {
- base_terrain DIRT3
- number_of_clumps 20
- number_of_tiles 8000
- set_scale_by_groups
- set_scale_by_size
- }
- create_elevation 7
- {
- base_terrain DIRT3
- number_of_clumps 6
- number_of_tiles 3000
- set_scale_by_groups
- set_scale_by_size
- }
- elseif BALTIC_AP
- <ELEVATION_GENERATION>
- create_elevation 7
- {
- if ALPINE_MAP
- base_terrain GRASS2
- else
- base_terrain SNOW
- number_of_clumps 14
- number_of_tiles 2000
- set_scale_by_groups
- set_scale_by_size
- endif
- }
- create_elevation 5
- {
- if ALPINE_MAP
- base_terrain GRASS
- else
- base_terrain GRASS_SNOW
- number_of_clumps 14
- number_of_tiles 2000
- set_scale_by_groups
- set_scale_by_size
- endif
- }
- <CLIFF_GENERATION>
- min_number_of_cliffs 5
- max_number_of_cliffs 10
- min_length_of_cliff 4
- max_length_of_cliff 10
- cliff_curliness 10
- min_distance_cliffs 3
- <CONNECTION_GENERATION>
- create_connect_teams_lands
- {
- replace_terrain GRASS DESERT
- replace_terrain WATER SHALLOW
- replace_terrain FOREST DIRT2
- replace_terrain PALM_DESERT DIRT2
- terrain_cost WATER 7
- terrain_cost FOREST 7
- terrain_cost PALM_DESERT 7
- terrain_cost SHALLOW 3
- terrain_cost DESERT 1
- terrain_cost GRASS 2
- terrain_cost BEACH 7
- terrain_size WATER 2 1
- terrain_size GRASS 0 0
- terrain_size FOREST 0 0
- terrain_size PALM_DESERT 0 0
- terrain_size DESERT 0 0
- }
- elseif GEOMETRIC_PISS_AP
- create_object MOUNTAIN_3
- {
- if TINY_MAP
- number_of_objects 3
- else
- start_random
- percent_chance 34
- number_of_objects 5
- percent_chance 33
- number_of_objects 7
- percent_chance 33
- number_of_objects 9
- end_random
- endif
- set_gaia_object_only
- terrain_to_place_on DESERT
- min_distance_to_players 23
- min_distance_group_placement 10
- max_distance_group_placement 25
- }
- create_object MOUNTAIN_4
- {
- if TINY_MAP
- number_of_objects 3
- else
- start_random
- percent_chance 34
- number_of_objects 5
- percent_chance 33
- number_of_objects 7
- percent_chance 33
- number_of_objects 9
- end_random
- endif
- set_gaia_object_only
- terrain_to_place_on DESERT
- min_distance_to_players 23
- min_distance_group_placement 10
- max_distance_group_placement 25
- }
- <ELEVATION_GENERATION>
- start_random
- percent_chance 50
- create_elevation 6
- {
- base_terrain DESERT
- number_of_clumps 15
- number_of_tiles 2000
- set_scale_by_groups
- set_scale_by_size
- }
- percent_chance 50
- end_random
- <CLIFF_GENERATION>
- min_number_of_cliffs 7
- max_number_of_cliffs 12
- min_length_of_cliff 3
- max_length_of_cliff 12
- min_distance_cliffs 8
- elseif MICROPHONE_AP
- <CONNECTION_GENERATION>
- create_connect_all_lands
- {
- replace_terrain WATER SHALLOW
- replace_terrain MED_WATER SHALLOW
- replace_terrain DEEP_WATER SHALLOW
- terrain_cost WATER 7
- terrain_cost MED_WATER 9
- terrain_cost DEEP_WATER 15
- terrain_cost FOREST 7
- terrain_cost PINE_FOREST 7
- terrain_cost BEACH 7
- terrain_size WATER 4 1
- terrain_size MED_WATER 4 1
- terrain_size DEEP_WATER 4 1
- terrain_size FOREST 0 0
- terrain_size PINE_FOREST 0 0
- }
- elseif ISLANDS_AP
- start_random
- percent_chance 20 #define SPOJTO
- percent_chance 80 #define SAMOTARI
- end_random
- if SAMOTARI
- elseif SPOJTO
- <CONNECTION_GENERATION>
- create_connect_teams_lands
- {
- replace_terrain WATER SHALLOW
- replace_terrain MED_WATER SHALLOW
- replace_terrain DEEP_WATER SHALLOW
- terrain_cost WATER 7
- terrain_cost MED_WATER 9
- terrain_cost DEEP_WATER 15
- terrain_cost GRASS 2
- terrain_cost FOREST 7
- terrain_cost PINE_FOREST 7
- terrain_cost BEACH 7
- terrain_size WATER 4 1
- terrain_size MED_WATER 4 1
- terrain_size DEEP_WATER 4 1
- terrain_size GRASS 0 0
- terrain_size FOREST 0 0
- terrain_size PINE_FOREST 0 0
- }
- endif
- elseif SINKHOLES_AP
- create_object OAKTREE
- {
- number_of_objects 75
- terrain_to_place_on DIRT
- set_gaia_object_only
- min_distance_group_placement 5
- max_distance_group_placement 15
- set_avoid_player_start_areas
- }
- /* ****************************************************** */
- <ELEVATION_GENERATION>
- /* ****************************************************** */
- elseif CONTINENTAL_AP
- <CLIFF_GENERATION>
- min_number_of_cliffs 5
- max_number_of_cliffs 8
- min_length_of_cliff 4
- max_length_of_cliff 10
- cliff_curliness 10
- min_distance_cliffs 3
- /* ****************************************************** */
- <CONNECTION_GENERATION>
- create_connect_all_players_land
- {
- replace_terrain WATER SHALLOW
- replace_terrain MED_WATER SHALLOW
- replace_terrain DEEP_WATER SHALLOW
- terrain_cost WATER 7
- terrain_cost MED_WATER 9
- terrain_cost DEEP_WATER 15
- terrain_cost FOREST 7
- terrain_cost BAMBOO 7
- terrain_cost PALM_DESERT 7
- terrain_cost PINE_FOREST 7
- terrain_cost SHALLOW 3
- terrain_cost DESERT 1
- terrain_cost DIRT2 2
- terrain_cost DIRT3 3
- terrain_cost GRASS 2
- terrain_cost GRASS2 2
- terrain_cost GRASS3 2
- terrain_cost BEACH 7
- terrain_size WATER 3 1
- terrain_size MED_WATER 3 1
- terrain_size DEEP_WATER 3 1
- terrain_size GRASS2 0 0
- terrain_size GRASS3 0 0
- terrain_size GRASS 0 0
- terrain_size FOREST 0 0
- terrain_size BAMBOO 0 0
- terrain_size PINE_FOREST 0 0
- terrain_size PALM_DESERT 0 0
- terrain_size DESERT 0 0
- terrain_size DIRT2 0 0
- terrain_size DIRT3 0 0
- }
- elseif DRY_ARABIA_AP
- <ELEVATION_GENERATION>
- create_elevation 7
- {
- if DESERT_MAP
- base_terrain DIRT
- else
- base_terrain GRASS3
- endif
- number_of_clumps 20
- number_of_tiles 6000
- set_scale_by_groups
- set_scale_by_size
- }
- /* ****************************************************** */
- <CLIFF_GENERATION>
- min_number_of_cliffs 10
- max_number_of_cliffs 15
- min_length_of_cliff 3
- max_length_of_cliff 10
- endif
- endif
- if AP_NOMAD
- if HILL_NOMAD_AP
- /* ****************************************************** */
- <ELEVATION_GENERATION>
- /* ****************************************************** */
- elseif LAND_NOMAD_AP
- <ELEVATION_GENERATION>
- create_elevation 7
- {
- base_terrain GRASS
- number_of_clumps 30
- number_of_tiles 2000
- set_scale_by_groups
- set_scale_by_size
- }
- /* **************************************** */
- <CLIFF_GENERATION>
- /* Cliffs */
- min_number_of_cliffs 7
- max_number_of_cliffs 10
- min_length_of_cliff 8
- max_length_of_cliff 12
- cliff_curliness 10
- min_distance_cliffs 4
- elseif NOMAD_AP
- <ELEVATION_GENERATION>
- create_elevation 7
- {
- if DESERT_MAP
- base_terrain DIRT
- elseif ALPINE_MAP
- base_terrain GRASS2
- elseif FROZEN_MAP
- base_terrain SNOW
- elseif ASIAN_MAP
- base_terrain GRASS2
- else
- base_terrain GRASS
- endif
- number_of_clumps 14
- number_of_tiles 2000
- set_scale_by_groups
- set_scale_by_size
- }
- /* ****************************************************** */
- <CONNECTION_GENERATION>
- create_connect_all_players_land
- {
- if FROZEN_MAP
- replace_terrain WATER ICE
- replace_terrain MED_WATER ICE
- replace_terrain DEEP_WATER ICE
- else
- replace_terrain WATER SHALLOW
- replace_terrain MED_WATER SHALLOW
- replace_terrain DEEP_WATER SHALLOW
- endif
- terrain_cost WATER 7
- terrain_cost MED_WATER 9
- terrain_cost DEEP_WATER 15
- terrain_cost FOREST 7
- terrain_cost PINE_FOREST 7
- terrain_cost PALM_DESERT 7
- terrain_cost SNOW_FOREST 7
- terrain_cost JUNGLE 7
- terrain_cost SHALLOW 3
- terrain_cost DESERT 2
- terrain_cost DIRT 2
- terrain_cost DIRT2 2
- terrain_cost DIRT3 2
- terrain_cost DIRT_SNOW 2
- terrain_cost GRASS 2
- terrain_cost GRASS2 2
- terrain_cost GRASS3 2
- terrain_cost GRASS_SNOW 2
- terrain_cost SNOW 2
- terrain_cost BEACH 7
- terrain_size WATER 2 1
- terrain_size MED_WATER 2 1
- terrain_size DEEP_WATER 2 1
- terrain_size GRASS 0 0
- terrain_size GRASS2 0 0
- terrain_size GRASS3 0 0
- terrain_size GRASS_SNOW 0 0
- terrain_size SNOW 0 0
- terrain_size DIRT 0 0
- terrain_size DIRT2 0 0
- terrain_size DIRT3 0 0
- terrain_size DIRT_SNOW 0 0
- terrain_size SNOW_FOREST 0 0
- terrain_size FOREST 0 0
- terrain_size PINE_FOREST 0 0
- terrain_size PALM_DESERT 0 0
- terrain_size JUNGLE 0 0
- terrain_size DESERT 0 0
- }
- endif
- endif
- /* End */
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