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HJF

Age of Empires II - SY_Map_Pack_v3_Final

HJF
May 7th, 2014
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  1. /* SY_MAP_PACK 2014 made by HJ. Version 1.0, 25 maps */
  2. /* To be used in SY_Nations_Cup 2014 and for community after the event. */
  3.  
  4. /* Code might look messy some places. I'm not gonna range everything alphabetically. */
  5. /* I'm happy with how it looks right now. */
  6.  
  7. /* Big thanks to The_Prophet and MadCADer for helping me out! */
  8.  
  9. /* ************************************ */
  10. <PLAYER_SETUP>
  11. random_placement
  12.  
  13. /* ****************************************************** */
  14.  
  15. start_random
  16. percent_chance 4 #define SY_ACCESSIBLEOASIS
  17. percent_chance 4 #define SY_ACROPOLIS
  18. percent_chance 4 #define SY_ATOLL
  19. percent_chance 4 #define SY_BEDOUINS
  20. percent_chance 4 #define SY_BOARDS_OF_CANADA
  21. percent_chance 4 #define SY_CARIBBEAN
  22. percent_chance 4 #define SY_CHAOS_PIT
  23. percent_chance 4 #define SY_CLIFFYARENA
  24. percent_chance 4 #define SY_CONTINENTAL
  25. percent_chance 4 #define SY_CROSS
  26. percent_chance 4 #define SY_DESERTFOX
  27. percent_chance 4 #define SY_DRY_ARABIA
  28. percent_chance 4 #define SY_HIDEOUT
  29. percent_chance 4 #define SY_HIPPOS_BELLY
  30. percent_chance 4 #define SY_JDGROSSROX
  31. percent_chance 4 #define SY_LAND_NOMAD
  32. percent_chance 4 #define SY_MFOPLATEAU
  33. percent_chance 4 #define SY_MFOWOOGY
  34. percent_chance 4 #define SY_NOMAD
  35. percent_chance 4 #define SY_PONDARENA
  36. percent_chance 4 #define SY_PILGRIMS
  37. percent_chance 4 #define SY_RAFT
  38. percent_chance 4 #define SY_SAHARA
  39. percent_chance 4 #define SY_SEIZE_THE_HUMP
  40. percent_chance 4 #define SY_ZERO
  41. end_random
  42.  
  43. /* ****************************************************** */
  44.  
  45. /* changes to v2 */
  46.  
  47. /* Fixed shore fish in SY_Bedouins */
  48. /* Distance for sheeps in SY_Chaos_Pit and edited the tree borders */
  49.  
  50. /* changes to v3 */
  51.  
  52. /*
  53. - Replaced Water in SY_Chaos_Pit with Land terrain (Grass). Removed Fishing ship, Jaguars and Fish.
  54. Added straggler trees, more berries in the pit and a Scout. Base size from 9 to 3 to create more space in the pit.
  55. - Removed wolfs from SY_Pilgrims and increased objects on Berries from 2 to 5.
  56. - Edited the forest on MFOPlateau for 3v3 and 4v4. On the other map sizes I left it as it is.
  57. Added a little more forest on the top of the plateau for 3v3 and 4v4.
  58. - Edited the min and max distance for arena walls on SY_Pond_Arena. from min and max 20 to min 20 and max 22.
  59. - Chaos_Pit_v3, Pond_Arena_v2, MFOPlateau_v2, ES@Pilgrims_v2. */
  60.  
  61. /* PERSONAL NOTES */
  62.  
  63. /* - SY_PILGRIMS might sometimes create a messy main Island map.
  64. - SY_LAND_NOMAD and SY_NOMAD does sometimes create large resources right next to each other on a small area (Gold/Stone).
  65. - Uncommon but, objects might create -1 less object then it's supposed to.
  66. - SY_RAFT can't 100% make it balanced with the resources on side lands.
  67. - SY_RAFT might creeate uneven or messy lands with the river in middle.
  68. - SY_PONDARENA creates sometimes really small bases (look at walls)
  69. - SY_ZERO is glitched on 1v1, so I replaced Water terrain for Shallow on bonus island
  70. - SY_ACCESSIBLEOASIS does not always create an accessible oasis.
  71. - Using resource system for Relics, Fish, TC and Vills. Let's see how that works out.
  72. - Should have a fully working with Regicide. */
  73.  
  74. Maps used
  75. Accessible_Oasis MegaRandom
  76. Acropolis/Team Acropolis AoFE
  77. Atoll MadRandom (MadCADer)
  78. Bedouins (Papaya)
  79. Boards_of_Canada Anniversary Pack (HJ)
  80. Caribbean Anniversary Pack (HJ)
  81. Chaos Pit MadRandom (MadCADer)
  82. Cliffy_Arena MegaRandom
  83. Cross Mad Random (MadCADer)
  84. Continental
  85. Dry_Arabia
  86. Desertfox(Edited) MegaRandom
  87. ES@Pilgrims_v2 ES/MegaRandom
  88. Hideout (no walls) AoFE
  89. Hippo's_Belly (The_Prophet)
  90. JDGrossRox MegaRandom
  91. Land Nomad (WLC 7 Fix)
  92. MFOWoogy MegaRandom
  93. MFOPlateau MegaRandom
  94. Nomad
  95. Pond Arena MadRandom (MadCADer)
  96. Raft Anniversary Pack (HJ)
  97. Sahara Mad Random
  98. Seize_The_Hump_v3 (The_Prophet)
  99. Zero_v4 UltraRandom/MegaRandom
  100.  
  101. /* ****************************************************** */
  102.  
  103. Water Maps
  104. Atoll
  105. Caribbean Anniversary Pack (HJ)
  106. Continental
  107. ES@Pilgrims
  108. Nomad
  109. Raft Anniversary Pack (HJ)
  110. Seize_The_Hump_v3 The_Prophet (If you use shallow)
  111.  
  112. --------------------------
  113.  
  114. Land Maps
  115. Accessible_Oasis MegaRandom
  116. Acropolis/Team Acropolis AoFE
  117. Boards_of_Canada Anniversary Pack (HJ)
  118. Cliffy_Arena MegaRandom
  119. Desertfox(Edited) MegaRandom
  120. Dry_Arabia
  121. Hideout (no walls) AoFE
  122. Hippo's_Belly (The_Prophet)
  123. MFOWoogy MegaRandom
  124. MFOPlateau MegaRandom
  125. Pond Arena MadRandom
  126. Sahara Mad Random (MadCADer)
  127. Seize_The_Hump_v3 The_Prophet
  128. Zero_v4 UltraRandom/MegaRandom
  129.  
  130. --------------------------
  131.  
  132. Nomad like map
  133. Seize_The_Hump_v3 (The_Prophet)
  134. Nomad
  135. Land Nomad
  136. Bedouins (Papaya)
  137. ES@Pilgrims_v2
  138.  
  139. --------------------------
  140.  
  141. Maps with some water in them
  142. JDGrossRox MegaRandom
  143. Cross Mad Random (MadCADer)
  144. Chaos Pit
  145. Pond Arena
  146.  
  147. --------------------------
  148.  
  149. Maps with "grouped_by_team" (only works in TG, "grouped by team" makes all the team members start next to each other.)
  150.  
  151. JDGrossRox 50% MegaRandom 50%(Regular/Normal placement)
  152. Team Acropolis 100% AoFE
  153. Seize_The_Hump_v3 100% (The_Prophet)
  154.  
  155. --------------------------
  156.  
  157. /* ****************************************************** */
  158.  
  159. if SY_ACCESSIBLEOASIS
  160.  
  161. /* ****************************************************** */
  162.  
  163. start_random
  164. percent_chance 65 #define ACCESS_1
  165. percent_chance 35 #define ACCESS_2
  166. end_random
  167.  
  168. start_random
  169. percent_chance 60 #define DESERT_MAP
  170. percent_chance 40 #define FROZEN_MAP
  171. end_random
  172.  
  173. if ACCESS_1
  174. if DESERT_MAP
  175.  
  176. <LAND_GENERATION>
  177. base_terrain DIRT
  178.  
  179. create_player_lands
  180. {
  181. terrain_type DIRT
  182. land_percent 30
  183. base_size 14
  184. border_fuzziness 15
  185. clumping_factor 15
  186. other_zone_avoidance_distance 10
  187. }
  188.  
  189. /* POND */
  190. create_land
  191. {
  192. terrain_type WATER
  193. land_percent 10
  194. right_border 40
  195. left_border 40
  196. top_border 40
  197. bottom_border 40
  198. border_fuzziness 15
  199. other_zone_avoidance_distance 9
  200. clumping_factor 15
  201. }
  202.  
  203. /* 2 PLAYERS */
  204. if TINY_MAP
  205. start_random
  206. percent_chance 50
  207. /* TREES AROUND POND */
  208. create_land
  209. {
  210. terrain_type PALM_DESERT
  211. land_percent 6
  212. right_border 25
  213. left_border 25
  214. top_border 54
  215. bottom_border 25
  216. border_fuzziness 15
  217. other_zone_avoidance_distance 1
  218. clumping_factor 15
  219. }
  220.  
  221. create_land
  222. {
  223. terrain_type PALM_DESERT
  224. land_percent 6
  225. right_border 25
  226. left_border 25
  227. top_border 25
  228. bottom_border 54
  229. border_fuzziness 15
  230. other_zone_avoidance_distance 1
  231. clumping_factor 15
  232. }
  233. percent_chance 50
  234. /* TREES AROUND POND */
  235. create_land
  236. {
  237. terrain_type PALM_DESERT
  238. land_percent 6
  239. right_border 54
  240. left_border 25
  241. top_border 25
  242. bottom_border 25
  243. border_fuzziness 15
  244. other_zone_avoidance_distance 1
  245. clumping_factor 15
  246. }
  247.  
  248. create_land
  249. {
  250. terrain_type PALM_DESERT
  251. land_percent 6
  252. right_border 25
  253. left_border 54
  254. top_border 25
  255. bottom_border 25
  256. border_fuzziness 15
  257. other_zone_avoidance_distance 1
  258. clumping_factor 15
  259. }
  260. end_random
  261.  
  262. /* 4+ PLAYERS */
  263. else
  264. start_random
  265. percent_chance 50
  266. /* TREES AROUND POND */
  267. create_land
  268. {
  269. terrain_type PALM_DESERT
  270. land_percent 7
  271. right_border 25
  272. left_border 25
  273. top_border 52
  274. bottom_border 25
  275. border_fuzziness 15
  276. other_zone_avoidance_distance 1
  277. clumping_factor 15
  278. }
  279.  
  280. create_land
  281. {
  282. terrain_type PALM_DESERT
  283. land_percent 7
  284. right_border 25
  285. left_border 25
  286. top_border 25
  287. bottom_border 52
  288. border_fuzziness 15
  289. other_zone_avoidance_distance 1
  290. clumping_factor 15
  291. }
  292. percent_chance 50
  293. /* TREES AROUND POND */
  294. create_land
  295. {
  296. terrain_type PALM_DESERT
  297. land_percent 7
  298. right_border 52
  299. left_border 25
  300. top_border 25
  301. bottom_border 25
  302. border_fuzziness 15
  303. other_zone_avoidance_distance 1
  304. clumping_factor 15
  305. }
  306.  
  307. create_land
  308. {
  309. terrain_type PALM_DESERT
  310. land_percent 7
  311. right_border 25
  312. left_border 52
  313. top_border 25
  314. bottom_border 25
  315. border_fuzziness 15
  316. other_zone_avoidance_distance 1
  317. clumping_factor 15
  318. }
  319. end_random
  320. endif
  321.  
  322. /* ****************************************************** */
  323. <TERRAIN_GENERATION>
  324. create_terrain DESERT
  325. {
  326. base_terrain DIRT
  327. spacing_to_other_terrain_types 5
  328. land_percent 6
  329. number_of_clumps 9
  330. set_avoid_player_start_areas
  331. set_scale_by_groups
  332. }
  333. create_terrain PALM_DESERT
  334. {
  335. base_terrain DESERT
  336. land_percent 100
  337. number_of_clumps 1000
  338. }
  339. create_terrain DESERT
  340. {
  341. base_terrain DIRT
  342. number_of_clumps 12
  343. spacing_to_other_terrain_types 0
  344. land_percent 7
  345. set_scale_by_size
  346. }
  347.  
  348. create_terrain DIRT3
  349. {
  350. base_terrain DIRT
  351. number_of_clumps 12
  352. spacing_to_other_terrain_types 1
  353. land_percent 1
  354. set_scale_by_size
  355. }
  356.  
  357. elseif FROZEN_MAP
  358.  
  359. <LAND_GENERATION>
  360. base_terrain SNOW
  361.  
  362. create_player_lands
  363. {
  364. terrain_type SNOW
  365. land_percent 30
  366. base_size 14
  367. border_fuzziness 15
  368. clumping_factor 15
  369. other_zone_avoidance_distance 10
  370. }
  371.  
  372. /* POND */
  373. create_land
  374. {
  375. terrain_type ICE
  376. land_percent 10
  377. right_border 40
  378. left_border 40
  379. top_border 40
  380. bottom_border 40
  381. border_fuzziness 15
  382. other_zone_avoidance_distance 9
  383. clumping_factor 15
  384. }
  385.  
  386. /* 2 PLAYERS */
  387. if TINY_MAP
  388. start_random
  389. percent_chance 50
  390. /* TREES AROUND POND */
  391. create_land
  392. {
  393. terrain_type SNOW_FOREST
  394. land_percent 6
  395. right_border 25
  396. left_border 25
  397. top_border 54
  398. bottom_border 25
  399. border_fuzziness 15
  400. other_zone_avoidance_distance 1
  401. clumping_factor 15
  402. }
  403.  
  404. create_land
  405. {
  406. terrain_type SNOW_FOREST
  407. land_percent 6
  408. right_border 25
  409. left_border 25
  410. top_border 25
  411. bottom_border 54
  412. border_fuzziness 15
  413. other_zone_avoidance_distance 1
  414. clumping_factor 15
  415. }
  416. percent_chance 50
  417. /* TREES AROUND POND */
  418. create_land
  419. {
  420. terrain_type SNOW_FOREST
  421. land_percent 6
  422. right_border 54
  423. left_border 25
  424. top_border 25
  425. bottom_border 25
  426. border_fuzziness 15
  427. other_zone_avoidance_distance 1
  428. clumping_factor 15
  429. }
  430.  
  431. create_land
  432. {
  433. terrain_type SNOW_FOREST
  434. land_percent 6
  435. right_border 25
  436. left_border 54
  437. top_border 25
  438. bottom_border 25
  439. border_fuzziness 15
  440. other_zone_avoidance_distance 1
  441. clumping_factor 15
  442. }
  443. end_random
  444.  
  445. /* 4+ PLAYERS */
  446. else
  447. start_random
  448. percent_chance 50
  449. /* TREES AROUND POND */
  450. create_land
  451. {
  452. terrain_type SNOW_FOREST
  453. land_percent 7
  454. right_border 25
  455. left_border 25
  456. top_border 52
  457. bottom_border 25
  458. border_fuzziness 15
  459. other_zone_avoidance_distance 1
  460. clumping_factor 15
  461. }
  462.  
  463. create_land
  464. {
  465. terrain_type SNOW_FOREST
  466. land_percent 7
  467. right_border 25
  468. left_border 25
  469. top_border 25
  470. bottom_border 52
  471. border_fuzziness 15
  472. other_zone_avoidance_distance 1
  473. clumping_factor 15
  474. }
  475. percent_chance 50
  476. /* TREES AROUND POND */
  477. create_land
  478. {
  479. terrain_type SNOW_FOREST
  480. land_percent 7
  481. right_border 52
  482. left_border 25
  483. top_border 25
  484. bottom_border 25
  485. border_fuzziness 15
  486. other_zone_avoidance_distance 1
  487. clumping_factor 15
  488. }
  489.  
  490. create_land
  491. {
  492. terrain_type SNOW_FOREST
  493. land_percent 7
  494. right_border 25
  495. left_border 52
  496. top_border 25
  497. bottom_border 25
  498. border_fuzziness 15
  499. other_zone_avoidance_distance 1
  500. clumping_factor 15
  501. }
  502. end_random
  503. endif
  504.  
  505. /* ****************************************************** */
  506. <TERRAIN_GENERATION>
  507. create_terrain GRASS_SNOW
  508. {
  509. base_terrain SNOW
  510. spacing_to_other_terrain_types 5
  511. land_percent 6
  512. number_of_clumps 9
  513. set_avoid_player_start_areas
  514. set_scale_by_groups
  515. }
  516.  
  517. create_terrain DIRT_SNOW
  518. {
  519. base_terrain SNOW
  520. number_of_clumps 12
  521. spacing_to_other_terrain_types 3
  522. land_percent 7
  523. set_scale_by_size
  524. }
  525.  
  526. create_terrain SNOW_FOREST
  527. {
  528. base_terrain SNOW
  529. spacing_to_other_terrain_types 5
  530. land_percent 3
  531. number_of_clumps 12
  532. set_avoid_player_start_areas
  533. set_scale_by_groups
  534. }
  535.  
  536. create_terrain SNOW_FOREST
  537. {
  538. base_terrain GRASS_SNOW
  539. land_percent 5
  540. number_of_clumps 300
  541. }
  542.  
  543. create_terrain GRASS_SNOW
  544. {
  545. base_terrain SNOW
  546. number_of_clumps 12
  547. spacing_to_other_terrain_types 1
  548. land_percent 1
  549. set_scale_by_size
  550. }
  551. endif
  552.  
  553. elseif ACCESS_2
  554.  
  555. if DESERT_MAP
  556.  
  557. <LAND_GENERATION>
  558. base_terrain DIRT
  559.  
  560. create_player_lands
  561. {
  562. terrain_type DIRT
  563. land_percent 5
  564. base_size 14
  565. border_fuzziness 15
  566. clumping_factor 15
  567. other_zone_avoidance_distance 10
  568. }
  569.  
  570. /* POND */
  571. create_land
  572. {
  573. terrain_type WATER
  574. land_percent 10
  575. right_border 40
  576. left_border 40
  577. top_border 40
  578. bottom_border 40
  579. border_fuzziness 15
  580. other_zone_avoidance_distance 9
  581. clumping_factor 15
  582. }
  583.  
  584. create_land
  585. {
  586. terrain_type GRASS3
  587. land_percent 100
  588. top_border 23
  589. bottom_border 23
  590. right_border 23
  591. left_border 23
  592. }
  593.  
  594. /* ****************************************************** */
  595. <TERRAIN_GENERATION>
  596.  
  597. create_terrain PALM_DESERT
  598. {
  599. base_terrain GRASS3
  600. land_percent 9
  601. number_of_clumps 150
  602. set_scale_by_groups
  603. }
  604. create_terrain DESERT
  605. {
  606. base_terrain DIRT
  607. spacing_to_other_terrain_types 5
  608. land_percent 6
  609. number_of_clumps 9
  610. set_avoid_player_start_areas
  611. set_scale_by_groups
  612. }
  613. create_terrain PALM_DESERT
  614. {
  615. base_terrain DESERT
  616. land_percent 100
  617. number_of_clumps 1000
  618. }
  619. create_terrain DESERT
  620. {
  621. base_terrain GRASS3
  622. land_percent 100
  623. number_of_clumps 1000
  624. }
  625. create_terrain DESERT
  626. {
  627. base_terrain DIRT
  628. number_of_clumps 12
  629. spacing_to_other_terrain_types 0
  630. land_percent 7
  631. set_scale_by_size
  632. }
  633.  
  634. create_terrain DIRT3
  635. {
  636. base_terrain DIRT
  637. number_of_clumps 12
  638. spacing_to_other_terrain_types 1
  639. land_percent 1
  640. set_scale_by_size
  641. }
  642.  
  643. elseif FROZEN_MAP
  644.  
  645. <LAND_GENERATION>
  646. base_terrain SNOW
  647.  
  648. create_player_lands
  649. {
  650. terrain_type SNOW
  651. land_percent 30
  652. base_size 14
  653. border_fuzziness 15
  654. clumping_factor 15
  655. other_zone_avoidance_distance 10
  656. }
  657.  
  658. /* POND */
  659. create_land
  660. {
  661. terrain_type ICE
  662. land_percent 10
  663. right_border 40
  664. left_border 40
  665. top_border 40
  666. bottom_border 40
  667. border_fuzziness 15
  668. other_zone_avoidance_distance 9
  669. clumping_factor 15
  670. }
  671.  
  672. /* 2 PLAYERS */
  673. if TINY_MAP
  674. start_random
  675. percent_chance 50
  676. /* TREES AROUND POND */
  677. create_land
  678. {
  679. terrain_type SNOW_FOREST
  680. land_percent 6
  681. right_border 25
  682. left_border 25
  683. top_border 54
  684. bottom_border 25
  685. border_fuzziness 15
  686. other_zone_avoidance_distance 1
  687. clumping_factor 15
  688. }
  689.  
  690. create_land
  691. {
  692. terrain_type SNOW_FOREST
  693. land_percent 6
  694. right_border 25
  695. left_border 25
  696. top_border 25
  697. bottom_border 54
  698. border_fuzziness 15
  699. other_zone_avoidance_distance 1
  700. clumping_factor 15
  701. }
  702. percent_chance 50
  703. /* TREES AROUND POND */
  704. create_land
  705. {
  706. terrain_type SNOW_FOREST
  707. land_percent 6
  708. right_border 54
  709. left_border 25
  710. top_border 25
  711. bottom_border 25
  712. border_fuzziness 15
  713. other_zone_avoidance_distance 1
  714. clumping_factor 15
  715. }
  716.  
  717. create_land
  718. {
  719. terrain_type SNOW_FOREST
  720. land_percent 6
  721. right_border 25
  722. left_border 54
  723. top_border 25
  724. bottom_border 25
  725. border_fuzziness 15
  726. other_zone_avoidance_distance 1
  727. clumping_factor 15
  728. }
  729. end_random
  730.  
  731. /* 4+ PLAYERS */
  732. else
  733. start_random
  734. percent_chance 50
  735. /* TREES AROUND POND */
  736. create_land
  737. {
  738. terrain_type SNOW_FOREST
  739. land_percent 7
  740. right_border 25
  741. left_border 25
  742. top_border 52
  743. bottom_border 25
  744. border_fuzziness 15
  745. other_zone_avoidance_distance 1
  746. clumping_factor 15
  747. }
  748.  
  749. create_land
  750. {
  751. terrain_type SNOW_FOREST
  752. land_percent 7
  753. right_border 25
  754. left_border 25
  755. top_border 25
  756. bottom_border 52
  757. border_fuzziness 15
  758. other_zone_avoidance_distance 1
  759. clumping_factor 15
  760. }
  761. percent_chance 50
  762. /* TREES AROUND POND */
  763. create_land
  764. {
  765. terrain_type SNOW_FOREST
  766. land_percent 7
  767. right_border 52
  768. left_border 25
  769. top_border 25
  770. bottom_border 25
  771. border_fuzziness 15
  772. other_zone_avoidance_distance 1
  773. clumping_factor 15
  774. }
  775.  
  776. create_land
  777. {
  778. terrain_type SNOW_FOREST
  779. land_percent 7
  780. right_border 25
  781. left_border 52
  782. top_border 25
  783. bottom_border 25
  784. border_fuzziness 15
  785. other_zone_avoidance_distance 1
  786. clumping_factor 15
  787. }
  788. end_random
  789. endif
  790.  
  791. /* ****************************************************** */
  792. <TERRAIN_GENERATION>
  793. create_terrain GRASS_SNOW
  794. {
  795. base_terrain SNOW
  796. spacing_to_other_terrain_types 5
  797. land_percent 6
  798. number_of_clumps 9
  799. set_avoid_player_start_areas
  800. set_scale_by_groups
  801. }
  802.  
  803. create_terrain DIRT_SNOW
  804. {
  805. base_terrain SNOW
  806. number_of_clumps 12
  807. spacing_to_other_terrain_types 3
  808. land_percent 7
  809. set_scale_by_size
  810. }
  811.  
  812. create_terrain SNOW_FOREST
  813. {
  814. base_terrain SNOW
  815. spacing_to_other_terrain_types 5
  816. land_percent 3
  817. number_of_clumps 12
  818. set_avoid_player_start_areas
  819. set_scale_by_groups
  820. }
  821.  
  822. create_terrain SNOW_FOREST
  823. {
  824. base_terrain GRASS_SNOW
  825. land_percent 5
  826. number_of_clumps 300
  827. }
  828.  
  829. create_terrain GRASS_SNOW
  830. {
  831. base_terrain SNOW
  832. number_of_clumps 12
  833. spacing_to_other_terrain_types 1
  834. land_percent 1
  835. set_scale_by_size
  836. }
  837.  
  838. endif
  839. endif
  840.  
  841. /* ****************************************************** */
  842.  
  843. elseif SY_ACROPOLIS
  844.  
  845. /* ****************************************************** */
  846.  
  847. if TINY_MAP
  848. start_random
  849. percent_chance 100 #define ACROPOLIS
  850. end_random
  851. elseif SMALL_MAP
  852. start_random
  853. percent_chance 100 #define ACROPOLIS
  854. end_random
  855. else
  856. start_random
  857. percent_chance 50 #define ACROPOLIS
  858. percent_chance 50 #define TEAM_ACROPOLIS
  859. end_random
  860. endif
  861.  
  862. if ACROPOLIS
  863.  
  864. /* Forgotten Empires - Acropolis (ver. Jan 23rd 2013) */
  865.  
  866. #include_drs random_map.def 54000
  867.  
  868. #const ROCKS 40
  869.  
  870. <PLAYER_SETUP>
  871. random_placement
  872. ai_info_map_type ARABIA 0 0 0
  873.  
  874.  
  875. <LAND_GENERATION>
  876. base_terrain ROCKS
  877.  
  878. create_land
  879. {
  880. terrain_type DESERT
  881. land_percent 100
  882. border_fuzziness 14
  883. left_border 42
  884. right_border 42
  885. top_border 42
  886. bottom_border 42
  887. }
  888.  
  889. create_land
  890. {
  891. terrain_type LEAVES
  892. number_of_tiles 60
  893. border_fuzziness 14
  894. start_random
  895. percent_chance 25
  896. land_position 39 39
  897. percent_chance 25
  898. land_position 37 39
  899. percent_chance 25
  900. land_position 39 37
  901. percent_chance 25
  902. land_position 37 37
  903. end_random
  904. }
  905.  
  906. create_land
  907. {
  908. terrain_type LEAVES
  909. number_of_tiles 60
  910. border_fuzziness 14
  911. land_position 36 64
  912. }
  913.  
  914. create_land
  915. {
  916. terrain_type LEAVES
  917. number_of_tiles 60
  918. border_fuzziness 14
  919. land_position 64 36
  920. }
  921.  
  922. create_land
  923. {
  924. terrain_type LEAVES
  925. number_of_tiles 60
  926. border_fuzziness 14
  927. start_random
  928. percent_chance 25
  929. land_position 61 61
  930. percent_chance 25
  931. land_position 61 64
  932. percent_chance 25
  933. land_position 64 61
  934. percent_chance 25
  935. land_position 64 64
  936. end_random
  937. }
  938.  
  939. create_land
  940. {
  941. terrain_type LEAVES
  942. number_of_tiles 100
  943. border_fuzziness 14
  944. start_random
  945. percent_chance 33
  946. land_position 50 64
  947. percent_chance 33
  948. land_position 53 64
  949. percent_chance 34
  950. land_position 47 64
  951. end_random
  952. }
  953.  
  954. create_land
  955. {
  956. terrain_type LEAVES
  957. number_of_tiles 100
  958. border_fuzziness 14
  959. start_random
  960. percent_chance 33
  961. land_position 64 50
  962. percent_chance 33
  963. land_position 64 53
  964. percent_chance 34
  965. land_position 64 47
  966. end_random
  967. }
  968.  
  969. create_land
  970. {
  971. terrain_type LEAVES
  972. number_of_tiles 100
  973. border_fuzziness 14
  974. start_random
  975. percent_chance 33
  976. land_position 50 36
  977. percent_chance 33
  978. land_position 53 36
  979. percent_chance 34
  980. land_position 47 36
  981. end_random
  982. }
  983.  
  984. create_land
  985. {
  986. terrain_type LEAVES
  987. number_of_tiles 100
  988. border_fuzziness 14
  989. start_random
  990. percent_chance 33
  991. land_position 36 50
  992. percent_chance 33
  993. land_position 36 47
  994. percent_chance 34
  995. land_position 36 53
  996. end_random
  997. }
  998.  
  999. create_player_lands
  1000. {
  1001. terrain_type DIRT
  1002. base_size 10
  1003. base_elevation 7
  1004. number_of_tiles 1024
  1005. clumping_factor 20
  1006. other_zone_avoidance_distance 10
  1007. set_zone_by_team
  1008. }
  1009.  
  1010. <TERRAIN_GENERATION>
  1011.  
  1012. create_terrain GRASS3
  1013. {
  1014. base_terrain ROCKS
  1015. land_percent 100
  1016. number_of_clumps 100
  1017. clumping_factor 5
  1018. set_avoid_player_start_areas
  1019. height_limits 0 0
  1020. }
  1021.  
  1022. create_terrain GRASS3
  1023. {
  1024. base_terrain ROCKS
  1025. land_percent 100
  1026. number_of_clumps 100
  1027. clumping_factor 5
  1028. set_avoid_player_start_areas
  1029. height_limits 0 0
  1030. }
  1031.  
  1032. create_terrain GRASS3
  1033. {
  1034. base_terrain ROCKS
  1035. land_percent 100
  1036. number_of_clumps 100
  1037. clumping_factor 5
  1038. set_avoid_player_start_areas
  1039. height_limits 0 0
  1040. }
  1041.  
  1042. create_terrain GRASS3
  1043. {
  1044. base_terrain ROCKS
  1045. land_percent 100
  1046. number_of_clumps 100
  1047. clumping_factor 5
  1048. set_avoid_player_start_areas
  1049. height_limits 0 0
  1050. }
  1051.  
  1052. create_terrain MED_WATER
  1053. {
  1054. base_terrain DESERT
  1055. land_percent 100
  1056. number_of_clumps 1000
  1057. clumping_factor 100
  1058. set_flat_terrain_only
  1059. if TINY_MAP
  1060. spacing_to_other_terrain_types 3
  1061. else
  1062. spacing_to_other_terrain_types 4
  1063. endif
  1064. }
  1065. create_terrain DEEP_WATER
  1066. {
  1067. base_terrain MED_WATER
  1068. land_percent 1
  1069. number_of_clumps 10
  1070. clumping_factor 5
  1071. set_scale_by_groups
  1072. set_avoid_player_start_areas
  1073. spacing_to_other_terrain_types 2
  1074. }
  1075.  
  1076. create_terrain GRASS
  1077. {
  1078. base_terrain DIRT
  1079. land_percent 100
  1080. number_of_clumps 1000
  1081. clumping_factor 100
  1082. set_scale_by_groups
  1083. }
  1084.  
  1085. create_terrain FOREST
  1086. {
  1087. base_terrain GRASS
  1088. number_of_tiles 150
  1089. number_of_clumps 20
  1090. clumping_factor 100
  1091. set_scale_by_groups
  1092. set_avoid_player_start_areas
  1093. spacing_to_other_terrain_types 1
  1094. }
  1095.  
  1096. create_terrain GRASS3
  1097. {
  1098. base_terrain LEAVES
  1099. land_percent 100
  1100. number_of_clumps 1000
  1101. clumping_factor 100
  1102. set_scale_by_groups
  1103. }
  1104.  
  1105. create_terrain PALM_DESERT
  1106. {
  1107. base_terrain DESERT
  1108. if TINY_MAP
  1109. number_of_tiles 70
  1110. elseif MEDIUM_MAP
  1111. number_of_tiles 90
  1112. else
  1113. number_of_tiles 160
  1114. endif
  1115. number_of_clumps 20
  1116. clumping_factor 20
  1117. }
  1118.  
  1119. create_terrain FOREST
  1120. {
  1121. base_terrain GRASS3
  1122. land_percent 8
  1123. number_of_clumps 8
  1124. clumping_factor 40
  1125. set_scale_by_groups
  1126. set_avoid_player_start_areas
  1127. spacing_to_other_terrain_types 3
  1128. }
  1129.  
  1130. create_terrain ROCKS
  1131. {
  1132. base_terrain GRASS
  1133. land_percent 100
  1134. number_of_clumps 100
  1135. set_avoid_player_start_areas
  1136. height_limits 2 6
  1137. }
  1138.  
  1139.  
  1140. create_terrain ROCKS
  1141. {
  1142. base_terrain GRASS
  1143. land_percent 100
  1144. number_of_clumps 100
  1145. set_avoid_player_start_areas
  1146. height_limits 2 6
  1147. }
  1148.  
  1149.  
  1150. create_terrain ROCKS
  1151. {
  1152. base_terrain GRASS3
  1153. land_percent 100
  1154. number_of_clumps 100
  1155. set_avoid_player_start_areas
  1156. height_limits 2 6
  1157. }
  1158.  
  1159.  
  1160. create_terrain ROCKS
  1161. {
  1162. base_terrain GRASS3
  1163. land_percent 100
  1164. number_of_clumps 100
  1165. set_avoid_player_start_areas
  1166. height_limits 2 6
  1167. }
  1168.  
  1169. create_terrain GRASS3
  1170. {
  1171. base_terrain ROCKS
  1172. land_percent 100
  1173. number_of_clumps 100
  1174. clumping_factor 5
  1175. set_avoid_player_start_areas
  1176. height_limits 0 0
  1177. }
  1178.  
  1179. create_terrain GRASS3
  1180. {
  1181. base_terrain ROCKS
  1182. land_percent 100
  1183. number_of_clumps 100
  1184. clumping_factor 5
  1185. set_avoid_player_start_areas
  1186. height_limits 0 0
  1187. }
  1188.  
  1189. create_terrain GRASS3
  1190. {
  1191. base_terrain ROCKS
  1192. land_percent 100
  1193. number_of_clumps 100
  1194. clumping_factor 5
  1195. set_avoid_player_start_areas
  1196. height_limits 0 0
  1197. }
  1198.  
  1199. create_terrain GRASS3
  1200. {
  1201. base_terrain ROCKS
  1202. land_percent 100
  1203. number_of_clumps 100
  1204. clumping_factor 5
  1205. set_avoid_player_start_areas
  1206. height_limits 0 0
  1207. }
  1208.  
  1209. elseif TEAM_ACROPOLIS
  1210.  
  1211. #include_drs random_map.def 54000
  1212. #const ROAD_OTHER 40
  1213. #const PLAYER_TERRAIN 3
  1214.  
  1215. <PLAYER_SETUP>
  1216. grouped_by_team
  1217. ai_info_map_type ARABIA 0 0 0
  1218.  
  1219. <LAND_GENERATION>
  1220. base_terrain ROAD_OTHER
  1221.  
  1222. create_land
  1223. {
  1224. terrain_type DESERT
  1225. base_elevation 0
  1226. land_position 50 50
  1227.  
  1228. if TINY_MAP
  1229. base_size 6
  1230. border_fuzziness 16
  1231. left_border 46
  1232. right_border 46
  1233. top_border 46
  1234. bottom_border 46
  1235. elseif SMALL_MAP
  1236. base_size 8
  1237. border_fuzziness 12
  1238. left_border 44
  1239. right_border 44
  1240. top_border 44
  1241. bottom_border 44
  1242. elseif MEDIUM_MAP
  1243. base_size 12
  1244. border_fuzziness 14
  1245. left_border 42
  1246. right_border 42
  1247. top_border 42
  1248. bottom_border 42
  1249. elseif LARGE_MAP
  1250. base_size 14
  1251. border_fuzziness 16
  1252. left_border 42
  1253. right_border 42
  1254. top_border 42
  1255. bottom_border 42
  1256. elseif HUGE_MAP
  1257. base_size 14
  1258. border_fuzziness 16
  1259. left_border 42
  1260. right_border 42
  1261. top_border 42
  1262. bottom_border 42
  1263. else //GIGANTIC_MAP
  1264. base_size 16
  1265. border_fuzziness 18
  1266. left_border 40
  1267. right_border 40
  1268. top_border 40
  1269. bottom_border 40
  1270. endif
  1271. }
  1272. create_land
  1273. {
  1274. terrain_type DIRT
  1275. base_elevation 0
  1276. border_fuzziness 0
  1277. other_zone_avoidance_distance 6
  1278. }
  1279. create_player_lands
  1280. {
  1281. terrain_type PLAYER_TERRAIN
  1282. base_size 13
  1283. base_elevation 7
  1284. number_of_tiles 960
  1285. clumping_factor 20
  1286. other_zone_avoidance_distance 10
  1287. set_zone_by_team
  1288. }
  1289.  
  1290.  
  1291. <TERRAIN_GENERATION>
  1292. create_terrain MED_WATER
  1293. {
  1294. base_terrain DESERT
  1295. land_percent 100
  1296. number_of_clumps 1000
  1297. clumping_factor 100
  1298. set_flat_terrain_only
  1299. if TINY_MAP
  1300. spacing_to_other_terrain_types 3
  1301. else
  1302. spacing_to_other_terrain_types 4
  1303. endif
  1304. }
  1305. create_terrain DEEP_WATER
  1306. {
  1307. base_terrain MED_WATER
  1308. land_percent 1
  1309. number_of_clumps 10
  1310. clumping_factor 5
  1311. set_scale_by_groups
  1312. set_avoid_player_start_areas
  1313. spacing_to_other_terrain_types 2
  1314. }
  1315.  
  1316. create_terrain GRASS
  1317. {
  1318. base_terrain PLAYER_TERRAIN
  1319. land_percent 100
  1320. number_of_clumps 1000
  1321. clumping_factor 100
  1322. set_avoid_player_start_areas
  1323. }
  1324. create_terrain DESERT
  1325. {
  1326. base_terrain GRASS3
  1327. land_percent 100
  1328. number_of_clumps 1000
  1329. clumping_factor 100
  1330. set_scale_by_groups
  1331. }
  1332. create_terrain DIRT
  1333. {
  1334. base_terrain ROAD_OTHER
  1335. land_percent 100
  1336. number_of_clumps 1000
  1337. clumping_factor 100
  1338. height_limits 0 0
  1339. }
  1340. create_terrain GRASS3
  1341. {
  1342. base_terrain DIRT
  1343. land_percent 100
  1344. number_of_clumps 1000
  1345. clumping_factor 100
  1346. set_scale_by_groups
  1347. }
  1348.  
  1349. create_terrain PALM_DESERT
  1350. {
  1351. base_terrain DESERT
  1352. number_of_tiles 32
  1353. if TINY_MAP
  1354. number_of_clumps 5
  1355. clumping_factor 20
  1356. spacing_to_other_terrain_types 1
  1357. elseif SMALL_MAP
  1358. number_of_clumps 5
  1359. clumping_factor 20
  1360. spacing_to_other_terrain_types 1
  1361. elseif MEDIUM_MAP
  1362. number_of_clumps 5
  1363. clumping_factor 30
  1364. spacing_to_other_terrain_types 1
  1365. elseif LARGE_MAP
  1366. number_of_clumps 5
  1367. clumping_factor 20
  1368. spacing_to_other_terrain_types 1
  1369. else
  1370. number_of_clumps 5
  1371. clumping_factor 10
  1372. spacing_to_other_terrain_types 1
  1373. endif
  1374. set_scale_by_groups
  1375. }
  1376. create_terrain FOREST
  1377. {
  1378. base_terrain GRASS3
  1379. land_percent 8
  1380. number_of_clumps 8
  1381. clumping_factor 40
  1382. set_scale_by_groups
  1383. set_avoid_player_start_areas
  1384. spacing_to_other_terrain_types 3
  1385. }
  1386. create_terrain FOREST
  1387. {
  1388. base_terrain GRASS
  1389. number_of_tiles 100
  1390. number_of_clumps 16
  1391. clumping_factor 20
  1392. set_scale_by_groups
  1393. set_avoid_player_start_areas
  1394. spacing_to_other_terrain_types 1
  1395. }
  1396.  
  1397. endif
  1398.  
  1399. /* ****************************************************** */
  1400.  
  1401. elseif SY_ATOLL
  1402.  
  1403. /* ****************************************************** */
  1404.  
  1405. start_random
  1406. percent_chance 50
  1407. #define DSMAP /* 50% chance to be desert map */
  1408. percent_chance 50
  1409. #define TRMAP /* 50% chance to be tropical map */
  1410. end_random
  1411.  
  1412. if DSMAP /* define terms for seasons */
  1413. #const GROUND 6 /* dirt1 */
  1414. #const WOODS 13 /* palm forest */
  1415. #const FOODA 594 /* sheep */
  1416. #const DDIRT 14 /* desert */
  1417. else
  1418. #const GROUND 0 /* grass ground */
  1419. #const WOODS 17 /* jungle forest */
  1420. #const FOODA 833 /* turkey */
  1421. #const DDIRT 9 /* dirt3 */
  1422. endif
  1423.  
  1424. <LAND_GENERATION>
  1425. base_terrain WATER
  1426. create_player_lands
  1427. {
  1428. terrain_type GROUND /* ground specified above */
  1429. land_percent 25
  1430. base_size 10
  1431. border_fuzziness 15
  1432. other_zone_avoidance_distance 12
  1433. left_border 5
  1434. right_border 5
  1435. top_border 5
  1436. bottom_border 5
  1437. }
  1438. create_land /* middle */
  1439. {
  1440. terrain_type GROUND
  1441. land_percent 25
  1442. left_border 30 right_border 30
  1443. top_border 30 bottom_border 30 /* center of the map */
  1444. clumping_factor 15
  1445. other_zone_avoidance_distance 5
  1446. land_id 111
  1447. }
  1448. <ELEVATION_GENERATION>
  1449. create_elevation 5
  1450. {
  1451. number_of_tiles 1500
  1452. number_of_clumps 14
  1453. base_terrain GROUND
  1454. set_scale_by_size
  1455. }
  1456. <TERRAIN_GENERATION>
  1457. create_terrain WOODS /* primary woods */
  1458. {
  1459. base_terrain GROUND
  1460. land_percent 8
  1461. number_of_clumps 15
  1462. set_scale_by_groups /* number of clumps scales: bigger maps have more clumps, of same size */
  1463. set_avoid_player_start_areas
  1464. spacing_to_other_terrain_types 3
  1465. }
  1466. create_terrain DDIRT /* primary patch */
  1467. {
  1468. base_terrain GROUND
  1469. land_percent 8
  1470. number_of_clumps 8
  1471. spacing_to_other_terrain_types 0
  1472. set_scale_by_Size
  1473. }
  1474. create_terrain MED_WATER
  1475. {
  1476. base_terrain WATER
  1477. land_percent 35
  1478. number_of_clumps 10
  1479. spacing_to_other_terrain_types 6 /* keep away from shores */
  1480. }
  1481.  
  1482. /* ****************************************************** */
  1483.  
  1484. /* Bedouins by Papayapapst */
  1485.  
  1486. elseif SY_BEDOUINS
  1487.  
  1488. /* ****************************************************** */
  1489.  
  1490. <PLAYER_SETUP>
  1491. random_placement
  1492. nomad_resources
  1493. ai_info_map_type BEDOUINS 1 0 0
  1494.  
  1495. <LAND_GENERATION>
  1496.  
  1497. base_terrain GRASS
  1498.  
  1499. create_player_lands
  1500. {
  1501. terrain_type DIRT
  1502. land_percent 100
  1503. border_fuzziness 50
  1504. clumping_factor 15
  1505. left_border 7
  1506. right_border 7
  1507. top_border 7
  1508. bottom_border 7
  1509. }
  1510.  
  1511. <ELEVATION_GENERATION>
  1512.  
  1513. <TERRAIN_GENERATION>
  1514.  
  1515. /* TERRAIN MIXING */
  1516.  
  1517. create_terrain DESERT
  1518. {
  1519. base_terrain DIRT
  1520. land_percent 100
  1521. spacing_to_other_terrain_types 7
  1522. }
  1523.  
  1524. create_terrain FOREST
  1525. {
  1526. base_terrain GRASS
  1527. land_percent 100
  1528. if TINY_MAP
  1529. spacing_to_other_terrain_types 4
  1530. elseif SMALL_MAP
  1531. spacing_to_other_terrain_types 4
  1532. elseif MEDIUM_MAP
  1533. spacing_to_other_terrain_types 5
  1534. else
  1535. spacing_to_other_terrain_types 6
  1536. endif
  1537. }
  1538.  
  1539. create_terrain DESERT
  1540. {
  1541. base_terrain DIRT
  1542. land_percent 100
  1543. }
  1544.  
  1545. create_terrain DIRT
  1546. {
  1547. base_terrain GRASS
  1548. land_percent 100
  1549. }
  1550.  
  1551. /* WOOD */
  1552. create_terrain PALM_DESERT
  1553. {
  1554. base_terrain DESERT
  1555. spacing_to_other_terrain_types 2
  1556. land_percent 8
  1557. number_of_clumps 18
  1558. set_avoid_player_start_areas
  1559. set_scale_by_groups
  1560. }
  1561.  
  1562. /* WATER */
  1563. create_terrain WATER
  1564. {
  1565. base_terrain PALM_DESERT
  1566. land_percent 1
  1567. number_of_clumps 18
  1568. set_scale_by_groups
  1569. }
  1570.  
  1571. /* Boards_of_Canada by HJ */
  1572.  
  1573. /* ****************************************************** */
  1574.  
  1575. elseif SY_BOARDS_OF_CANADA
  1576.  
  1577. /* ****************************************************** */
  1578.  
  1579. <LAND_GENERATION>
  1580. base_terrain GRASS
  1581.  
  1582. start_random
  1583. percent_chance 20 #define DEFAULT_FORTRESS
  1584. percent_chance 20 #define JUNGLES
  1585. percent_chance 20 #define WINTER
  1586. percent_chance 20 #define RAINY
  1587. percent_chance 20 #define SUMMER
  1588. end_random
  1589.  
  1590. create_player_lands
  1591. {
  1592. if DEFAULT_FORTRESS
  1593. terrain_type GRASS
  1594. elseif WINTER
  1595. terrain_type GRASS_SNOW
  1596. endif
  1597. land_percent 85
  1598. base_size 12
  1599. border_fuzziness 15
  1600. }
  1601.  
  1602. create_land
  1603. {
  1604. terrain_type GRASS3
  1605. land_percent 60
  1606. border_fuzziness 10
  1607. clumping_factor 15
  1608. bottom_border 35
  1609. top_border 35
  1610. left_border 35
  1611. right_border 35
  1612. }
  1613.  
  1614. /* ****************************************************** */
  1615. <TERRAIN_GENERATION>
  1616.  
  1617. if DEFAULT_FORTRESS
  1618.  
  1619. create_terrain FOREST
  1620. {
  1621. base_terrain GRASS
  1622. spacing_to_other_terrain_types 1
  1623. land_percent 10
  1624. number_of_clumps 12
  1625. set_avoid_player_start_areas
  1626. set_scale_by_groups
  1627. }
  1628.  
  1629. create_terrain DIRT
  1630. {
  1631. base_terrain GRASS
  1632. number_of_clumps 10
  1633. spacing_to_other_terrain_types 0
  1634. land_percent 12
  1635. set_scale_by_size
  1636. }
  1637.  
  1638. create_terrain PALM_DESERT
  1639. {
  1640. base_terrain DIRT
  1641. spacing_to_other_terrain_types 1
  1642. land_percent 1
  1643. number_of_clumps 3
  1644. set_avoid_player_start_areas
  1645. set_scale_by_groups
  1646. }
  1647.  
  1648. create_terrain DIRT3
  1649. {
  1650. base_terrain GRASS3
  1651. land_percent 100
  1652. spacing_to_other_terrain_types 7
  1653. number_of_clumps 1
  1654. set_avoid_player_start_areas
  1655. set_scale_by_groups
  1656. }
  1657.  
  1658. create_terrain FOREST
  1659. {
  1660. base_terrain GRASS3
  1661. land_percent 1
  1662. number_of_clumps 2
  1663. set_avoid_player_start_areas
  1664. set_scale_by_groups
  1665. }
  1666.  
  1667. elseif JUNGLES
  1668.  
  1669. create_terrain JUNGLE
  1670. {
  1671. base_terrain GRASS
  1672. spacing_to_other_terrain_types 1
  1673. land_percent 10
  1674. number_of_clumps 12
  1675. set_avoid_player_start_areas
  1676. set_scale_by_groups
  1677. }
  1678.  
  1679. create_terrain GRASS2
  1680. {
  1681. base_terrain GRASS
  1682. number_of_clumps 10
  1683. spacing_to_other_terrain_types 0
  1684. land_percent 12
  1685. set_scale_by_size
  1686. }
  1687.  
  1688. create_terrain LEAVES
  1689. {
  1690. base_terrain GRASS
  1691. number_of_clumps 12
  1692. spacing_to_other_terrain_types 0
  1693. land_percent 3
  1694. set_scale_by_groups
  1695. set_avoid_player_start_areas
  1696. }
  1697.  
  1698. create_terrain BAMBOO
  1699. {
  1700. base_terrain GRASS2
  1701. spacing_to_other_terrain_types 1
  1702. land_percent 1
  1703. number_of_clumps 3
  1704. set_avoid_player_start_areas
  1705. set_scale_by_groups
  1706. }
  1707.  
  1708.  
  1709. create_terrain DIRT3
  1710. {
  1711. base_terrain GRASS3
  1712. land_percent 100
  1713. spacing_to_other_terrain_types 7
  1714. number_of_clumps 1
  1715. set_avoid_player_start_areas
  1716. set_scale_by_groups
  1717. }
  1718.  
  1719. create_terrain LEAVES
  1720. {
  1721. base_terrain GRASS3
  1722. spacing_to_other_terrain_types 1
  1723. land_percent 1
  1724. number_of_clumps 3
  1725. set_avoid_player_start_areas
  1726. set_scale_by_groups
  1727. }
  1728.  
  1729. create_terrain JUNGLE
  1730. {
  1731. base_terrain GRASS3
  1732. land_percent 1
  1733. number_of_clumps 2
  1734. set_avoid_player_start_areas
  1735. set_scale_by_groups
  1736. }
  1737.  
  1738. elseif WINTER
  1739.  
  1740. create_terrain SNOW_FOREST
  1741. {
  1742. base_terrain GRASS_SNOW
  1743. spacing_to_other_terrain_types 2
  1744. land_percent 10
  1745. number_of_clumps 12
  1746. set_avoid_player_start_areas
  1747. set_scale_by_groups
  1748. }
  1749.  
  1750. create_terrain GRASS2
  1751. {
  1752. base_terrain GRASS_SNOW
  1753. land_percent 12
  1754. number_of_clumps 10
  1755. set_avoid_player_start_areas
  1756. set_scale_by_groups
  1757. }
  1758.  
  1759. create_terrain FOREST
  1760. {
  1761. base_terrain GRASS2
  1762. spacing_to_other_terrain_types 1
  1763. land_percent 1
  1764. number_of_clumps 3
  1765. set_avoid_player_start_areas
  1766. set_scale_by_groups
  1767. }
  1768.  
  1769. create_terrain SNOW
  1770. {
  1771. base_terrain GRASS3
  1772. land_percent 100
  1773. spacing_to_other_terrain_types 7
  1774. number_of_clumps 1
  1775. set_avoid_player_start_areas
  1776. set_scale_by_groups
  1777. }
  1778.  
  1779. create_terrain FOREST
  1780. {
  1781. base_terrain GRASS3
  1782. land_percent 1
  1783. number_of_clumps 3
  1784. set_avoid_player_start_areas
  1785. set_scale_by_groups
  1786. set_loose_grouping
  1787. }
  1788.  
  1789. create_terrain GRASS_SNOW
  1790. {
  1791. base_terrain GRASS3
  1792. land_percent 1
  1793. number_of_clumps 4
  1794. set_avoid_player_start_areas
  1795. set_scale_by_groups
  1796. }
  1797.  
  1798. elseif RAINY
  1799.  
  1800. create_terrain PINE_FOREST
  1801. {
  1802. base_terrain GRASS
  1803. spacing_to_other_terrain_types 1
  1804. land_percent 10
  1805. number_of_clumps 12
  1806. set_avoid_player_start_areas
  1807. set_scale_by_groups
  1808. }
  1809.  
  1810. create_terrain FOREST
  1811. {
  1812. base_terrain GRASS
  1813. spacing_to_other_terrain_types 1
  1814. land_percent 1
  1815. number_of_clumps 3
  1816. set_avoid_player_start_areas
  1817. set_scale_by_groups
  1818. }
  1819.  
  1820. create_terrain WATER
  1821. {
  1822. base_terrain GRASS
  1823. number_of_clumps 20
  1824. spacing_to_other_terrain_types 0
  1825. land_percent 1
  1826. set_scale_by_groups
  1827. set_avoid_player_start_areas
  1828. }
  1829.  
  1830. create_terrain DIRT3
  1831. {
  1832. base_terrain GRASS3
  1833. land_percent 100
  1834. spacing_to_other_terrain_types 7
  1835. number_of_clumps 1
  1836. set_avoid_player_start_areas
  1837. set_scale_by_groups
  1838. }
  1839.  
  1840. create_terrain GRASS
  1841. {
  1842. base_terrain DIRT3
  1843. land_percent 1
  1844. number_of_clumps 2
  1845. set_avoid_player_start_areas
  1846. set_scale_by_groups
  1847. }
  1848.  
  1849. create_terrain FOREST
  1850. {
  1851. base_terrain GRASS3
  1852. land_percent 1
  1853. number_of_clumps 3
  1854. set_avoid_player_start_areas
  1855. set_scale_by_groups
  1856. set_loose_grouping
  1857. }
  1858.  
  1859. elseif SUMMER
  1860.  
  1861. create_terrain FOREST
  1862. {
  1863. base_terrain GRASS
  1864. spacing_to_other_terrain_types 1
  1865. land_percent 12
  1866. number_of_clumps 14
  1867. set_avoid_player_start_areas
  1868. set_scale_by_groups
  1869. }
  1870.  
  1871. create_terrain DIRT
  1872. {
  1873. base_terrain GRASS
  1874. number_of_clumps 22
  1875. spacing_to_other_terrain_types 0
  1876. land_percent 8
  1877. set_scale_by_group
  1878. set_avoid_player_start_areas
  1879. }
  1880.  
  1881. create_terrain DESERT
  1882. {
  1883. base_terrain GRASS3
  1884. land_percent 100
  1885. spacing_to_other_terrain_types 7
  1886. number_of_clumps 1
  1887. set_avoid_player_start_areas
  1888. set_scale_by_groups
  1889. }
  1890.  
  1891. create_terrain DIRT
  1892. {
  1893. base_terrain GRASS3
  1894. land_percent 100
  1895. set_avoid_player_start_areas
  1896. set_scale_by_group
  1897. }
  1898.  
  1899. create_terrain PALM_DESERT
  1900. {
  1901. base_terrain DIRT
  1902. spacing_to_other_terrain_types 1
  1903. land_percent 1
  1904. number_of_clumps 3
  1905. set_avoid_player_start_areas
  1906. set_scale_by_groups
  1907. }
  1908. endif
  1909.  
  1910. /* Caribbean by HJ */
  1911.  
  1912. /* ****************************************************** */
  1913.  
  1914. elseif SY_CARIBBEAN
  1915.  
  1916. /* ****************************************************** */
  1917.  
  1918. <LAND_GENERATION>
  1919. base_terrain WATER
  1920.  
  1921. create_player_lands
  1922. {
  1923. terrain_type DESERT
  1924. land_percent 35
  1925. if TINY_MAP
  1926. land_percent 30
  1927. endif
  1928. base_size 14
  1929. bottom_border 3
  1930. top_border 3
  1931. left_border 3
  1932. right_border 3
  1933. border_fuzziness 10
  1934. other_zone_avoidance_distance 15
  1935. if TINY_MAP
  1936. base_size 14
  1937. top_border 4
  1938. left_border 4
  1939. right_border 4
  1940. bottom_border 4
  1941. border_fuzziness 7
  1942. other_zone_avoidance_distance 9
  1943. endif
  1944. }
  1945.  
  1946. create_land
  1947. {
  1948. terrain_type GRASS
  1949. if LARGE_MAP
  1950. number_of_tiles 520
  1951. elseif HUGE_MAP
  1952. number_of_tiles 640
  1953. elseif GIGANTIC_MAP
  1954. number_of_tiles 720
  1955. else
  1956. number_of_tiles 400
  1957. endif
  1958. border_fuzziness 7
  1959. right_border 30
  1960. top_border 30
  1961. bottom_border 30
  1962. left_border 30
  1963. other_zone_avoidance_distance 9
  1964. }
  1965.  
  1966. create_land
  1967. {
  1968. terrain_type GRASS
  1969. if LARGE_MAP
  1970. number_of_tiles 520
  1971. elseif HUGE_MAP
  1972. number_of_tiles 640
  1973. elseif GIGANTIC_MAP
  1974. number_of_tiles 720
  1975. else
  1976. number_of_tiles 400
  1977. endif
  1978. border_fuzziness 7
  1979. right_border 30
  1980. top_border 30
  1981. bottom_border 30
  1982. left_border 30
  1983. other_zone_avoidance_distance 9
  1984. }
  1985.  
  1986. start_random
  1987. percent_chance 50
  1988. create_land
  1989. {
  1990. terrain_type BEACH
  1991. land_percent 100
  1992. border_fuzziness 10
  1993. right_border 40
  1994. top_border 40
  1995. bottom_border 40
  1996. left_border 40
  1997. other_zone_avoidance_distance 5
  1998. }
  1999. percent_chance 50
  2000. end_random
  2001.  
  2002. /* ****************************************************** */
  2003. <TERRAIN_GENERATION>
  2004.  
  2005. create_terrain PALM_DESERT
  2006. {
  2007. base_terrain DESERT
  2008. land_percent 7
  2009. number_of_clumps 14
  2010. clumping_factor 25
  2011. spacing_to_other_terrain_types 3
  2012. set_avoid_player_start_areas
  2013. set_scale_by_groups
  2014. }
  2015.  
  2016. create_terrain MED_WATER
  2017. {
  2018. base_terrain WATER
  2019. number_of_clumps 10
  2020. spacing_to_other_terrain_types 3
  2021. land_percent 35
  2022. }
  2023.  
  2024. create_terrain DEEP_WATER
  2025. {
  2026. base_terrain MED_WATER
  2027. number_of_clumps 6
  2028. spacing_to_other_terrain_types 5
  2029. land_percent 8
  2030. }
  2031.  
  2032. create_terrain JUNGLE
  2033. {
  2034. base_terrain GRASS
  2035. land_percent 3
  2036. number_of_clumps 6
  2037. spacing_to_other_terrain_types 5
  2038. set_avoid_player_start_areas
  2039. set_scale_by_groups
  2040. }
  2041.  
  2042. create_terrain PALM_DESERT
  2043. {
  2044. base_terrain BEACH
  2045. land_percent 1
  2046. set_scale_by_groups
  2047. }
  2048.  
  2049. create_terrain GRASS2
  2050. {
  2051. base_terrain BEACH
  2052. land_percent 1
  2053. number_of_clumps 3
  2054. set_scale_by_groups
  2055. }
  2056.  
  2057. /* ****************************************************** */
  2058.  
  2059. elseif SY_CHAOS_PIT
  2060.  
  2061. /* ****************************************************** */
  2062.  
  2063. <LAND_GENERATION>
  2064. base_terrain GRASS2
  2065. create_player_lands
  2066. {
  2067. terrain_type GRASS
  2068. land_percent 100
  2069. top_border 30
  2070. bottom_border 30
  2071. right_border 30
  2072. left_border 30
  2073. base_size 3
  2074. base_elevation 0
  2075. }
  2076.  
  2077. <ELEVATION_GENERATION>
  2078. create_elevation 7
  2079. {
  2080. base_terrain GRASS2
  2081. number_of_clumps 30
  2082. number_of_tiles 100000
  2083. set_scale_by_groups
  2084. set_scale_by_size
  2085. spacing 3
  2086. }
  2087.  
  2088. <TERRAIN_GENERATION>
  2089. create_terrain JUNGLE
  2090. {
  2091. base_terrain GRASS2
  2092. land_percent 100
  2093. height_limits 6 6
  2094. }
  2095. create_terrain DIRT
  2096. {
  2097. base_terrain GRASS2
  2098. land_percent 100
  2099. height_limits 7 7
  2100. }
  2101. create_terrain LEAVES
  2102. {
  2103. base_terrain GRASS2
  2104. land_percent 4
  2105. number_of_clumps 16
  2106. set_scale_by_groups
  2107. spacing_to_other_terrain_types 3
  2108. }
  2109. create_terrain JUNGLE
  2110. {
  2111. base_terrain LEAVES
  2112. land_percent 100
  2113. number_of_clumps 1000
  2114. set_scale_by_groups
  2115. }
  2116. create_terrain PALM_DESERT
  2117. {
  2118. base_terrain DIRT
  2119. land_percent 10
  2120. number_of_clumps 24
  2121. set_scale_by_groups
  2122. spacing_to_other_terrain_types 5
  2123. }
  2124.  
  2125. /* ****************************************************** */
  2126.  
  2127. elseif SY_CONTINENTAL
  2128.  
  2129. /* ****************************************************** */
  2130.  
  2131. /* ************ CONTINENTAL ************ */
  2132. /* 21 DEC 99 */
  2133.  
  2134. #include_drs random_map.def 54000
  2135.  
  2136. <LAND_GENERATION>
  2137.  
  2138. base_terrain WATER
  2139.  
  2140. start_random
  2141. percent_chance 20
  2142. #define ASIAN_MAP
  2143. percent_chance 20
  2144. #define ALPINE_MAP
  2145. end_random
  2146.  
  2147. /* Fill in center */
  2148.  
  2149. create_land
  2150. {
  2151. if ASIAN_MAP
  2152. terrain_type GRASS2
  2153. elseif ALPINE_MAP
  2154. terrain_type GRASS2
  2155. else
  2156. terrain_type GRASS
  2157. endif
  2158. land_percent 10
  2159. base_size 7
  2160. left_border 25
  2161. right_border 25
  2162. top_border 25
  2163. bottom_border 25
  2164. }
  2165.  
  2166. create_player_lands
  2167. {
  2168. if ASIAN_MAP
  2169. terrain_type GRASS2
  2170. elseif ALPINE_MAP
  2171. terrain_type GRASS2
  2172. else
  2173. terrain_type GRASS
  2174. endif
  2175. land_percent 50
  2176. base_size 9
  2177. start_random
  2178. percent_chance 50
  2179. left_border 8
  2180. right_border 6
  2181. percent_chance 50
  2182. left_border 6
  2183. right_border 8
  2184. end_random
  2185. start_random
  2186. percent_chance 50
  2187. top_border 8
  2188. bottom_border 6
  2189. percent_chance 50
  2190. top_border 6
  2191. bottom_border 8
  2192. end_random
  2193. border_fuzziness 10
  2194. set_zone_randomly
  2195. other_zone_avoidance_distance 5
  2196. }
  2197.  
  2198. /* ****************************************************** */
  2199. <TERRAIN_GENERATION>
  2200.  
  2201. /* MIXING WATER */
  2202.  
  2203. create_terrain MED_WATER
  2204. {
  2205. base_terrain WATER
  2206. number_of_clumps 3
  2207. spacing_to_other_terrain_types 2
  2208. land_percent 40
  2209. }
  2210.  
  2211. create_terrain MED_WATER
  2212. {
  2213. base_terrain WATER
  2214. number_of_clumps 30
  2215. spacing_to_other_terrain_types 1
  2216. land_percent 1
  2217. }
  2218.  
  2219. create_terrain DEEP_WATER
  2220. {
  2221. base_terrain MED_WATER
  2222. number_of_clumps 5
  2223. spacing_to_other_terrain_types 5
  2224. land_percent 20
  2225. }
  2226.  
  2227. create_terrain DEEP_WATER
  2228. {
  2229. base_terrain MED_WATER
  2230. number_of_clumps 30
  2231. spacing_to_other_terrain_types 1
  2232. land_percent 1
  2233. }
  2234.  
  2235. create_terrain MED_WATER
  2236. {
  2237. base_terrain DEEP_WATER
  2238. number_of_clumps 30
  2239. spacing_to_other_terrain_types 1
  2240. land_percent 1
  2241. }
  2242.  
  2243. create_terrain WATER
  2244. {
  2245. base_terrain MED_WATER
  2246. number_of_clumps 30
  2247. spacing_to_other_terrain_types 1
  2248. land_percent 1
  2249. }
  2250.  
  2251. create_terrain MED_WATER
  2252. {
  2253. base_terrain WATER
  2254. number_of_clumps 30
  2255. spacing_to_other_terrain_types 1
  2256. land_percent 1
  2257. }
  2258.  
  2259. /* PRIMARY FOREST */
  2260.  
  2261. if ASIAN_MAP
  2262. create_terrain PINE_FOREST
  2263. {
  2264. base_terrain GRASS2
  2265. spacing_to_other_terrain_types 5
  2266. land_percent 7
  2267. number_of_clumps 10
  2268. set_avoid_player_start_areas
  2269. set_scale_by_groups
  2270. }
  2271. elseif ALPINE_MAP
  2272. create_terrain PINE_FOREST
  2273. {
  2274. base_terrain GRASS2
  2275. spacing_to_other_terrain_types 5
  2276. land_percent 7
  2277. number_of_clumps 10
  2278. set_avoid_player_start_areas
  2279. set_scale_by_groups
  2280. }
  2281. else
  2282. create_terrain FOREST
  2283. {
  2284. base_terrain GRASS
  2285. spacing_to_other_terrain_types 5
  2286. land_percent 7
  2287. number_of_clumps 10
  2288. set_avoid_player_start_areas
  2289. set_scale_by_groups
  2290. }
  2291. endif
  2292.  
  2293. /* PRIMARY PATCH */
  2294.  
  2295. if ASIAN_MAP
  2296. create_terrain GRASS3
  2297. {
  2298. base_terrain GRASS2
  2299. number_of_clumps 8
  2300. spacing_to_other_terrain_types 0
  2301. land_percent 4
  2302. set_scale_by_size
  2303. }
  2304. elseif ALPINE_MAP
  2305. create_terrain GRASS3
  2306. {
  2307. base_terrain GRASS2
  2308. number_of_clumps 8
  2309. spacing_to_other_terrain_types 0
  2310. land_percent 6
  2311. set_scale_by_size
  2312. }
  2313. else
  2314. create_terrain DIRT
  2315. {
  2316. base_terrain GRASS
  2317. number_of_clumps 8
  2318. spacing_to_other_terrain_types 0
  2319. land_percent 9
  2320. set_scale_by_size
  2321. }
  2322. endif
  2323.  
  2324. /* SECONDARY FOREST */
  2325.  
  2326. if ASIAN_MAP
  2327. create_terrain BAMBOO
  2328. {
  2329. base_terrain GRASS3
  2330.  
  2331. spacing_to_other_terrain_types 3
  2332. land_percent 1
  2333. number_of_clumps 3
  2334. set_avoid_player_start_areas
  2335. set_scale_by_groups
  2336. }
  2337. elseif ALPINE_MAP
  2338. create_terrain FOREST
  2339. {
  2340. base_terrain GRASS3
  2341.  
  2342. spacing_to_other_terrain_types 3
  2343. land_percent 1
  2344. number_of_clumps 3
  2345. set_avoid_player_start_areas
  2346. set_scale_by_groups
  2347. }
  2348. else
  2349. create_terrain PALM_DESERT
  2350. {
  2351. base_terrain DIRT
  2352. spacing_to_other_terrain_types 3
  2353. land_percent 1
  2354. number_of_clumps 3
  2355. set_avoid_player_start_areas
  2356. set_scale_by_groups
  2357. }
  2358. endif
  2359.  
  2360. /* SECONDARY PATCH */
  2361.  
  2362. if ASIAN_MAP
  2363. create_terrain DIRT3
  2364. {
  2365. base_terrain GRASS2
  2366. number_of_clumps 24
  2367. spacing_to_other_terrain_types 0
  2368. land_percent 2
  2369. set_scale_by_size
  2370. }
  2371. elseif ALPINE_MAP
  2372. create_terrain DIRT3
  2373. {
  2374. base_terrain GRASS2
  2375. number_of_clumps 24
  2376. spacing_to_other_terrain_types 0
  2377. land_percent 2
  2378. set_scale_by_size
  2379. }
  2380. else
  2381. create_terrain GRASS3
  2382. {
  2383. base_terrain GRASS
  2384. number_of_clumps 24
  2385. spacing_to_other_terrain_types 0
  2386. land_percent 2
  2387. set_scale_by_size
  2388. }
  2389. endif
  2390.  
  2391. /* TERTIARY PATCH */
  2392.  
  2393. if ASIAN_MAP
  2394. create_terrain GRASS
  2395. {
  2396. base_terrain GRASS2
  2397. number_of_clumps 30
  2398. spacing_to_other_terrain_types 0
  2399. land_percent 2
  2400. set_scale_by_size
  2401. }
  2402. elseif ALPINE_MAP
  2403. create_terrain GRASS
  2404. {
  2405. base_terrain GRASS2
  2406. number_of_clumps 30
  2407. spacing_to_other_terrain_types 0
  2408. land_percent 2
  2409. set_scale_by_size
  2410. }
  2411. else
  2412. create_terrain DIRT3
  2413. {
  2414. base_terrain GRASS
  2415. number_of_clumps 30
  2416. spacing_to_other_terrain_types 0
  2417. land_percent 2
  2418. set_scale_by_size
  2419. }
  2420. endif
  2421.  
  2422. /* ****************************************************** */
  2423.  
  2424. elseif SY_CLIFFYARENA
  2425.  
  2426. /* ****************************************************** */
  2427.  
  2428. start_random
  2429. percent_chance 50 #define MODE_1
  2430. percent_chance 50 #define MODE_2
  2431. end_random
  2432.  
  2433. <LAND_GENERATION>
  2434.  
  2435. if MODE_1
  2436.  
  2437. base_terrain PINE_FOREST
  2438.  
  2439. create_land
  2440. {
  2441. terrain_type GRASS2
  2442. land_percent 60
  2443.  
  2444. /* 50 */
  2445. base_size 10
  2446. left_border 18
  2447. right_border 18
  2448. top_border 18
  2449. bottom_border 18
  2450. zone 1
  2451. }
  2452.  
  2453. create_player_lands
  2454. {
  2455. terrain_type GRASS
  2456. land_percent 20
  2457. base_size 12
  2458. left_border 3
  2459. right_border 3
  2460. top_border 3
  2461. bottom_border 3
  2462. border_fuzziness 1
  2463. other_zone_avoidance_distance 30
  2464. }
  2465.  
  2466. elseif MODE_2
  2467.  
  2468. base_terrain WATER
  2469.  
  2470. create_land
  2471. {
  2472. terrain_type GRASS2
  2473. land_percent 60
  2474.  
  2475. /* 50 */
  2476. base_size 10
  2477. left_border 18
  2478. right_border 18
  2479. top_border 18
  2480. bottom_border 18
  2481. zone 1
  2482. }
  2483.  
  2484. create_player_lands
  2485. {
  2486. terrain_type GRASS
  2487. land_percent 20
  2488. base_size 12
  2489. left_border 5
  2490. right_border 5
  2491. top_border 5
  2492. bottom_border 5
  2493. border_fuzziness 1
  2494. other_zone_avoidance_distance 30
  2495. }
  2496. endif
  2497.  
  2498. /* ****************************************************** */
  2499. <TERRAIN_GENERATION>
  2500.  
  2501. if MODE_1
  2502.  
  2503. create_terrain PINE_FOREST
  2504. {
  2505. base_terrain GRASS2
  2506. spacing_to_other_terrain_types 5
  2507. land_percent 1
  2508. number_of_clumps 3
  2509. set_avoid_player_start_areas
  2510. set_scale_by_groups
  2511. }
  2512.  
  2513. elseif MODE_2
  2514.  
  2515. create_terrain PINE_FOREST
  2516. {
  2517. base_terrain WATER
  2518. land_percent 100
  2519. number_of_clumps 1000
  2520. }
  2521.  
  2522. create_terrain PINE_FOREST
  2523. {
  2524. base_terrain GRASS2
  2525. spacing_to_other_terrain_types 5
  2526. land_percent 1
  2527. number_of_clumps 3
  2528. set_avoid_player_start_areas
  2529. set_scale_by_groups
  2530. }
  2531. endif
  2532.  
  2533. /* ****************************************************** */
  2534.  
  2535. elseif SY_DESERTFOX
  2536.  
  2537. /* ****************************************************** */
  2538.  
  2539. <LAND_GENERATION>
  2540.  
  2541. base_terrain DIRT
  2542.  
  2543. create_player_lands
  2544. {
  2545. terrain_type DESERT
  2546. land_percent 5
  2547. base_size 15
  2548. border_fuzziness 20
  2549. clumping_factor 25
  2550. other_zone_avoidance_distance 5
  2551. }
  2552.  
  2553. /* **************************************** */
  2554. <TERRAIN_GENERATION>
  2555.  
  2556. /* FOREST */
  2557.  
  2558. create_terrain FOREST
  2559. {
  2560. base_terrain DIRT
  2561. spacing_to_other_terrain_types 5
  2562. land_percent 20
  2563. number_of_clumps 10
  2564. clumping_factor 25
  2565. set_avoid_player_start_areas
  2566. set_scale_by_groups
  2567. }
  2568.  
  2569. create_terrain DIRT3
  2570. {
  2571. base_terrain DIRT
  2572. spacing_to_other_terrain_types 3
  2573. land_percent 10
  2574. number_of_clumps 5
  2575. clumping_factor 25
  2576. set_avoid_player_start_areas
  2577. set_scale_by_groups
  2578. }
  2579.  
  2580. create_terrain PALM_DESERT
  2581. {
  2582. base_terrain DESERT
  2583. spacing_to_other_terrain_types 3
  2584. land_percent 1
  2585. number_of_clumps 16
  2586. clumping_factor 25
  2587. set_avoid_player_start_areas
  2588. set_scale_by_groups
  2589. }
  2590.  
  2591. /* ****************************************************** */
  2592.  
  2593. elseif SY_DRY_ARABIA
  2594.  
  2595. /* ****************************************************** */
  2596.  
  2597. /* ************ ARABIA ************ */
  2598. /* Modified by Idle Beaver (http://rene.kooi.me/) */
  2599.  
  2600. #include_drs random_map.def
  2601. ai_info_map_type ARABIA
  2602.  
  2603. <LAND_GENERATION>
  2604.  
  2605. start_random
  2606. percent_chance 50
  2607. #define DESERT_MAP
  2608. end_random
  2609.  
  2610. if DESERT_MAP
  2611. base_terrain DIRT
  2612. else
  2613. base_terrain GRASS3
  2614. endif
  2615.  
  2616. create_player_lands
  2617. {
  2618. if DESERT_MAP
  2619. terrain_type DIRT
  2620. else
  2621. terrain_type GRASS3
  2622. endif
  2623. land_percent 25
  2624. base_size 9
  2625. border_fuzziness 15
  2626. }
  2627.  
  2628. /* ****************************************************** */
  2629. <TERRAIN_GENERATION>
  2630.  
  2631. /* PRIMARY FOREST */
  2632.  
  2633. if DESERT_MAP
  2634. create_terrain PALM_DESERT
  2635. {
  2636. base_terrain DIRT
  2637. spacing_to_other_terrain_types 5
  2638. land_percent 12
  2639. number_of_clumps 10
  2640. set_avoid_player_start_areas
  2641. set_scale_by_groups
  2642. }
  2643. else
  2644. create_terrain FOREST
  2645. {
  2646. base_terrain GRASS3
  2647. spacing_to_other_terrain_types 5
  2648. land_percent 12
  2649. number_of_clumps 10
  2650. set_avoid_player_start_areas
  2651. set_scale_by_groups
  2652. }
  2653. endif
  2654.  
  2655. /* PRIMARY PATCH */
  2656.  
  2657. if DESERT_MAP
  2658. create_terrain DESERT
  2659. {
  2660. base_terrain DIRT
  2661. number_of_clumps 16
  2662. spacing_to_other_terrain_types 0
  2663. land_percent 10
  2664. set_scale_by_size
  2665. }
  2666. else
  2667. create_terrain DIRT
  2668. {
  2669. base_terrain GRASS3
  2670. number_of_clumps 26
  2671. spacing_to_other_terrain_types 1
  2672. land_percent 9
  2673. set_scale_by_size
  2674. }
  2675. endif
  2676.  
  2677. /* SECONDARY FOREST */
  2678.  
  2679. if DESERT_MAP
  2680. create_terrain FOREST
  2681. {
  2682. base_terrain DIRT
  2683. spacing_to_other_terrain_types 3
  2684. land_percent 1
  2685. number_of_clumps 3
  2686. set_avoid_player_start_areas
  2687. set_scale_by_groups
  2688. }
  2689. else
  2690. create_terrain PALM_DESERT
  2691. {
  2692. base_terrain DIRT
  2693. spacing_to_other_terrain_types 3
  2694. land_percent 1
  2695. number_of_clumps 3
  2696. set_avoid_player_start_areas
  2697. set_scale_by_groups
  2698. }
  2699. endif
  2700.  
  2701. /* SECONDARY PATCH */
  2702.  
  2703. if DESERT_MAP
  2704. create_terrain DIRT3
  2705. {
  2706. base_terrain DIRT
  2707. number_of_clumps 24
  2708. spacing_to_other_terrain_types 1
  2709. land_percent 2
  2710. set_scale_by_size
  2711. }
  2712. else
  2713. create_terrain DIRT3
  2714. {
  2715. base_terrain GRASS3
  2716. number_of_clumps 24
  2717. spacing_to_other_terrain_types 1
  2718. land_percent 2
  2719. set_scale_by_size
  2720. }
  2721. endif
  2722.  
  2723. /* TERTIARY PATCH */
  2724.  
  2725. if DESERT_MAP
  2726. create_terrain GRASS3
  2727. {
  2728. base_terrain DIRT
  2729. number_of_clumps 30
  2730. spacing_to_other_terrain_types 1
  2731. land_percent 2
  2732. set_scale_by_size
  2733. }
  2734. else
  2735. create_terrain DESERT
  2736. {
  2737. base_terrain GRASS
  2738. number_of_clumps 30
  2739. spacing_to_other_terrain_types 1
  2740. land_percent 2
  2741. set_scale_by_size
  2742. }
  2743. endif
  2744.  
  2745. /* OASES */
  2746. /* Our oases dried up, sorry!
  2747. if DESERT_MAP
  2748.  
  2749. create_terrain WATER
  2750. {
  2751. base_terrain PALM_DESERT
  2752. spacing_to_other_terrain_types 1
  2753. land_percent 1
  2754. number_of_clumps 8
  2755. set_avoid_player_start_areas
  2756. set_flat_terrain_only
  2757. set_scale_by_groups
  2758. }
  2759. endif
  2760. */
  2761.  
  2762. /* Cross by TheMadCADer */
  2763.  
  2764. /* ****************************************************** */
  2765.  
  2766. elseif SY_CROSS
  2767.  
  2768. /* ****************************************************** */
  2769.  
  2770. <LAND_GENERATION>
  2771. base_terrain DIRT
  2772. create_player_lands
  2773. {
  2774. terrain_type DIRT
  2775. land_percent 100
  2776. top_border 10
  2777. bottom_border 10
  2778. right_border 10
  2779. left_border 10
  2780. base_size 9
  2781. }
  2782. create_land
  2783. {
  2784. terrain_type WATER
  2785. land_percent 100
  2786. top_border 75
  2787. bottom_border 0
  2788. right_border 75
  2789. left_border 0
  2790. }
  2791. create_land
  2792. {
  2793. terrain_type WATER
  2794. land_percent 100
  2795. top_border 75
  2796. bottom_border 0
  2797. right_border 0
  2798. left_border 75
  2799. }
  2800. create_land
  2801. {
  2802. terrain_type WATER
  2803. land_percent 100
  2804. top_border 0
  2805. bottom_border 75
  2806. right_border 75
  2807. left_border 0
  2808. }
  2809. create_land
  2810. {
  2811. terrain_type WATER
  2812. land_percent 100
  2813. top_border 0
  2814. bottom_border 75
  2815. right_border 0
  2816. left_border 75
  2817. }
  2818.  
  2819. <ELEVATION_GENERATION>
  2820. create_elevation 2
  2821. {
  2822. base_terrain DIRT
  2823. number_of_tiles 2500
  2824. number_of_clumps 32
  2825. set_scale_by_groups
  2826. }
  2827.  
  2828. <TERRAIN_GENERATION>
  2829. create_terrain PALM_DESERT
  2830. {
  2831. base_terrain DIRT
  2832. land_percent 12
  2833. number_of_clumps 24
  2834. set_scale_by_groups
  2835. set_avoid_player_start_areas
  2836. }
  2837. create_terrain DESERT
  2838. {
  2839. base_terrain DIRT
  2840. land_percent 12
  2841. number_of_clumps 24
  2842. set_scale_by_groups
  2843. }
  2844. create_terrain GRASS3
  2845. {
  2846. base_terrain DIRT
  2847. land_percent 8
  2848. number_of_clumps 18
  2849. set_Scale_by_groups
  2850. }
  2851. create_terrain MED_WATER
  2852. {
  2853. base_terrain WATER
  2854. land_percent 100
  2855. number_of_clumps 1000
  2856. spacing_to_other_terrain_types 5
  2857. }
  2858. create_terrain DEEP_WATER
  2859. {
  2860. base_terrain MED_WATER
  2861. land_percent 100
  2862. number_of_clumps 1000
  2863. spacing_to_other_terrain_types 10
  2864. }
  2865.  
  2866. /* ****************************************************** */
  2867.  
  2868. elseif SY_RAFT
  2869.  
  2870. /* ****************************************************** */
  2871.  
  2872. <LAND_GENERATION>
  2873. base_terrain WATER
  2874.  
  2875. create_player_lands
  2876. {
  2877. terrain_type GRASS
  2878. land_percent 90
  2879. base_size 11 /* Old one was 12% lets try these new sizes */
  2880. if TINY_MAP
  2881. base_size 10
  2882. elseif HUGE_MAP
  2883. base_size 10
  2884. endif
  2885. left_border 20
  2886. right_border 20
  2887. start_random
  2888. percent_chance 50
  2889. other_zone_avoidance_distance 4
  2890. percent_chance 50
  2891. other_zone_avoidance_distance 5
  2892. end_random
  2893. set_zone_by_team
  2894. border_fuzziness 9
  2895. if TINY_MAP
  2896. start_random
  2897. percent_chance 70 /* Removes the river on the main island */
  2898. zone 1
  2899. percent_chance 30 /* Keeps the river */
  2900. end_random
  2901. elseif SMALL_MAP
  2902. start_random
  2903. percent_chance 40
  2904. zone 1
  2905. percent_chance 60
  2906. end_random
  2907. elseif MEDIUM_MAP
  2908. start_random
  2909. percent_chance 40
  2910. zone 1
  2911. percent_chance 60
  2912. end_random
  2913. elseif LARGE_MAP
  2914. start_random
  2915. percent_chance 40
  2916. zone 1
  2917. percent_chance 60
  2918. end_random
  2919. elseif HUGE_MAP
  2920. start_random
  2921. percent_chance 70
  2922. zone 1
  2923. percent_chance 30
  2924. end_random
  2925. endif
  2926. if GIGANTIC_MAP
  2927. zone 0
  2928. endif
  2929. }
  2930.  
  2931. create_land
  2932. {
  2933. terrain_type GRASS3
  2934. land_percent 25
  2935. right_border 90
  2936. left_border 0
  2937. top_border 0
  2938. bottom_border 0
  2939. border_fuzziness 15
  2940. clumping_factor 5
  2941. }
  2942.  
  2943. create_land
  2944. {
  2945. terrain_type GRASS3
  2946. land_percent 25
  2947. right_border 0
  2948. left_border 90
  2949. top_border 0
  2950. bottom_border 0
  2951. border_fuzziness 15
  2952. clumping_factor 5
  2953. }
  2954.  
  2955. create_land
  2956. {
  2957. terrain_type WATER
  2958. land_percent 3
  2959. right_border 0
  2960. left_border 0
  2961. top_border 97
  2962. }
  2963.  
  2964. <TERRAIN_GENERATION>
  2965.  
  2966. /* WATER */
  2967. create_terrain MED_WATER
  2968. {
  2969. base_terrain WATER
  2970. land_percent 8
  2971. number_of_clumps 7
  2972. spacing_to_other_terrain_types 3
  2973. set_scale_by_groups
  2974. }
  2975.  
  2976. create_terrain FOREST /* Main Forest on the big island */
  2977. {
  2978. land_percent 7
  2979. number_of_clumps 14
  2980. clumping_factor 25
  2981. spacing_to_other_terrain_types 3
  2982. set_avoid_player_start_areas
  2983. set_scale_by_groups
  2984. }
  2985.  
  2986. create_terrain FOREST /* Forest on the right and left islands */
  2987. {
  2988. land_percent 20
  2989. base_terrain GRASS3
  2990. clumping_factor 10
  2991. spacing_to_other_terrain_types 8
  2992. if TINY_MAP
  2993. spacing_to_other_terrain_types 7
  2994. endif
  2995. set_scale_by_groups
  2996. }
  2997.  
  2998. create_terrain FOREST
  2999. {
  3000. land_percent 20
  3001. base_terrain GRASS3
  3002. clumping_factor 10
  3003. spacing_to_other_terrain_types 8
  3004. if TINY_MAP
  3005. spacing_to_other_terrain_types 7
  3006. endif
  3007. set_scale_by_groups
  3008. }
  3009.  
  3010. /* ****************************************************** */
  3011.  
  3012. elseif SY_SAHARA
  3013.  
  3014. /* ****************************************************** */
  3015.  
  3016. #const GROUND 6 /* dirt1 */
  3017. #const WOODS 13 /* palm */
  3018. #const MIDTERR 14 /* desert */
  3019. #const PATCH 9 /* more grass less dirt */
  3020.  
  3021. ai_info_map_type ARABIA 0 0 0
  3022.  
  3023. <LAND_GENERATION>
  3024. base_terrain GROUND
  3025. create_player_lands
  3026. {
  3027. terrain_type GROUND
  3028. left_border 1
  3029. right_border 1
  3030. top_border 1
  3031. bottom_border 1
  3032. land_percent 25
  3033. base_size 9
  3034. other_zone_avoidance_distance 35
  3035. }
  3036. create_land /* middle */
  3037. {
  3038. terrain_type MIDTERR
  3039. land_percent 50
  3040. left_border 20
  3041. right_border 20
  3042. top_border 20
  3043. bottom_border 20
  3044. zone 1
  3045. }
  3046. <ELEVATION_GENERATION>
  3047. create_elevation 1
  3048. {
  3049. base_terrain MIDTERR
  3050. number_of_tiles 625
  3051. number_of_clumps 24
  3052. set_scale_by_groups
  3053. }
  3054. create_elevation 3
  3055. {
  3056. base_terrain MIDTERR
  3057. number_of_tiles 625
  3058. number_of_clumps 24
  3059. set_scale_by_groups
  3060. }
  3061. create_elevation 5
  3062. {
  3063. base_terrain MIDTERR
  3064. number_of_tiles 625
  3065. number_of_clumps 24
  3066. set_scale_by_groups
  3067. }
  3068.  
  3069. <TERRAIN_GENERATION>
  3070. create_terrain WOODS
  3071. {
  3072. set_flat_terrain_only
  3073. base_terrain MIDTERR
  3074. land_percent 1
  3075. number_of_clumps 6
  3076. set_scale_by_groups
  3077. }
  3078. create_terrain WOODS
  3079. {
  3080. base_terrain GROUND
  3081. land_percent 12
  3082. number_of_clumps 12
  3083. set_scale_by_groups
  3084. set_avoid_player_start_areas
  3085. }
  3086. create_terrain PATCH
  3087. {
  3088. base_terrain GROUND
  3089. land_percent 8
  3090. number_of_clumps 16
  3091. set_scale_by_size
  3092. }
  3093. create_terrain GROUND
  3094. {
  3095. base_terrain MIDTERR
  3096. land_percent 8
  3097. number_of_clumps 24
  3098. set_scale_by_groups
  3099. }
  3100.  
  3101. /* Seize The Hump by The_Prophet */
  3102.  
  3103. /* ****************************************************** */
  3104.  
  3105. elseif SY_SEIZE_THE_HUMP
  3106.  
  3107. /* ****************************************************** */
  3108.  
  3109. /* ************************************ */
  3110. <PLAYER_SETUP>
  3111. random_placement
  3112. grouped_by_team
  3113.  
  3114. /* ****************************************************** */
  3115.  
  3116. <LAND_GENERATION>
  3117.  
  3118. base_terrain DESERT
  3119.  
  3120. if TINY_MAP
  3121. create_player_lands
  3122. {
  3123. terrain_type GRASS
  3124. land_percent 8
  3125. base_size 12
  3126. border_fuzziness 4
  3127. set_zone_by_team
  3128. other_zone_avoidance_distance 8
  3129. bottom_border 2
  3130. top_border 2
  3131. left_border 2
  3132. right_border 2
  3133. }
  3134. else
  3135. create_player_lands
  3136. {
  3137. terrain_type GRASS
  3138. land_percent 8
  3139. base_size 8
  3140. border_fuzziness 4
  3141. set_zone_by_team
  3142. other_zone_avoidance_distance 14
  3143. bottom_border 3
  3144. top_border 3
  3145. left_border 3
  3146. right_border 3
  3147. }
  3148. endif
  3149.  
  3150. create_land
  3151. {
  3152. terrain_type DIRT3
  3153. land_percent 70
  3154. base_size 8
  3155. border_fuzziness 4
  3156. base_elevation 3
  3157. other_zone_avoidance_distance 14
  3158. bottom_border 10
  3159. top_border 10
  3160. left_border 10
  3161. right_border 10
  3162. }
  3163.  
  3164. /* *********************************** */
  3165. <TERRAIN_GENERATION>
  3166.  
  3167. create_terrain SHALLOW
  3168. {
  3169. base_terrain DESERT
  3170. land_percent 100
  3171. number_of_clumps 100
  3172. height_limits 0 0
  3173. spacing_to_other_terrain_types 1
  3174. }
  3175.  
  3176. create_terrain SHALLOW
  3177. {
  3178. base_terrain DESERT
  3179. land_percent 100
  3180. number_of_clumps 100
  3181. height_limits 0 0
  3182. spacing_to_other_terrain_types 1
  3183. }
  3184.  
  3185. if TINY_MAP
  3186. create_terrain FOREST
  3187. {
  3188. base_terrain DIRT3
  3189. land_percent 7
  3190. number_of_clumps 20
  3191. clumping_factor 25
  3192. spacing_to_other_terrain_types 4
  3193. set_avoid_player_start_areas
  3194. set_scale_by_groups
  3195. }
  3196. else
  3197. create_terrain FOREST
  3198. {
  3199. base_terrain DIRT3
  3200. land_percent 12
  3201. number_of_clumps 20
  3202. clumping_factor 25
  3203. spacing_to_other_terrain_types 4
  3204. set_avoid_player_start_areas
  3205. set_scale_by_groups
  3206. }
  3207. endif
  3208.  
  3209. create_terrain PINE_FOREST
  3210. {
  3211. base_terrain GRASS
  3212. land_percent 1
  3213. number_of_clumps 10
  3214. clumping_factor 20
  3215. spacing_to_other_terrain_types 2
  3216. set_avoid_player_start_areas
  3217. set_scale_by_groups
  3218. }
  3219.  
  3220. /* PRIMARY PATCH */
  3221.  
  3222. create_terrain GRASS3
  3223. {
  3224. base_terrain DIRT
  3225. number_of_clumps 27
  3226. spacing_to_other_terrain_types 0
  3227. land_percent 2
  3228. set_scale_by_groups
  3229. }
  3230.  
  3231. /* ****************************************************** */
  3232.  
  3233. elseif SY_HIDEOUT
  3234.  
  3235. /* ****************************************************** */
  3236.  
  3237. /* Forgotten Empires - Hideout (ver. Jan 23rd 2013) */
  3238.  
  3239. #include_drs random_map.def 54000
  3240.  
  3241. <PLAYER_SETUP>
  3242. random_placement
  3243. ai_info_map_type ARABIA 0 0 0
  3244.  
  3245. <LAND_GENERATION>
  3246.  
  3247. base_terrain GRASS
  3248.  
  3249. create_player_lands
  3250. {
  3251. terrain_type LEAVES
  3252. land_percent 16
  3253. base_size 12
  3254. top_border 18
  3255. bottom_border 18
  3256. right_border 18
  3257. left_border 18
  3258. clumping_factor 15
  3259. other_zone_avoidance_distance 16
  3260. }
  3261.  
  3262. create_land
  3263. {
  3264. terrain_type FOREST
  3265. land_percent 90
  3266. top_border 20
  3267. bottom_border 20
  3268. right_border 20
  3269. left_border 20
  3270. clumping_factor 15
  3271. border_fuzziness 45
  3272. zone 52
  3273. other_zone_avoidance_distance 0
  3274. }
  3275.  
  3276. <TERRAIN_GENERATION>
  3277.  
  3278. create_terrain PINE_FOREST
  3279. {
  3280. base_terrain GRASS
  3281. spacing_to_other_terrain_types 0
  3282. land_percent 4
  3283. number_of_clumps 6
  3284. set_avoid_player_start_areas
  3285. set_scale_by_groups
  3286. }
  3287.  
  3288. create_terrain GRASS3
  3289. {
  3290. base_terrain GRASS
  3291. number_of_clumps 8
  3292. spacing_to_other_terrain_types 0
  3293. land_percent 6
  3294. set_scale_by_size
  3295. }
  3296.  
  3297. create_terrain DIRT3
  3298. {
  3299. base_terrain LEAVES
  3300. number_of_clumps 24
  3301. spacing_to_other_terrain_types 0
  3302. land_percent 5
  3303. set_scale_by_size
  3304. }
  3305.  
  3306. create_terrain GRASS
  3307. {
  3308. base_terrain LEAVES
  3309. number_of_clumps 30
  3310. spacing_to_other_terrain_types 0
  3311. land_percent 2
  3312. set_scale_by_size
  3313. }
  3314.  
  3315. create_terrain FOREST
  3316. {
  3317. base_terrain LEAVES
  3318. number_of_clumps 10
  3319. spacing_to_other_terrain_types 2
  3320. number_of_tiles 20
  3321. set_avoid_player_start_areas
  3322. set_scale_by_size
  3323. }
  3324.  
  3325. create_terrain PINE_FOREST
  3326. {
  3327. base_terrain FOREST
  3328. land_percent 8
  3329. number_of_clumps 100
  3330. }
  3331.  
  3332. /* ****************************************************** */
  3333.  
  3334. elseif SY_HIPPOS_BELLY
  3335.  
  3336. /* ****************************************************** */
  3337.  
  3338. /* Hippo's Belly made by The_Prophet */
  3339.  
  3340. /* ****************************************************** */
  3341.  
  3342. #include_drs random_map.def 54000
  3343.  
  3344. ai_info_map_type ARABIA 0 0 0
  3345.  
  3346.  
  3347. /* ****************************************************** */
  3348.  
  3349. <LAND_GENERATION>
  3350.  
  3351. base_terrain SHALLOW
  3352.  
  3353. create_land
  3354. {
  3355. terrain_type DIRT
  3356. land_percent 100
  3357. right_border 18
  3358. left_border 18
  3359. top_border 18
  3360. bottom_border 18
  3361. border_fuzziness 15
  3362. other_zone_avoidance_distance 3
  3363. clumping_factor 15
  3364. }
  3365.  
  3366. create_land
  3367. {
  3368. terrain_type DIRT
  3369. land_percent 100
  3370. right_border 18
  3371. left_border 18
  3372. top_border 18
  3373. bottom_border 18
  3374. border_fuzziness 15
  3375. other_zone_avoidance_distance 3
  3376. clumping_factor 15
  3377. }
  3378.  
  3379. create_land
  3380. {
  3381. terrain_type DIRT
  3382. land_percent 100
  3383. right_border 18
  3384. left_border 18
  3385. top_border 18
  3386. bottom_border 18
  3387. border_fuzziness 15
  3388. other_zone_avoidance_distance 3
  3389. clumping_factor 15
  3390. }
  3391.  
  3392. create_land
  3393. {
  3394. terrain_type DIRT
  3395. land_percent 100
  3396. right_border 18
  3397. left_border 18
  3398. top_border 18
  3399. bottom_border 18
  3400. border_fuzziness 15
  3401. other_zone_avoidance_distance 3
  3402. clumping_factor 15
  3403. }
  3404.  
  3405. create_player_lands
  3406. {
  3407. terrain_type DESERT
  3408. land_percent 100
  3409. base_size 14
  3410. border_fuzziness 20
  3411. clumping_factor 20
  3412. other_zone_avoidance_distance 3
  3413. zone 1
  3414. }
  3415.  
  3416. <TERRAIN_GENERATION>
  3417.  
  3418. create_terrain PALM_DESERT
  3419. {
  3420. base_terrain DIRT
  3421. spacing_to_other_terrain_types 4
  3422. land_percent 8
  3423. number_of_clumps 30
  3424. clumping_factor 100
  3425. set_avoid_player_start_areas
  3426. set_scale_by_groups
  3427. }
  3428.  
  3429. create_terrain SHALLOW
  3430. {
  3431. base_terrain DESERT
  3432. spacing_to_other_terrain_types 2
  3433. land_percent 6
  3434. number_of_clumps 8
  3435. clumping_factor 100
  3436. set_avoid_player_start_areas
  3437. set_scale_by_groups
  3438. }
  3439.  
  3440. create_terrain PALM_DESERT
  3441. {
  3442. base_terrain DESERT
  3443. spacing_to_other_terrain_types 5
  3444. land_percent 4
  3445. number_of_clumps 20
  3446. clumping_factor 100
  3447. set_avoid_player_start_areas
  3448. set_scale_by_groups
  3449. }
  3450.  
  3451. /* ****************************************************** */
  3452.  
  3453. elseif SY_JDGROSSROX
  3454.  
  3455. /* ****************************************************** */
  3456.  
  3457. <PLAYER_SETUP>
  3458. start_random
  3459. percent_chance 60
  3460. random_placement
  3461. percent_chance 40
  3462. grouped_by_team
  3463. end_random
  3464.  
  3465. <LAND_GENERATION>
  3466. base_terrain GRASS
  3467.  
  3468. create_land
  3469. {
  3470. terrain_type JUNGLE
  3471. land_percent 100
  3472. border_fuzziness 15
  3473. clumping_factor 20
  3474. top_border 90
  3475. bottom_border 0
  3476. }
  3477.  
  3478. create_land
  3479. {
  3480. terrain_type JUNGLE
  3481. land_percent 100
  3482. border_fuzziness 15
  3483. clumping_factor 20
  3484. top_border 0
  3485. bottom_border 90
  3486. }
  3487.  
  3488. create_land
  3489. {
  3490. terrain_type WATER
  3491. land_percent 100
  3492. border_fuzziness 15
  3493. clumping_factor 20
  3494. left_border 90
  3495. right_border 0
  3496. }
  3497.  
  3498. create_land
  3499. {
  3500. terrain_type WATER
  3501. land_percent 100
  3502. border_fuzziness 15
  3503. clumping_factor 20
  3504. left_border 0
  3505. right_border 90
  3506. }
  3507.  
  3508. create_player_lands
  3509. {
  3510. terrain_type GRASS2
  3511. land_percent 55
  3512. base_size 14
  3513. border_fuzziness 15
  3514. clumping_factor 20
  3515. top_border 10
  3516. bottom_border 10
  3517. left_border 10
  3518. right_border 10
  3519. }
  3520.  
  3521. <TERRAIN_GENERATION>
  3522.  
  3523. create_terrain PINE_FOREST
  3524. {
  3525. base_terrain GRASS2
  3526. land_percent 6
  3527. number_of_clumps 15
  3528. clumping_factor 15
  3529. spacing_to_other_terrain_types 5
  3530. set_avoid_player_start_areas
  3531. set_scale_by_groups
  3532. }
  3533.  
  3534. create_terrain MED_WATER
  3535. {
  3536. base_terrain WATER
  3537. number_of_clumps 8
  3538. spacing_to_other_terrain_types 3
  3539. land_percent 10
  3540. }
  3541.  
  3542. /* ****************************************************** */
  3543.  
  3544. elseif SY_LAND_NOMAD
  3545.  
  3546. /* ****************************************************** */
  3547.  
  3548. /* *** Land Nomad(fixed) *** */
  3549.  
  3550. /* Based on original LN map created by KOBR_RAGE */
  3551.  
  3552. /* ************************************ */
  3553. <LAND_GENERATION>
  3554.  
  3555. /* The map is first covered with the base terrain before other lands are placed */
  3556. base_terrain GRASS
  3557.  
  3558.  
  3559. /* The lands that the players will start on */
  3560. create_player_lands
  3561. {
  3562. terrain_type GRASS
  3563.  
  3564. /* The percentage of lands taken by ALL the players.
  3565. Each player will get an equal portion of the percentage. */
  3566. land_percent 50
  3567.  
  3568. /* The base size will create a minimum land area for each player. */
  3569. base_size 15
  3570.  
  3571. /* The fuzziness, or raggedness of the edges. 20 is normal. */
  3572. border_fuzziness 20
  3573.  
  3574. /* The clumping factor determines how round or stringy the land will be. 20 is normal.
  3575. Low numbers will be stringy, high numbers will make more round-square shapes. */
  3576. clumping_factor 25
  3577.  
  3578. /* The players can be in their own zones or they can share zones. */
  3579. /* no zone given, each player in seperate zone */
  3580.  
  3581. /* The distance to separate player zones from each other. */
  3582. other_zone_avoidance_distance 5
  3583. }
  3584.  
  3585.  
  3586. /* **************************************** */
  3587. <TERRAIN_GENERATION>
  3588.  
  3589. /* Adding forest. Change the percentage or number of groups as desired. */
  3590. /* FOREST */
  3591.  
  3592. create_terrain FOREST
  3593. {
  3594. base_terrain GRASS
  3595. spacing_to_other_terrain_types 5
  3596. land_percent 25
  3597. number_of_clumps 10
  3598. clumping_factor 20
  3599. set_avoid_player_start_areas
  3600. set_scale_by_groups
  3601. }
  3602.  
  3603. /* ****************************************************** */
  3604.  
  3605. elseif SY_MFOWOOGY
  3606.  
  3607. /* ****************************************************** */
  3608.  
  3609. <LAND_GENERATION>
  3610.  
  3611. /* Random Terrain Types */
  3612.  
  3613. base_terrain DESERT
  3614.  
  3615. create_player_lands
  3616. {
  3617. terrain_type DESERT
  3618. land_percent 50
  3619. base_size 15
  3620. border_fuzziness 20
  3621. clumping_factor 20
  3622. set_zone_randomly
  3623. other_zone_avoidance_distance 5
  3624. }
  3625.  
  3626. create_land
  3627. {
  3628. terrain_type WATER
  3629. land_percent 5
  3630. border_fuzziness 10
  3631. clumping_factor 20
  3632. land_id 3
  3633. left_border 35
  3634. right_border 35
  3635. top_border 35
  3636. bottom_border 35
  3637. }
  3638.  
  3639. <TERRAIN_GENERATION>
  3640.  
  3641. /* FOREST */
  3642.  
  3643. create_terrain PINE_FOREST
  3644. {
  3645. base_terrain DESERT
  3646. spacing_to_other_terrain_types 5
  3647. land_percent 15
  3648. number_of_clumps 100
  3649. set_avoid_player_start_areas
  3650. set_scale_by_groups
  3651. }
  3652.  
  3653. create_terrain PINE_FOREST
  3654. {
  3655. base_terrain DIRT3
  3656. spacing_to_other_terrain_types
  3657. land_percent 2
  3658. number_of_clumps 100
  3659. set_avoid_player_start_areas
  3660. set_scale_by_groups
  3661. }
  3662.  
  3663. /* ****************************************************** */
  3664.  
  3665. elseif SY_MFOPLATEAU
  3666.  
  3667. /* ****************************************************** */
  3668.  
  3669. <LAND_GENERATION>
  3670.  
  3671. base_terrain GRASS
  3672.  
  3673. create_land
  3674. {
  3675. terrain_type DIRT3
  3676. land_percent 100
  3677. if GIGANTIC_MAP
  3678. left_border 3
  3679. right_border 3
  3680. top_border 3
  3681. bottom_border 3
  3682. elseif HUGE_MAP
  3683. left_border 4
  3684. right_border 4
  3685. top_border 4
  3686. bottom_border 4
  3687. elseif LARGE_MAP
  3688. left_border 5
  3689. right_border 5
  3690. top_border 5
  3691. bottom_border 5
  3692. elseif MEDIUM_MAP
  3693. left_border 6
  3694. right_border 6
  3695. top_border 6
  3696. bottom_border 6
  3697. else
  3698. left_border 6
  3699. right_border 6
  3700. top_border 6
  3701. bottom_border 6
  3702. endif
  3703. border_fuzziness 20
  3704. zone 16
  3705. }
  3706.  
  3707. create_player_lands
  3708. {
  3709. terrain_type GRASS
  3710. if GIGANTIC_MAP
  3711. land_percent 10
  3712. other_zone_avoidance_distance 40
  3713. elseif HUGE_MAP
  3714. land_percent 12
  3715. other_zone_avoidance_distance 34
  3716. elseif LARGE_MAP
  3717. land_percent 17
  3718. other_zone_avoidance_distance 29
  3719. elseif MEDIUM_MAP
  3720. land_percent 16
  3721. other_zone_avoidance_distance 29
  3722. elseif SMALL_MAP
  3723. land_percent 18
  3724. other_zone_avoidance_distance 24
  3725. else
  3726. land_percent 20
  3727. other_zone_avoidance_distance 24
  3728. endif
  3729. left_border 0
  3730. right_border 0
  3731. top_border 0
  3732. bottom_border 0
  3733. base_size 14
  3734. border_fuzziness 99
  3735. }
  3736.  
  3737. <TERRAIN_GENERATION>
  3738.  
  3739. /* TOP OF THE PLATEAU */
  3740.  
  3741. create_terrain DIRT
  3742. {
  3743. base_terrain DIRT3
  3744. number_of_clumps 10
  3745. height_limits 7 7
  3746. spacing_to_other_terrain_types 0
  3747. land_percent 100
  3748. set_scale_by_size
  3749. }
  3750.  
  3751. /* FOREST */
  3752.  
  3753. create_terrain FOREST
  3754. {
  3755. base_terrain GRASS
  3756. land_percent 7
  3757. number_of_clumps 15
  3758. set_avoid_player_start_areas
  3759. set_scale_by_groups
  3760. }
  3761.  
  3762. if LARGE_MAP
  3763. elseif HUGE_MAP
  3764. elseif GIGANTIC_MAP
  3765. else
  3766. create_terrain FOREST
  3767. {
  3768. base_terrain GRASS
  3769. land_percent 4
  3770. number_of_clumps 10
  3771. set_avoid_player_start_areas
  3772. set_scale_by_groups
  3773. }
  3774. endif
  3775.  
  3776. create_terrain PINE_FOREST
  3777. {
  3778. base_terrain DIRT3
  3779. land_percent 2
  3780. number_of_clumps 16
  3781. height_limits 3 7
  3782. spacing_to_other_terrain_types 1
  3783. set_avoid_player_start_areas
  3784. set_scale_by_groups
  3785. }
  3786.  
  3787. create_terrain PINE_FOREST
  3788. {
  3789. base_terrain DIRT
  3790. spacing_to_other_terrain_types 2
  3791. if LARGE_MAP
  3792. land_percent 3
  3793. elseif HUGE_MAP
  3794. land_percent 4
  3795. elseif GIGANTIC_MAP
  3796. land_percent 4
  3797. else
  3798. land_percent 2
  3799. endif
  3800. number_of_clumps 12
  3801. set_avoid_player_start_areas
  3802. set_scale_by_groups
  3803. }
  3804.  
  3805. /* PATCHES */
  3806.  
  3807. create_terrain GRASS2
  3808. {
  3809. base_terrain GRASS
  3810. number_of_clumps 24
  3811. spacing_to_other_terrain_types 1
  3812. land_percent 2
  3813. set_scale_by_size
  3814. }
  3815.  
  3816. create_terrain DIRT2
  3817. {
  3818. base_terrain DIRT3
  3819. number_of_clumps 24
  3820. spacing_to_other_terrain_types 1
  3821. land_percent 2
  3822. set_scale_by_size
  3823. }
  3824.  
  3825. /* ****************************************************** */
  3826.  
  3827. elseif SY_NOMAD
  3828.  
  3829. /* ****************************************************** */
  3830.  
  3831. /* ************ NOMAD ************ */
  3832. /* 14 FEB 00 */
  3833.  
  3834. #include_drs random_map.def 54000
  3835.  
  3836. <LAND_GENERATION>
  3837.  
  3838. base_terrain WATER
  3839.  
  3840. start_random
  3841. percent_chance 20
  3842. #define DESERT_MAP
  3843. percent_chance 20
  3844. #define ALPINE_MAP
  3845. percent_chance 20
  3846. #define FROZEN_MAP
  3847. end_random
  3848.  
  3849. create_player_lands
  3850. {
  3851. if DESERT_MAP
  3852. terrain_type DIRT
  3853. elseif ALPINE_MAP
  3854. terrain_type GRASS2
  3855. elseif FROZEN_MAP
  3856. terrain_type SNOW
  3857. else
  3858. terrain_type GRASS
  3859. endif
  3860. start_random
  3861. percent_chance 50
  3862. land_percent 52
  3863. percent_chance 50
  3864. land_percent 60
  3865. end_random
  3866. base_size 8
  3867. start_random
  3868. percent_chance 25
  3869. left_border 8
  3870. top_border 8
  3871. bottom_border 8
  3872. percent_chance 25
  3873. left_border 8
  3874. top_border 8
  3875. right_border 8
  3876. percent_chance 25
  3877. right_border 8
  3878. left_border 8
  3879. bottom_border 8
  3880. percent_chance 25
  3881. right_border 8
  3882. top_border 8
  3883. bottom_border 8
  3884. end_random
  3885. border_fuzziness 15
  3886. zone 1
  3887. other_zone_avoidance_distance 7
  3888. clumping_factor 15
  3889. }
  3890.  
  3891. /* ****************************************************** */
  3892. <TERRAIN_GENERATION>
  3893.  
  3894. /* MIXING WATER */
  3895.  
  3896. create_terrain MED_WATER
  3897. {
  3898. base_terrain WATER
  3899. number_of_clumps 10
  3900. spacing_to_other_terrain_types 2
  3901. land_percent 40
  3902. }
  3903.  
  3904. create_terrain MED_WATER
  3905. {
  3906. base_terrain WATER
  3907. number_of_clumps 30
  3908. spacing_to_other_terrain_types 1
  3909. land_percent 1
  3910. }
  3911.  
  3912. create_terrain DEEP_WATER
  3913. {
  3914. base_terrain MED_WATER
  3915. number_of_clumps 8
  3916. spacing_to_other_terrain_types 3
  3917. land_percent 20
  3918. }
  3919.  
  3920. create_terrain DEEP_WATER
  3921. {
  3922. base_terrain MED_WATER
  3923. number_of_clumps 30
  3924. spacing_to_other_terrain_types 1
  3925. land_percent 1
  3926. }
  3927.  
  3928. create_terrain MED_WATER
  3929. {
  3930. base_terrain DEEP_WATER
  3931. number_of_clumps 30
  3932. spacing_to_other_terrain_types 1
  3933. land_percent 1
  3934. }
  3935.  
  3936. create_terrain WATER
  3937. {
  3938. base_terrain MED_WATER
  3939. number_of_clumps 30
  3940. spacing_to_other_terrain_types 1
  3941. land_percent 1
  3942. }
  3943.  
  3944. /* PRIMARY FOREST */
  3945.  
  3946. if DESERT_MAP
  3947. create_terrain PALM_DESERT
  3948. {
  3949. base_terrain DIRT
  3950. spacing_to_other_terrain_types 5
  3951. land_percent 9
  3952. number_of_clumps 10
  3953. set_avoid_player_start_areas
  3954. set_scale_by_groups
  3955. }
  3956. elseif ALPINE_MAP
  3957. create_terrain PINE_FOREST
  3958. {
  3959. base_terrain GRASS2
  3960. spacing_to_other_terrain_types 5
  3961. land_percent 9
  3962. number_of_clumps 10
  3963. set_avoid_player_start_areas
  3964. set_scale_by_groups
  3965. }
  3966. elseif FROZEN_MAP
  3967. create_terrain SNOW_FOREST
  3968. {
  3969. base_terrain SNOW
  3970. spacing_to_other_terrain_types 5
  3971. land_percent 9
  3972. number_of_clumps 10
  3973. set_avoid_player_start_areas
  3974. set_scale_by_groups
  3975. }
  3976. else
  3977. create_terrain FOREST
  3978. {
  3979. base_terrain GRASS
  3980. spacing_to_other_terrain_types 5
  3981. land_percent 9
  3982. number_of_clumps 10
  3983. set_avoid_player_start_areas
  3984. set_scale_by_groups
  3985. }
  3986. endif
  3987.  
  3988. /* PRIMARY PATCH */
  3989.  
  3990. if DESERT_MAP
  3991. create_terrain DESERT
  3992. {
  3993. base_terrain DIRT
  3994. number_of_clumps 8
  3995. spacing_to_other_terrain_types 1
  3996. land_percent 4
  3997. set_scale_by_size
  3998. }
  3999. elseif ALPINE_MAP
  4000. create_terrain GRASS3
  4001. {
  4002. base_terrain GRASS2
  4003. number_of_clumps 8
  4004. spacing_to_other_terrain_types 1
  4005. land_percent 6
  4006. set_scale_by_size
  4007. }
  4008. elseif FROZEN_MAP
  4009. create_terrain GRASS_SNOW
  4010. {
  4011. base_terrain SNOW
  4012. number_of_clumps 8
  4013. spacing_to_other_terrain_types 0
  4014. land_percent 6
  4015. set_scale_by_size
  4016. }
  4017. else
  4018. create_terrain DIRT
  4019. {
  4020. base_terrain GRASS
  4021. number_of_clumps 8
  4022. spacing_to_other_terrain_types 1
  4023. land_percent 9
  4024. set_scale_by_size
  4025. }
  4026. endif
  4027.  
  4028. /* SECONDARY FOREST */
  4029.  
  4030. if DESERT_MAP
  4031. create_terrain PALM_DESERT
  4032. {
  4033. base_terrain DESERT
  4034. spacing_to_other_terrain_types 3
  4035. land_percent 1
  4036. number_of_clumps 3
  4037. set_avoid_player_start_areas
  4038. set_scale_by_groups
  4039. }
  4040. elseif ALPINE_MAP
  4041. create_terrain FOREST
  4042. {
  4043. base_terrain GRASS3
  4044. spacing_to_other_terrain_types 3
  4045. land_percent 1
  4046. number_of_clumps 3
  4047. set_avoid_player_start_areas
  4048. set_scale_by_groups
  4049. }
  4050. elseif FROZEN_MAP
  4051. create_terrain SNOW_FOREST
  4052. {
  4053. base_terrain GRASS_SNOW
  4054. spacing_to_other_terrain_types 3
  4055. land_percent 1
  4056. number_of_clumps 3
  4057. set_avoid_player_start_areas
  4058. set_scale_by_groups
  4059. }
  4060. else
  4061. create_terrain PALM_DESERT
  4062. {
  4063. base_terrain DIRT
  4064. spacing_to_other_terrain_types 3
  4065. land_percent 1
  4066. number_of_clumps 3
  4067. set_avoid_player_start_areas
  4068. set_scale_by_groups
  4069. }
  4070. endif
  4071.  
  4072. /* SECONDARY PATCH */
  4073.  
  4074. if DESERT_MAP
  4075. create_terrain DIRT3
  4076. {
  4077. base_terrain DIRT
  4078. number_of_clumps 24
  4079. spacing_to_other_terrain_types 1
  4080. land_percent 2
  4081. set_scale_by_size
  4082. }
  4083. elseif ALPINE_MAP
  4084. create_terrain DIRT3
  4085. {
  4086. base_terrain GRASS2
  4087. number_of_clumps 24
  4088. spacing_to_other_terrain_types 1
  4089. land_percent 2
  4090. set_scale_by_size
  4091. }
  4092. elseif FROZEN_MAP
  4093. create_terrain DIRT_SNOW
  4094. {
  4095. base_terrain SNOW
  4096. number_of_clumps 24
  4097. spacing_to_other_terrain_types 0
  4098. land_percent 2
  4099. set_scale_by_size
  4100. }
  4101. else
  4102. create_terrain GRASS3
  4103. {
  4104. base_terrain GRASS
  4105. number_of_clumps 24
  4106. spacing_to_other_terrain_types 1
  4107. land_percent 2
  4108. set_scale_by_size
  4109. }
  4110. endif
  4111.  
  4112. /* TERTIARY PATCH */
  4113.  
  4114. if DESERT_MAP
  4115. create_terrain GRASS3
  4116. {
  4117. base_terrain DIRT
  4118. number_of_clumps 30
  4119. spacing_to_other_terrain_types 1
  4120. land_percent 2
  4121. set_scale_by_size
  4122. }
  4123. elseif ALPINE_MAP
  4124. create_terrain GRASS
  4125. {
  4126. base_terrain GRASS2
  4127. number_of_clumps 30
  4128. spacing_to_other_terrain_types 1
  4129. land_percent 2
  4130. set_scale_by_size
  4131. }
  4132. elseif FROZEN_MAP
  4133. create_terrain GRASS2
  4134. {
  4135. base_terrain GRASS_SNOW
  4136. number_of_clumps 30
  4137. spacing_to_other_terrain_types 0
  4138. land_percent 2
  4139. set_scale_by_size
  4140. }
  4141. else
  4142. create_terrain DIRT3
  4143. {
  4144. base_terrain GRASS
  4145. number_of_clumps 30
  4146. spacing_to_other_terrain_types 1
  4147. land_percent 2
  4148. set_scale_by_size
  4149. }
  4150. endif
  4151.  
  4152. /* ****************************************************** */
  4153.  
  4154. elseif SY_PILGRIMS
  4155.  
  4156. /* ****************************************************** */
  4157.  
  4158. <LAND_GENERATION>
  4159. base_terrain MED_WATER
  4160.  
  4161. start_random
  4162. percent_chance 25
  4163. #define NORTH
  4164. percent_chance 25
  4165. #define SOUTH
  4166. percent_chance 25
  4167. #define EAST
  4168. percent_chance 25
  4169. #define WEST
  4170. end_random
  4171.  
  4172. create_player_lands
  4173. {
  4174. terrain_type WATER
  4175. if NORTH
  4176. left_border 3
  4177. right_border 55
  4178. top_border 3
  4179. bottom_border 55
  4180. border_fuzziness 20
  4181.  
  4182. elseif SOUTH
  4183. left_border 55
  4184. right_border 3
  4185. top_border 55
  4186. bottom_border 3
  4187. border_fuzziness 20
  4188.  
  4189. elseif EAST
  4190. left_border 55
  4191. right_border 3
  4192. top_border 3
  4193. bottom_border 55
  4194. border_fuzziness 20
  4195.  
  4196. elseif WEST
  4197. left_border 3
  4198. right_border 55
  4199. top_border 55
  4200. bottom_border 3
  4201. border_fuzziness 20
  4202.  
  4203. endif
  4204.  
  4205. land_percent 30
  4206. base_size 5
  4207. other_zone_avoidance_distance 1
  4208. clumping_factor 1
  4209. }
  4210.  
  4211. create_land
  4212. {
  4213. terrain_type SHALLOW
  4214. if NORTH
  4215. left_border 57
  4216. right_border 0
  4217. top_border 14
  4218. bottom_border 0
  4219.  
  4220. elseif SOUTH
  4221. left_border 0
  4222. right_border 57
  4223. top_border 0
  4224. bottom_border 14
  4225.  
  4226. elseif EAST
  4227. left_border 0
  4228. right_border 57
  4229. top_border 14
  4230. bottom_border 0
  4231.  
  4232. elseif WEST
  4233. left_border 57
  4234. right_border 0
  4235. top_border 0
  4236. bottom_border 14
  4237.  
  4238. endif
  4239. land_id 21
  4240. land_percent 45
  4241. border_fuzziness 3
  4242.  
  4243. }
  4244.  
  4245. create_land
  4246. {
  4247. terrain_type SHALLOW
  4248. if NORTH
  4249. left_border 15
  4250. right_border 0
  4251. top_border 57
  4252. bottom_border 0
  4253.  
  4254. elseif SOUTH
  4255. left_border 0
  4256. right_border 15
  4257. top_border 0
  4258. bottom_border 57
  4259.  
  4260. elseif EAST
  4261. left_border 0
  4262. right_border 15
  4263. top_border 57
  4264. bottom_border 0
  4265.  
  4266. elseif WEST
  4267. left_border 15
  4268. right_border 0
  4269. top_border 0
  4270. bottom_border 57
  4271.  
  4272. endif
  4273. land_id 22
  4274. land_percent 45
  4275. border_fuzziness 3
  4276.  
  4277. }
  4278.  
  4279. /* ****************************************************** */
  4280. <TERRAIN_GENERATION>
  4281.  
  4282. create_terrain GRASS2
  4283. {
  4284. base_terrain SHALLOW
  4285. land_percent 100
  4286. spacing_to_other_terrain_types 1
  4287. }
  4288.  
  4289. create_terrain GRASS3
  4290. {
  4291. base_terrain WATER
  4292. land_percent 100
  4293. spacing_to_other_terrain_types 3
  4294. }
  4295.  
  4296. create_terrain GRASS3
  4297. {
  4298. base_terrain WATER
  4299. land_percent 100
  4300. spacing_to_other_terrain_types 3
  4301. }
  4302.  
  4303. create_terrain GRASS3
  4304. {
  4305. base_terrain WATER
  4306. land_percent 100
  4307. spacing_to_other_terrain_types 3
  4308. }
  4309.  
  4310. create_terrain GRASS3
  4311. {
  4312. base_terrain WATER
  4313. land_percent 100
  4314. spacing_to_other_terrain_types 3
  4315. }
  4316.  
  4317. create_terrain GRASS3
  4318. {
  4319. base_terrain WATER
  4320. land_percent 100
  4321. spacing_to_other_terrain_types 3
  4322. }
  4323.  
  4324. create_terrain GRASS3
  4325. {
  4326. base_terrain WATER
  4327. land_percent 100
  4328. spacing_to_other_terrain_types 3
  4329. }
  4330.  
  4331. create_terrain GRASS3
  4332. {
  4333. base_terrain WATER
  4334. land_percent 100
  4335. spacing_to_other_terrain_types 3
  4336. }
  4337.  
  4338. create_terrain GRASS3
  4339. {
  4340. base_terrain WATER
  4341. land_percent 100
  4342. spacing_to_other_terrain_types 3
  4343. }
  4344.  
  4345. create_terrain GRASS3
  4346. {
  4347. base_terrain WATER
  4348. land_percent 100
  4349. spacing_to_other_terrain_types 3
  4350. }
  4351.  
  4352. create_terrain GRASS3
  4353. {
  4354. base_terrain WATER
  4355. land_percent 100
  4356. spacing_to_other_terrain_types 3
  4357. }
  4358.  
  4359. create_terrain GRASS3
  4360. {
  4361. base_terrain WATER
  4362. land_percent 100
  4363. spacing_to_other_terrain_types 3
  4364. }
  4365.  
  4366. create_terrain GRASS3
  4367. {
  4368. base_terrain WATER
  4369. land_percent 100
  4370. spacing_to_other_terrain_types 3
  4371. }
  4372.  
  4373. create_terrain PINE_FOREST
  4374. {
  4375. base_terrain GRASS2
  4376. number_of_clumps 15
  4377. land_percent 17
  4378. spacing_to_other_terrain_types 1
  4379. set_scale_by_groups
  4380. }
  4381.  
  4382. create_terrain DIRT3
  4383. {
  4384. base_terrain GRASS2
  4385. number_of_clumps 6
  4386. land_percent 3
  4387. spacing_to_other_terrain_types 0
  4388. set_scale_by_groups
  4389. }
  4390.  
  4391. create_terrain DEEP_WATER
  4392. {
  4393. base_terrain MED_WATER
  4394. number_of_clumps 8
  4395. spacing_to_other_terrain_types 3
  4396. land_percent 5
  4397. }
  4398.  
  4399. create_terrain DEEP_WATER
  4400. {
  4401. base_terrain MED_WATER
  4402. number_of_clumps 30
  4403. spacing_to_other_terrain_types 1
  4404. land_percent 1
  4405. }
  4406.  
  4407. create_terrain WATER
  4408. {
  4409. base_terrain SHALLOW
  4410. land_percent 100
  4411. }
  4412.  
  4413. /* ****************************************************** */
  4414.  
  4415. elseif SY_PONDARENA
  4416.  
  4417. /* ****************************************************** */
  4418.  
  4419. /* Pondarena (3-28-14) */
  4420.  
  4421. start_random
  4422. percent_chance 50
  4423. #define OAK
  4424. percent_chance 50
  4425. #define PINE
  4426. end_random
  4427.  
  4428. if OAK
  4429. #const GROUND 0
  4430. #const WOODS 10
  4431. #const PATCH 6
  4432. elseif PINE
  4433. #const GROUND 9
  4434. #const WOODS 19
  4435. #const PATCH 3
  4436. endif
  4437.  
  4438. <LAND_GENERATION>
  4439. base_terrain WOODS
  4440. create_player_lands
  4441. {
  4442. terrain_type GROUND
  4443. land_percent 100
  4444. top_border 5
  4445. bottom_border 5
  4446. right_border 5
  4447. left_border 5
  4448. base_size 12
  4449. }
  4450.  
  4451. <ELEVATION_GENERATION>
  4452.  
  4453. <TERRAIN_GENERATION>
  4454. create_terrain DESERT
  4455. {
  4456. base_terrain GROUND
  4457. land_percent 100
  4458. if TINY_MAP
  4459. spacing_to_other_terrain_types 10
  4460. elseif SMALL_MAP
  4461. spacing_to_other_terrain_types 12
  4462. elseif MEDIUM_MAP
  4463. spacing_to_other_terrain_types 14
  4464. elseif LARGE_MAP
  4465. spacing_to_other_terrain_types 16
  4466. elseif HUGE_MAP
  4467. spacing_to_other_terrain_types 18
  4468. elseif GIGANTIC_MAP
  4469. spacing_to_other_terrain_types 20
  4470. endif
  4471. }
  4472. create_terrain WOODS
  4473. {
  4474. base_terrain GROUND
  4475. land_percent 100
  4476. number_of_clumps 1000
  4477. set_avoid_player_start_areas
  4478. }
  4479. create_terrain GROUND
  4480. {
  4481. base_terrain DESERT
  4482. land_percent 100
  4483. }
  4484. create_terrain WATER
  4485. {
  4486. base_terrain GROUND
  4487. land_percent 100
  4488. if TINY_MAP
  4489. spacing_to_other_terrain_types 30
  4490. elseif SMALL_MAP
  4491. spacing_to_other_terrain_types 34
  4492. elseif MEDIUM_MAP
  4493. spacing_to_other_terrain_types 38
  4494. elseif LARGE_MAP
  4495. spacing_to_other_terrain_types 42
  4496. elseif HUGE_MAP
  4497. spacing_to_other_terrain_types 46
  4498. elseif GIGANTIC_MAP
  4499. spacing_to_other_terrain_types 50
  4500. endif
  4501. set_avoid_player_start_areas
  4502. }
  4503. create_terrain MED_WATER
  4504. {
  4505. base_terrain WATER
  4506. land_percent 100
  4507. spacing_to_other_terrain_types 3
  4508. }
  4509. create_terrain DEEP_WATER
  4510. {
  4511. base_terrain MED_WATER
  4512. land_percent 100
  4513. spacing_to_other_terrain_types 5
  4514. }
  4515. create_terrain WOODS
  4516. {
  4517. base_terrain GROUND
  4518. land_percent 5
  4519. number_of_clumps 12
  4520. set_scale_by_groups
  4521. set_avoid_player_start_areas
  4522. }
  4523. create_terrain PATCH
  4524. {
  4525. base_terrain GROUND
  4526. land_percent 15
  4527. number_of_clumps 24
  4528. set_scale_by_groups
  4529. }
  4530.  
  4531. /* ****************************************************** */
  4532.  
  4533. elseif SY_ZERO
  4534.  
  4535. /* ****************************************************** */
  4536.  
  4537. <LAND_GENERATION>
  4538. if TINY_MAP
  4539. base_terrain SHALLOW
  4540. elseif SMALL_MAP
  4541. base_terrain SHALLOW
  4542. else
  4543. base_terrain WATER
  4544. endif
  4545.  
  4546. create_player_lands
  4547. {
  4548. terrain_type GRASS
  4549. land_percent 100
  4550. base_size 15
  4551. border_fuzziness 15
  4552. clumping_factor 15
  4553. other_zone_avoidance_distance 7
  4554. zone 1
  4555. }
  4556.  
  4557. create_land
  4558. {
  4559. terrain_type GRASS
  4560. land_percent 4
  4561. base_size 3
  4562. left_border 42
  4563. right_border 42
  4564. top_border 42
  4565. bottom_border 42
  4566. border_fuzziness 15
  4567. clumping_factor 15
  4568. land_id 100
  4569. }
  4570.  
  4571. /* ****************************************************** */
  4572. <TERRAIN_GENERATION>
  4573. create_terrain PINE_FOREST
  4574. {
  4575. land_percent 16
  4576. number_of_clumps 11
  4577. clumping_factor 25
  4578. spacing_to_other_terrain_types 5
  4579. set_avoid_player_start_areas
  4580. set_scale_by_groups
  4581. }
  4582.  
  4583. create_terrain MED_WATER
  4584. {
  4585. base_terrain WATER
  4586. land_percent 100
  4587. start_random
  4588. percent_chance 50
  4589. spacing_to_other_terrain_types 1
  4590. percent_chance 50
  4591. spacing_to_other_terrain_types 2
  4592. end_random
  4593. }
  4594.  
  4595. endif
  4596.  
  4597. <OBJECTS_GENERATION>
  4598.  
  4599. /* ********************************************************************** */
  4600.  
  4601. /* Resource engine by HJ and The_Prophet. More information at www.AoCZone.net */
  4602. /* Start of Engine. */
  4603.  
  4604. /* ********************************************************************** */
  4605.  
  4606. /* PLAYER START OBJECTS */
  4607.  
  4608. if SY_PILGRIMS
  4609. elseif SY_BEDOUINS
  4610. elseif SY_LAND_NOMAD
  4611. elseif SY_NOMAD
  4612. else
  4613. create_object TOWN_CENTER
  4614. {
  4615. set_place_for_every_player
  4616. group_placement_radius 18
  4617. min_distance_to_players 0
  4618. max_distance_to_players 0
  4619. }
  4620.  
  4621. create_object VILLAGER
  4622. {
  4623. set_place_for_every_player
  4624. min_distance_to_players 6
  4625. max_distance_to_players 6
  4626. }
  4627.  
  4628. create_object SCOUT
  4629. {
  4630. number_of_objects 1
  4631. set_place_for_every_player
  4632. min_distance_to_players 7
  4633. max_distance_to_players 9
  4634. }
  4635. endif
  4636.  
  4637. if SY_BEDOUINS
  4638.  
  4639. create_object VILLAGER
  4640. {
  4641. set_place_for_every_player
  4642. min_distance_to_players 8
  4643. max_distance_to_players 70
  4644. terrain_to_place_on DESERT
  4645. }
  4646.  
  4647. if REGICIDE
  4648. create_object KING
  4649. {
  4650. set_place_for_every_player
  4651. min_distance_to_players 6
  4652. max_distance_to_players 6
  4653. }
  4654. endif
  4655. endif
  4656.  
  4657. if SY_LAND_NOMAD
  4658.  
  4659. create_object VILLAGER
  4660. {
  4661. set_place_for_every_player
  4662. min_distance_to_players 8
  4663. max_distance_to_players 70
  4664. }
  4665.  
  4666. if REGICIDE
  4667. create_object KING
  4668. {
  4669. set_place_for_every_player
  4670. min_distance_to_players 25
  4671. }
  4672.  
  4673. endif
  4674. endif
  4675.  
  4676. if SY_NOMAD
  4677.  
  4678. create_object VILLAGER
  4679. {
  4680. set_place_for_every_player
  4681. min_distance_group_placement 15
  4682. }
  4683.  
  4684. if REGICIDE
  4685. create_object KING
  4686. {
  4687. set_place_for_every_player
  4688. min_distance_to_players 25
  4689. }
  4690. endif
  4691. endif
  4692.  
  4693. if SY_PILGRIMS
  4694.  
  4695. /* PLAYER START OBJECTS */
  4696.  
  4697. create_object TRANSPORT_SHIP
  4698. {
  4699. number_of_objects 1
  4700. set_place_for_every_player
  4701. min_distance_to_players 12
  4702. max_distance_to_players 14
  4703. terrain_to_place_on WATER
  4704. }
  4705.  
  4706. create_object LUMBER_CAMP
  4707. {
  4708. set_place_for_every_player
  4709. group_placement_radius 20
  4710. min_distance_to_players 0
  4711. max_distance_to_players 4
  4712. terrain_to_place_on GRASS3
  4713. }
  4714.  
  4715. create_object VILLAGER
  4716. {
  4717. set_place_for_every_player
  4718. min_distance_to_players 2
  4719. max_distance_to_players 6
  4720. terrain_to_place_on GRASS3
  4721. }
  4722.  
  4723. create_object VILLAGER
  4724. {
  4725. number_of_objects 7
  4726. set_place_for_every_player
  4727. min_distance_to_players 2
  4728. max_distance_to_players 6
  4729. terrain_to_place_on GRASS3
  4730. }
  4731.  
  4732. /* SPECIAL STUFF FOR REGICIDE */
  4733.  
  4734. if REGICIDE
  4735. create_object KING
  4736. {
  4737. set_place_for_every_player
  4738. min_distance_to_players 2
  4739. max_distance_to_players 6
  4740. }
  4741. endif
  4742. endif
  4743.  
  4744. if SY_CHAOS_PIT
  4745. if REGICIDE
  4746.  
  4747. create_object VILLAGER
  4748. {
  4749. number_of_objects 7
  4750. set_place_for_every_player
  4751. min_distance_to_players 6
  4752. max_distance_to_players 6
  4753. }
  4754.  
  4755. create_object KING
  4756. {
  4757. set_place_for_every_player
  4758. min_distance_to_players 6
  4759. max_distance_to_players 6
  4760. }
  4761. endif
  4762. endif
  4763.  
  4764. if SY_PILGRIMS
  4765. elseif SY_BEDOUINS
  4766. elseif SY_LAND_NOMAD
  4767. elseif SY_NOMAD
  4768. elseif SY_BOARDS_OF_CANADA
  4769. elseif SY_CHAOS_PIT
  4770. else
  4771. if REGICIDE
  4772. create_object VILLAGER
  4773. {
  4774. number_of_objects 7
  4775. set_place_for_every_player
  4776. min_distance_to_players 6
  4777. max_distance_to_players 6
  4778. }
  4779.  
  4780. create_object KING
  4781. {
  4782. set_place_for_every_player
  4783. min_distance_to_players 6
  4784. max_distance_to_players 6
  4785. }
  4786.  
  4787. create_object CASTLE
  4788. {
  4789. set_place_for_every_player
  4790. min_distance_to_players 10
  4791. max_distance_to_players 10
  4792. }
  4793. endif
  4794. endif
  4795.  
  4796. /* FISH by Captain Fin */
  4797.  
  4798. start_random
  4799. percent_chance 34 #define CAPTAINFINDECENT
  4800. percent_chance 33 #define CAPTAINFINBAD
  4801. percent_chance 33 #define CAPTAINFINOUCH
  4802. end_random
  4803. create_object DORADO
  4804. {
  4805. if CAPTAINFINDECENT
  4806. number_of_objects 16
  4807. elseif CAPTAINFINBAD
  4808. number_of_objects 13
  4809. elseif CAPTAINFINOUCH
  4810. number_of_objects 5
  4811. endif
  4812. set_scaling_to_map_size
  4813. set_gaia_object_only
  4814. max_distance_to_other_zones 5
  4815. min_distance_group_placement 4
  4816. }
  4817. create_object TUNA
  4818. {
  4819. if CAPTAINFINDECENT
  4820. number_of_objects 16
  4821. elseif CAPTAINFINBAD
  4822. number_of_objects 13
  4823. elseif CAPTAINFINOUCH
  4824. number_of_objects 5
  4825. endif
  4826. set_scaling_to_map_size
  4827. set_gaia_object_only
  4828. max_distance_to_other_zones 4
  4829. min_distance_group_placement 4
  4830. }
  4831. create_object SNAPPER
  4832. {
  4833. if CAPTAINFINDECENT
  4834. number_of_objects 16
  4835. elseif CAPTAINFINBAD
  4836. number_of_objects 13
  4837. elseif CAPTAINFINOUCH
  4838. number_of_objects 5
  4839. endif
  4840. set_scaling_to_map_size
  4841. set_gaia_object_only
  4842. max_distance_to_other_zones 5
  4843. min_distance_group_placement 4
  4844. }
  4845.  
  4846. start_random
  4847. percent_chance 50
  4848. create_object MARLIN1
  4849. {
  4850. if CAPTAINFINDECENT
  4851. number_of_objects 6
  4852. elseif CAPTAINFINBAD
  4853. number_of_objects 5
  4854. elseif CAPTAINFINOUCH
  4855. number_of_objects 3
  4856. endif
  4857. set_scaling_to_map_size
  4858. set_gaia_object_only
  4859. min_distance_group_placement 10
  4860. max_distance_to_other_zones 7
  4861. }
  4862. percent_chance 50
  4863. create_object MARLIN2
  4864. {
  4865. if CAPTAINFINDECENT
  4866. number_of_objects 6
  4867. elseif CAPTAINFINBAD
  4868. number_of_objects 5
  4869. elseif CAPTAINFINOUCH
  4870. number_of_objects 3
  4871. endif
  4872. set_scaling_to_map_size
  4873. set_gaia_object_only
  4874. min_distance_group_placement 10
  4875. max_distance_to_other_zones 7
  4876. }
  4877. end_random
  4878. endif
  4879. if SY_BEDOUINS
  4880. else
  4881. create_object SHORE_FISH
  4882. {
  4883. number_of_objects 25
  4884. set_scaling_to_map_size
  4885. min_distance_group_placement 5
  4886. set_gaia_object_only
  4887. }
  4888. endif
  4889.  
  4890. endif
  4891. /* ************* RESOURCES ************* */
  4892.  
  4893. /* ****************************************************** */
  4894.  
  4895. if SY_ACCESSIBLEOASIS
  4896.  
  4897. /* ****************************************************** */
  4898.  
  4899. if DESERT_MAP
  4900.  
  4901. create_object SHEEP
  4902. {
  4903. number_of_objects 4
  4904. number_of_groups 1
  4905. set_loose_grouping
  4906. set_gaia_object_only
  4907. set_place_for_every_player
  4908. min_distance_to_players 9
  4909. max_distance_to_players 11
  4910. terrain_to_place_on DIRT
  4911. }
  4912.  
  4913. create_object SHEEP
  4914. {
  4915. number_of_objects 2
  4916. number_of_groups 1
  4917. set_loose_grouping
  4918. set_gaia_object_only
  4919. set_place_for_every_player
  4920. min_distance_to_players 12
  4921. max_distance_to_players 30
  4922. terrain_to_place_on DIRT
  4923. }
  4924.  
  4925. create_object SHEEP
  4926. {
  4927. number_of_objects 2
  4928. number_of_groups 1
  4929. set_loose_grouping
  4930. set_gaia_object_only
  4931. set_place_for_every_player
  4932. min_distance_to_players 12
  4933. max_distance_to_players 30
  4934. terrain_to_place_on DIRT
  4935. }
  4936.  
  4937. create_object DEER
  4938. {
  4939. number_of_objects 4
  4940. number_of_groups 1
  4941. set_loose_grouping
  4942. set_gaia_object_only
  4943. set_place_for_every_player
  4944. min_distance_to_players 14
  4945. max_distance_to_players 30
  4946. terrain_to_place_on DIRT
  4947. }
  4948.  
  4949. create_object BOAR
  4950. {
  4951. number_of_objects 1
  4952. number_of_groups 1
  4953. set_loose_grouping
  4954. set_gaia_object_only
  4955. set_place_for_every_player
  4956. min_distance_to_players 16
  4957. max_distance_to_players 22
  4958. terrain_to_place_on DIRT
  4959. }
  4960.  
  4961. create_object BOAR
  4962. {
  4963. number_of_objects 1
  4964. number_of_groups 1
  4965. set_loose_grouping
  4966. set_gaia_object_only
  4967. set_place_for_every_player
  4968. min_distance_to_players 16
  4969. max_distance_to_players 22
  4970. terrain_to_place_on DIRT
  4971. }
  4972.  
  4973. /* NEAR GOLD */
  4974. create_object GOLD
  4975. {
  4976. number_of_objects 7
  4977. group_placement_radius 3
  4978. set_tight_grouping
  4979. set_gaia_object_only
  4980. set_place_for_every_player
  4981. min_distance_to_players 12
  4982. max_distance_to_players 16
  4983. min_distance_group_placement 7
  4984. max_distance_to_other_zones 7
  4985. terrain_to_place_on DIRT
  4986. }
  4987.  
  4988. /* MEDIUM GOLD */
  4989. create_object GOLD
  4990. {
  4991. number_of_objects 5
  4992. group_placement_radius 3
  4993. set_tight_grouping
  4994. set_gaia_object_only
  4995. set_place_for_every_player
  4996. min_distance_to_players 18
  4997. max_distance_to_players 26
  4998. min_distance_group_placement 7
  4999. max_distance_to_other_zones 7
  5000. terrain_to_place_on DIRT
  5001. }
  5002.  
  5003. /* FAR GOLD */
  5004. create_object GOLD
  5005. {
  5006. number_of_objects 4
  5007. number_of_groups 1
  5008. group_placement_radius 3
  5009. set_tight_grouping
  5010. set_gaia_object_only
  5011. set_place_for_every_player
  5012. min_distance_to_players 25
  5013. max_distance_to_players 35
  5014. min_distance_group_placement 7
  5015. max_distance_to_other_zones 7
  5016. terrain_to_place_on DIRT
  5017. }
  5018.  
  5019. /* NEAR STONE */
  5020. create_object STONE
  5021. {
  5022. number_of_objects 5
  5023. group_placement_radius 2
  5024. set_tight_grouping
  5025. set_gaia_object_only
  5026. set_place_for_every_player
  5027. min_distance_to_players 14
  5028. max_distance_to_players 18
  5029. min_distance_group_placement 7
  5030. max_distance_to_other_zones 7
  5031. terrain_to_place_on DIRT
  5032. }
  5033.  
  5034. /* FAR STONE */
  5035. create_object STONE
  5036. {
  5037. number_of_objects 4
  5038. number_of_groups 2
  5039. group_placement_radius 2
  5040. set_tight_grouping
  5041. set_gaia_object_only
  5042. set_place_for_every_player
  5043. min_distance_to_players 20
  5044. max_distance_to_players 26
  5045. min_distance_group_placement 7
  5046. max_distance_to_other_zones 7
  5047. terrain_to_place_on DIRT
  5048. }
  5049.  
  5050. /* NEAR FORAGE */
  5051. create_object FORAGE
  5052. {
  5053. number_of_objects 6
  5054. group_placement_radius 3
  5055. set_tight_grouping
  5056. set_gaia_object_only
  5057. set_place_for_every_player
  5058. min_distance_to_players 10
  5059. max_distance_to_players 12
  5060. min_distance_group_placement 6
  5061. terrain_to_place_on DIRT
  5062. }
  5063.  
  5064. /* EXTRA GOLD */
  5065.  
  5066. if TINY_MAP
  5067. create_object GOLD
  5068. {
  5069. number_of_groups 2
  5070. number_of_objects 3
  5071. group_placement_radius 2
  5072. set_tight_grouping
  5073. set_gaia_object_only
  5074. min_distance_to_players 40
  5075. min_distance_group_placement 9
  5076. }
  5077. endif
  5078.  
  5079. if SMALL_MAP
  5080. create_object GOLD
  5081. {
  5082. number_of_groups 2
  5083. number_of_objects 3
  5084. group_placement_radius 2
  5085. set_tight_grouping
  5086. set_gaia_object_only
  5087. min_distance_to_players 40
  5088. min_distance_group_placement 9
  5089. }
  5090. endif
  5091.  
  5092. if MEDIUM_MAP
  5093. create_object GOLD
  5094. {
  5095. number_of_groups 3
  5096. number_of_objects 3
  5097. group_variance 1
  5098. group_placement_radius 2
  5099. set_tight_grouping
  5100. set_gaia_object_only
  5101. min_distance_to_players 40
  5102. min_distance_group_placement 9
  5103. }
  5104. endif
  5105.  
  5106. if LARGE_MAP
  5107. create_object GOLD
  5108. {
  5109. number_of_groups 3
  5110. number_of_objects 3
  5111. group_variance 1
  5112. group_placement_radius 2
  5113. set_tight_grouping
  5114. set_gaia_object_only
  5115. min_distance_to_players 40
  5116. min_distance_group_placement 9
  5117. }
  5118. endif
  5119.  
  5120. if HUGE_MAP
  5121. create_object GOLD
  5122. {
  5123. number_of_groups 4
  5124. number_of_objects 4
  5125. group_variance 1
  5126. group_placement_radius 2
  5127. set_tight_grouping
  5128. set_gaia_object_only
  5129. min_distance_to_players 40
  5130. min_distance_group_placement 9
  5131. }
  5132. endif
  5133.  
  5134. if GIGANTIC_MAP
  5135. create_object GOLD
  5136. {
  5137. number_of_groups 5
  5138. number_of_objects 4
  5139. group_variance 1
  5140. group_placement_radius 2
  5141. set_tight_grouping
  5142. set_gaia_object_only
  5143. min_distance_to_players 40
  5144. min_distance_group_placement 9
  5145. }
  5146. endif
  5147.  
  5148. /* EXTRA STONE */
  5149.  
  5150. if TINY_MAP
  5151. create_object STONE
  5152. {
  5153. number_of_groups 1
  5154. number_of_objects 4
  5155. group_variance 1
  5156. group_placement_radius 2
  5157. set_tight_grouping
  5158. set_gaia_object_only
  5159. min_distance_to_players 40
  5160. min_distance_group_placement 9
  5161. }
  5162. endif
  5163.  
  5164. if SMALL_MAP
  5165. create_object STONE
  5166. {
  5167. number_of_groups 1
  5168. number_of_objects 4
  5169. group_variance 1
  5170. group_placement_radius 2
  5171. set_tight_grouping
  5172. set_gaia_object_only
  5173. min_distance_to_players 40
  5174. min_distance_group_placement 9
  5175. }
  5176. endif
  5177.  
  5178. if MEDIUM_MAP
  5179. create_object STONE
  5180. {
  5181. number_of_groups 2
  5182. number_of_objects 4
  5183. group_variance 1
  5184. group_placement_radius 2
  5185. set_tight_grouping
  5186. set_gaia_object_only
  5187. min_distance_to_players 40
  5188. min_distance_group_placement 9
  5189. }
  5190. endif
  5191.  
  5192. if LARGE_MAP
  5193. create_object STONE
  5194. {
  5195. number_of_groups 3
  5196. number_of_objects 4
  5197. group_variance 1
  5198. group_placement_radius 2
  5199. set_tight_grouping
  5200. set_gaia_object_only
  5201. min_distance_to_players 40
  5202. min_distance_group_placement 9
  5203. }
  5204. endif
  5205.  
  5206. if HUGE_MAP
  5207. create_object STONE
  5208. {
  5209. number_of_groups 4
  5210. number_of_objects 4
  5211. group_variance 1
  5212. group_placement_radius 2
  5213. set_tight_grouping
  5214. set_gaia_object_only
  5215. min_distance_to_players 40
  5216. min_distance_group_placement 9
  5217. }
  5218. endif
  5219.  
  5220. if GIGANTIC_MAP
  5221. create_object STONE
  5222. {
  5223. number_of_groups 5
  5224. number_of_objects 4
  5225. group_variance 1
  5226. group_placement_radius 2
  5227. set_tight_grouping
  5228. set_gaia_object_only
  5229. min_distance_to_players 40
  5230. min_distance_group_placement 9
  5231. }
  5232. endif
  5233.  
  5234. if LARGE_MAP
  5235. create_object FORAGE
  5236. {
  5237. number_of_groups 1
  5238. number_of_objects 5
  5239. group_placement_radius 3
  5240. set_tight_grouping
  5241. set_gaia_object_only
  5242. min_distance_to_players 40
  5243. max_distance_to_players 120
  5244. min_distance_group_placement 9
  5245. terrain_to_place_on DIRT
  5246. }
  5247. endif
  5248.  
  5249. if HUGE_MAP
  5250. create_object FORAGE
  5251. {
  5252. number_of_groups 2
  5253. number_of_objects 5
  5254. group_placement_radius 3
  5255. set_tight_grouping
  5256. set_gaia_object_only
  5257. min_distance_to_players 40
  5258. max_distance_to_players 120
  5259. min_distance_group_placement 9
  5260. terrain_to_place_on DIRT
  5261. }
  5262. endif
  5263.  
  5264. if GIGANTIC_MAP
  5265. create_object FORAGE
  5266. {
  5267. number_of_groups 3
  5268. number_of_objects 5
  5269. group_placement_radius 3
  5270. set_tight_grouping
  5271. set_gaia_object_only
  5272. min_distance_to_players 40
  5273. max_distance_to_players 120
  5274. min_distance_group_placement 9
  5275. terrain_to_place_on DIRT
  5276. }
  5277. endif
  5278.  
  5279. create_object WOLF
  5280. {
  5281. number_of_objects 2
  5282. set_gaia_object_only
  5283. set_place_for_every_player
  5284. min_distance_group_placement 12
  5285. min_distance_to_players 30
  5286. max_distance_to_players 40
  5287. terrain_to_place_on DIRT
  5288. }
  5289.  
  5290. create_object WOLF
  5291. {
  5292. number_of_groups 2
  5293. set_loose_grouping
  5294. number_of_objects 1
  5295. set_scaling_to_map_size
  5296. set_gaia_object_only
  5297. min_distance_group_placement 12
  5298. min_distance_to_players 40
  5299. max_distance_to_players 120
  5300. terrain_to_place_on DIRT
  5301. }
  5302.  
  5303. if ACCESS_2
  5304.  
  5305. start_random
  5306. percent_chance 50
  5307. create_object WOLF
  5308. {
  5309. number_of_groups 3
  5310. set_loose_grouping
  5311. number_of_objects 1
  5312. set_scaling_to_map_size
  5313. set_gaia_object_only
  5314. min_distance_group_placement 15
  5315. min_distance_to_players 40
  5316. max_distance_to_players 120
  5317. terrain_to_place_on DESERT
  5318. }
  5319. end_random
  5320. endif
  5321.  
  5322. create_object PALM_FOREST_TREE /* straggler trees */
  5323. {
  5324. number_of_objects 2
  5325. set_gaia_object_only
  5326. set_place_for_every_player
  5327. min_distance_to_players 4
  5328. max_distance_to_players 5
  5329. min_distance_group_placement 2
  5330. }
  5331. create_object PALM_FOREST_TREE
  5332. {
  5333. number_of_objects 3
  5334. set_gaia_object_only
  5335. set_place_for_every_player
  5336. min_distance_to_players 6
  5337. max_distance_to_players 8
  5338. min_distance_group_placement 2
  5339. }
  5340.  
  5341. elseif FROZEN_MAP
  5342.  
  5343. create_object SHEEP
  5344. {
  5345. number_of_objects 4
  5346. number_of_groups 1
  5347. set_loose_grouping
  5348. set_gaia_object_only
  5349. set_place_for_every_player
  5350. min_distance_to_players 9
  5351. max_distance_to_players 11
  5352. }
  5353.  
  5354. create_object SHEEP
  5355. {
  5356. number_of_objects 2
  5357. number_of_groups 1
  5358. set_loose_grouping
  5359. set_gaia_object_only
  5360. set_place_for_every_player
  5361. min_distance_to_players 12
  5362. max_distance_to_players 30
  5363. }
  5364.  
  5365. create_object SHEEP
  5366. {
  5367. number_of_objects 2
  5368. number_of_groups 1
  5369. set_loose_grouping
  5370. set_gaia_object_only
  5371. set_place_for_every_player
  5372. min_distance_to_players 12
  5373. max_distance_to_players 30
  5374. }
  5375.  
  5376. create_object DEER
  5377. {
  5378. number_of_objects 4
  5379. number_of_groups 1
  5380. set_loose_grouping
  5381. set_gaia_object_only
  5382. set_place_for_every_player
  5383. min_distance_to_players 14
  5384. max_distance_to_players 30
  5385. }
  5386.  
  5387. create_object BOAR
  5388. {
  5389. number_of_objects 1
  5390. number_of_groups 1
  5391. set_loose_grouping
  5392. set_gaia_object_only
  5393. set_place_for_every_player
  5394. min_distance_to_players 16
  5395. max_distance_to_players 22
  5396. }
  5397.  
  5398. create_object BOAR
  5399. {
  5400. number_of_objects 1
  5401. number_of_groups 1
  5402. set_loose_grouping
  5403. set_gaia_object_only
  5404. set_place_for_every_player
  5405. min_distance_to_players 16
  5406. max_distance_to_players 22
  5407. }
  5408.  
  5409. /* NEAR GOLD */
  5410. create_object GOLD
  5411. {
  5412. number_of_objects 7
  5413. group_placement_radius 3
  5414. set_tight_grouping
  5415. set_gaia_object_only
  5416. set_place_for_every_player
  5417. min_distance_to_players 12
  5418. max_distance_to_players 16
  5419. min_distance_group_placement 7
  5420. max_distance_to_other_zones 7
  5421. }
  5422.  
  5423. /* MEDIUM GOLD */
  5424. create_object GOLD
  5425. {
  5426. number_of_objects 5
  5427. group_placement_radius 3
  5428. set_tight_grouping
  5429. set_gaia_object_only
  5430. set_place_for_every_player
  5431. min_distance_to_players 18
  5432. max_distance_to_players 26
  5433. min_distance_group_placement 7
  5434. max_distance_to_other_zones 7
  5435. }
  5436.  
  5437. /* FAR GOLD */
  5438. create_object GOLD
  5439. {
  5440. number_of_objects 4
  5441. number_of_groups 1
  5442. group_placement_radius 3
  5443. set_tight_grouping
  5444. set_gaia_object_only
  5445. set_place_for_every_player
  5446. min_distance_to_players 25
  5447. max_distance_to_players 35
  5448. min_distance_group_placement 7
  5449. max_distance_to_other_zones 7
  5450. }
  5451.  
  5452. /* NEAR STONE */
  5453. create_object STONE
  5454. {
  5455. number_of_objects 5
  5456. group_placement_radius 2
  5457. set_tight_grouping
  5458. set_gaia_object_only
  5459. set_place_for_every_player
  5460. min_distance_to_players 14
  5461. max_distance_to_players 18
  5462. min_distance_group_placement 7
  5463. max_distance_to_other_zones 7
  5464. }
  5465.  
  5466. /* FAR STONE */
  5467. create_object STONE
  5468. {
  5469. number_of_objects 4
  5470. number_of_groups 2
  5471. group_placement_radius 2
  5472. set_tight_grouping
  5473. set_gaia_object_only
  5474. set_place_for_every_player
  5475. min_distance_to_players 20
  5476. max_distance_to_players 26
  5477. min_distance_group_placement 7
  5478. max_distance_to_other_zones 7
  5479. }
  5480.  
  5481. /* NEAR FORAGE */
  5482. create_object FORAGE
  5483. {
  5484. number_of_objects 6
  5485. group_placement_radius 3
  5486. set_tight_grouping
  5487. set_gaia_object_only
  5488. set_place_for_every_player
  5489. min_distance_to_players 10
  5490. max_distance_to_players 12
  5491. min_distance_group_placement 6
  5492. }
  5493.  
  5494. /* EXTRA GOLD */
  5495.  
  5496. if TINY_MAP
  5497. create_object GOLD
  5498. {
  5499. number_of_groups 2
  5500. number_of_objects 3
  5501. group_placement_radius 2
  5502. set_tight_grouping
  5503. set_gaia_object_only
  5504. min_distance_to_players 40
  5505. min_distance_group_placement 9
  5506. }
  5507. endif
  5508.  
  5509. if SMALL_MAP
  5510. create_object GOLD
  5511. {
  5512. number_of_groups 2
  5513. number_of_objects 3
  5514. group_placement_radius 2
  5515. set_tight_grouping
  5516. set_gaia_object_only
  5517. min_distance_to_players 40
  5518. min_distance_group_placement 9
  5519. }
  5520. endif
  5521.  
  5522. if MEDIUM_MAP
  5523. create_object GOLD
  5524. {
  5525. number_of_groups 3
  5526. number_of_objects 3
  5527. group_variance 1
  5528. group_placement_radius 2
  5529. set_tight_grouping
  5530. set_gaia_object_only
  5531. min_distance_to_players 40
  5532. min_distance_group_placement 9
  5533. }
  5534. endif
  5535.  
  5536. if LARGE_MAP
  5537. create_object GOLD
  5538. {
  5539. number_of_groups 3
  5540. number_of_objects 3
  5541. group_variance 1
  5542. group_placement_radius 2
  5543. set_tight_grouping
  5544. set_gaia_object_only
  5545. min_distance_to_players 40
  5546. min_distance_group_placement 9
  5547. }
  5548. endif
  5549.  
  5550. if HUGE_MAP
  5551. create_object GOLD
  5552. {
  5553. number_of_groups 4
  5554. number_of_objects 4
  5555. group_variance 1
  5556. group_placement_radius 2
  5557. set_tight_grouping
  5558. set_gaia_object_only
  5559. min_distance_to_players 40
  5560. min_distance_group_placement 9
  5561. }
  5562. endif
  5563.  
  5564. if GIGANTIC_MAP
  5565. create_object GOLD
  5566. {
  5567. number_of_groups 5
  5568. number_of_objects 4
  5569. group_variance 1
  5570. group_placement_radius 2
  5571. set_tight_grouping
  5572. set_gaia_object_only
  5573. min_distance_to_players 40
  5574. min_distance_group_placement 9
  5575. }
  5576. endif
  5577.  
  5578. /* EXTRA STONE */
  5579.  
  5580. if TINY_MAP
  5581. create_object STONE
  5582. {
  5583. number_of_groups 1
  5584. number_of_objects 4
  5585. group_variance 1
  5586. group_placement_radius 2
  5587. set_tight_grouping
  5588. set_gaia_object_only
  5589. min_distance_to_players 40
  5590. min_distance_group_placement 9
  5591. }
  5592. endif
  5593.  
  5594. if SMALL_MAP
  5595. create_object STONE
  5596. {
  5597. number_of_groups 1
  5598. number_of_objects 4
  5599. group_variance 1
  5600. group_placement_radius 2
  5601. set_tight_grouping
  5602. set_gaia_object_only
  5603. min_distance_to_players 40
  5604. min_distance_group_placement 9
  5605. }
  5606. endif
  5607.  
  5608. if MEDIUM_MAP
  5609. create_object STONE
  5610. {
  5611. number_of_groups 2
  5612. number_of_objects 4
  5613. group_variance 1
  5614. group_placement_radius 2
  5615. set_tight_grouping
  5616. set_gaia_object_only
  5617. min_distance_to_players 40
  5618. min_distance_group_placement 9
  5619. }
  5620. endif
  5621.  
  5622. if LARGE_MAP
  5623. create_object STONE
  5624. {
  5625. number_of_groups 3
  5626. number_of_objects 4
  5627. group_variance 1
  5628. group_placement_radius 2
  5629. set_tight_grouping
  5630. set_gaia_object_only
  5631. min_distance_to_players 40
  5632. min_distance_group_placement 9
  5633. }
  5634. endif
  5635.  
  5636. if HUGE_MAP
  5637. create_object STONE
  5638. {
  5639. number_of_groups 4
  5640. number_of_objects 4
  5641. group_variance 1
  5642. group_placement_radius 2
  5643. set_tight_grouping
  5644. set_gaia_object_only
  5645. min_distance_to_players 40
  5646. min_distance_group_placement 9
  5647. }
  5648. endif
  5649.  
  5650. if GIGANTIC_MAP
  5651. create_object STONE
  5652. {
  5653. number_of_groups 5
  5654. number_of_objects 4
  5655. group_variance 1
  5656. group_placement_radius 2
  5657. set_tight_grouping
  5658. set_gaia_object_only
  5659. min_distance_to_players 40
  5660. min_distance_group_placement 9
  5661. }
  5662. endif
  5663.  
  5664. if LARGE_MAP
  5665. create_object FORAGE
  5666. {
  5667. number_of_groups 1
  5668. number_of_objects 5
  5669. group_placement_radius 3
  5670. set_tight_grouping
  5671. set_gaia_object_only
  5672. min_distance_to_players 40
  5673. max_distance_to_players 120
  5674. min_distance_group_placement 9
  5675. }
  5676. endif
  5677.  
  5678. if HUGE_MAP
  5679. create_object FORAGE
  5680. {
  5681. number_of_groups 2
  5682. number_of_objects 5
  5683. group_placement_radius 3
  5684. set_tight_grouping
  5685. set_gaia_object_only
  5686. min_distance_to_players 40
  5687. max_distance_to_players 120
  5688. min_distance_group_placement 9
  5689. }
  5690. endif
  5691.  
  5692. if GIGANTIC_MAP
  5693. create_object FORAGE
  5694. {
  5695. number_of_groups 3
  5696. number_of_objects 5
  5697. group_placement_radius 3
  5698. set_tight_grouping
  5699. set_gaia_object_only
  5700. min_distance_to_players 40
  5701. max_distance_to_players 120
  5702. min_distance_group_placement 9
  5703. }
  5704. endif
  5705.  
  5706. create_object WOLF
  5707. {
  5708. number_of_objects 2
  5709. set_gaia_object_only
  5710. set_place_for_every_player
  5711. min_distance_group_placement 12
  5712. min_distance_to_players 30
  5713. max_distance_to_players 40
  5714. }
  5715.  
  5716. create_object WOLF
  5717. {
  5718. number_of_groups 2
  5719. set_loose_grouping
  5720. number_of_objects 1
  5721. set_scaling_to_map_size
  5722. set_gaia_object_only
  5723. min_distance_group_placement 12
  5724. min_distance_to_players 40
  5725. max_distance_to_players 120
  5726. }
  5727.  
  5728. create_object SNOWPINETREE /* straggler trees */
  5729. {
  5730. number_of_objects 2
  5731. set_gaia_object_only
  5732. set_place_for_every_player
  5733. min_distance_to_players 4
  5734. max_distance_to_players 5
  5735. min_distance_group_placement 2
  5736. }
  5737. create_object SNOWPINETREE
  5738. {
  5739. number_of_objects 3
  5740. set_gaia_object_only
  5741. set_place_for_every_player
  5742. min_distance_to_players 6
  5743. max_distance_to_players 8
  5744. min_distance_group_placement 2
  5745. }
  5746. endif
  5747.  
  5748.  
  5749. /* ****************************************************** */
  5750.  
  5751. elseif SY_ACROPOLIS
  5752.  
  5753. /* ****************************************************** */
  5754.  
  5755. create_object FORAGE
  5756. {
  5757. number_of_objects 6
  5758. group_placement_radius 2
  5759. set_tight_grouping
  5760. set_gaia_object_only
  5761. set_place_for_every_player
  5762. min_distance_to_players 7
  5763. max_distance_to_players 8
  5764. min_distance_group_placement 5
  5765. }
  5766.  
  5767. create_object GOLD
  5768. {
  5769. number_of_objects 7
  5770. group_placement_radius 2
  5771. set_tight_grouping
  5772. set_gaia_object_only
  5773. set_place_for_every_player
  5774. min_distance_to_players 9
  5775. max_distance_to_players 12
  5776. min_distance_group_placement 6
  5777. }
  5778. create_object GOLD
  5779. {
  5780. number_of_objects 5
  5781. group_placement_radius 2
  5782. set_tight_grouping
  5783. set_gaia_object_only
  5784. set_place_for_every_player
  5785. min_distance_to_players 9
  5786. max_distance_to_players 12
  5787. min_distance_group_placement 5
  5788. }
  5789. create_object GOLD
  5790. {
  5791. number_of_objects 4
  5792. number_of_groups 3
  5793. group_placement_radius 2
  5794. set_tight_grouping
  5795. set_gaia_object_only
  5796. set_scaling_to_map_size
  5797. temp_min_distance_group_placement 30
  5798. min_distance_group_placement 6
  5799. terrain_to_place_on GRASS3
  5800. }
  5801.  
  5802. create_object STONE
  5803. {
  5804. number_of_objects 5
  5805. group_placement_radius 2
  5806. set_tight_grouping
  5807. set_gaia_object_only
  5808. set_place_for_every_player
  5809. min_distance_to_players 9
  5810. max_distance_to_players 12
  5811. min_distance_group_placement 5
  5812. }
  5813. create_object STONE
  5814. {
  5815. number_of_objects 4
  5816. number_of_groups 2
  5817. group_placement_radius 2
  5818. set_tight_grouping
  5819. set_gaia_object_only
  5820. set_scaling_to_map_size
  5821. temp_min_distance_group_placement 30
  5822. min_distance_group_placement 6
  5823. terrain_to_place_on GRASS3
  5824. }
  5825.  
  5826. create_object SHEEP
  5827. {
  5828. number_of_objects 4
  5829. set_loose_grouping
  5830. set_gaia_object_only
  5831. set_place_for_every_player
  5832. min_distance_to_players 10
  5833. max_distance_to_players 12
  5834. min_distance_group_placement 2
  5835. }
  5836. create_object SHEEP
  5837. {
  5838. number_of_objects 2
  5839. number_of_groups 2
  5840. set_loose_grouping
  5841. set_gaia_object_only
  5842. set_place_for_every_player
  5843. min_distance_to_players 16
  5844. max_distance_to_players 24
  5845. temp_min_distance_group_placement 4
  5846. }
  5847.  
  5848. create_object OAK_FOREST_TREE
  5849. {
  5850. number_of_objects 5
  5851. set_gaia_object_only
  5852. set_place_for_every_player
  5853. min_distance_to_players 4
  5854. max_distance_to_players 6
  5855. min_distance_group_placement 2
  5856. terrain_to_place_on PLAYER_TERRAIN
  5857. }
  5858.  
  5859. create_object OAK_FOREST_TREE
  5860. {
  5861. number_of_objects 8
  5862. number_of_groups 24
  5863. group_placement_radius 2
  5864. set_tight_grouping
  5865. set_gaia_object_only
  5866. set_place_for_every_player
  5867. min_distance_to_players 10
  5868. max_distance_to_players 40
  5869. min_distance_group_placement 2
  5870. temp_min_distance_group_placement 8
  5871. terrain_to_place_on GRASS
  5872. }
  5873.  
  5874.  
  5875. start_random
  5876. percent_chance 50 #define ACROPOLIS_DETAILS
  5877. percent_chance 50 #define ACROPOLIS_CLEAN
  5878. end_random
  5879.  
  5880. if ACROPOLIS_DETAILS
  5881.  
  5882. create_object SKELETON
  5883. {
  5884. number_of_objects 4
  5885. set_gaia_object_only
  5886. set_place_for_every_player
  5887. terrain_to_place_on ROAD_OTHER
  5888. }
  5889.  
  5890. create_object SEA_ROCKS_1
  5891. {
  5892. number_of_objects 1
  5893. set_gaia_object_only
  5894. terrain_to_place_on DEEP_WATER
  5895. }
  5896. create_object SEA_ROCKS_2
  5897. {
  5898. number_of_objects 1
  5899. set_gaia_object_only
  5900. terrain_to_place_on DEEP_WATER
  5901. }
  5902.  
  5903. create_object ROCK
  5904. {
  5905. number_of_objects 1
  5906. set_gaia_object_only
  5907. set_scaling_to_map_size
  5908. temp_min_distance_group_placement 8
  5909. terrain_to_place_on DESERT
  5910. }
  5911. create_object ROCK
  5912. {
  5913. number_of_objects 3
  5914. set_gaia_object_only
  5915. set_scaling_to_map_size
  5916. temp_min_distance_group_placement 10
  5917. terrain_to_place_on ROAD_OTHER
  5918. }
  5919. create_object ROCK
  5920. {
  5921. number_of_objects 4
  5922. set_gaia_object_only
  5923. set_scaling_to_map_size
  5924. min_distance_to_players 20
  5925. temp_min_distance_group_placement 10
  5926. terrain_to_place_on GRASS3
  5927. }
  5928.  
  5929. create_object FLOWER_BED
  5930. {
  5931. number_of_objects 5
  5932. set_gaia_object_only
  5933. set_place_for_every_player
  5934. temp_min_distance_group_placement 4
  5935. terrain_to_place_on GRASS
  5936. }
  5937. create_object FLOWER_BED
  5938. {
  5939. number_of_objects 12
  5940. set_scaling_to_map_size
  5941. set_gaia_object_only
  5942. max_distance_to_other_zones 4
  5943. temp_min_distance_group_placement 10
  5944. terrain_to_place_on GRASS3
  5945. }
  5946. create_object FLOWER_BED
  5947. {
  5948. number_of_objects 8
  5949. set_scaling_to_map_size
  5950. set_gaia_object_only
  5951. max_distance_to_other_zones 2
  5952. temp_min_distance_group_placement 10
  5953. terrain_to_place_on DESERT
  5954. }
  5955.  
  5956. elseif ACROPOLIS_CLEAN
  5957. endif
  5958.  
  5959. create_object DEER
  5960. {
  5961. number_of_objects 4
  5962. group_variance 1
  5963. group_placement_radius 3
  5964. set_loose_grouping
  5965. set_gaia_object_only
  5966. set_place_for_every_player
  5967. min_distance_to_players 16
  5968. max_distance_to_players 30
  5969. min_distance_group_placement 8
  5970. }
  5971. create_object DEER
  5972. {
  5973. number_of_objects 4
  5974. number_of_groups 1
  5975. group_placement_radius 3
  5976. set_loose_grouping
  5977. set_gaia_object_only
  5978. set_place_for_every_player
  5979. min_distance_to_players 30
  5980. min_distance_group_placement 12
  5981. }
  5982. create_object DEER
  5983. {
  5984. number_of_objects 6
  5985. set_gaia_object_only
  5986. min_distance_to_players 16
  5987. terrain_to_place_on DESERT
  5988. }
  5989.  
  5990. create_object BOAR
  5991. {
  5992. number_of_objects 2
  5993. set_gaia_object_only
  5994. set_place_for_every_player
  5995. min_distance_to_players 12
  5996. max_distance_to_players 16
  5997. min_distance_group_placement 8
  5998. }
  5999. create_object BOAR
  6000. {
  6001. number_of_objects 2
  6002. number_of_groups 1
  6003. group_placement_radius 4
  6004. set_loose_grouping
  6005. set_gaia_object_only
  6006. set_place_for_every_player
  6007. min_distance_to_players 35
  6008. min_distance_group_placement 12
  6009. }
  6010.  
  6011. create_object WOLF
  6012. {
  6013. number_of_objects 2
  6014. set_gaia_object_only
  6015. set_place_for_every_player
  6016. min_distance_to_players 30
  6017. max_distance_to_players 40
  6018. min_distance_group_placement 20
  6019. }
  6020.  
  6021. create_object WOLF
  6022. {
  6023. number_of_groups 2
  6024. set_loose_grouping
  6025. number_of_objects 1
  6026. set_scaling_to_map_size
  6027. set_gaia_object_only
  6028. min_distance_group_placement 12
  6029. min_distance_to_players 40
  6030. max_distance_to_players 120
  6031. }
  6032.  
  6033. /* ****************************************************** */
  6034.  
  6035. elseif SY_ATOLL
  6036.  
  6037. /* ****************************************************** */
  6038.  
  6039. create_object GOLD /* player primary gold */
  6040. {
  6041. number_of_objects 7
  6042. group_placement_radius 3
  6043. set_tight_grouping
  6044. set_gaia_object_only
  6045. set_place_for_every_player
  6046. min_distance_to_players 12
  6047. max_distance_to_players 16
  6048. min_distance_group_placement 7
  6049. }
  6050. create_object STONE /* near players */
  6051. {
  6052. number_of_objects 6
  6053. group_placement_radius 3
  6054. set_tight_grouping
  6055. set_gaia_object_only
  6056. set_place_for_every_player
  6057. min_distance_to_players 12
  6058. max_distance_to_players 16
  6059. min_distance_group_placement 7
  6060. }
  6061. create_object GOLD /* in center */
  6062. {
  6063. number_of_objects 5
  6064. number_of_groups 2
  6065. group_variance 1
  6066. set_tight_grouping
  6067. set_gaia_objects_only
  6068. place_on_specific_land_id 111
  6069. set_scaling_to_player_number
  6070. min_distance_group_placement 7
  6071. }
  6072. create_object STONE /* in center */
  6073. {
  6074. number_of_objects 3
  6075. number_of_groups 2
  6076. set_tight_grouping
  6077. set_gaia_objects_only
  6078. place_on_specific_land_id 111
  6079. set_scaling_to_player_number
  6080. min_distance_group_placement 7
  6081. }
  6082. create_object FOODA /* primary sheep/turkeys */
  6083. {
  6084. number_of_objects 4
  6085. set_loose_grouping
  6086. set_gaia_object_only
  6087. set_place_for_every_player
  6088. min_distance_to_players 10
  6089. max_distance_to_players 12
  6090. }
  6091. create_object FOODA /* secondary sheep/turkeys */
  6092. {
  6093. number_of_objects 2
  6094. number_of_groups 2
  6095. set_loose_grouping
  6096. set_gaia_object_only
  6097. set_place_for_every_player
  6098. min_distance_to_players 14
  6099. max_distance_to_players 30
  6100. }
  6101. create_object FORAGE /* close */
  6102. {
  6103. number_of_objects 6
  6104. set_tight_grouping
  6105. group_placement_radius 4
  6106. set_gaia_object_only
  6107. set_place_for_every_player
  6108. min_distance_to_players 10
  6109. max_distance_to_players 12
  6110. }
  6111. create_object RELIC /* (in center) */
  6112. {
  6113. number_of_objects 5
  6114. min_distance_to_players 25
  6115. set_gaia_object_only
  6116. temp_min_distance_group_placement 20 /* keep away from each other */
  6117. place_on_specific_land_id 111
  6118. }
  6119.  
  6120. create_object BOAR
  6121. {
  6122. number_of_objects 2
  6123. set_place_for_every_player
  6124. set_gaia_object_only
  6125. min_distance_to_players 16
  6126. max_distance_to_players 22
  6127. }
  6128. create_object DEER /* in center */
  6129. {
  6130. number_of_objects 4
  6131. number_of_groups 2
  6132. group_variance 1
  6133. set_tight_grouping
  6134. set_gaia_object_only
  6135. set_scaling_to_map_size
  6136. place_on_specific_land_id 111
  6137. }
  6138. create_object PALMTREE /* straggler trees */
  6139. {
  6140. number_of_objects 2
  6141. set_gaia_object_only
  6142. set_place_for_every_player
  6143. min_distance_to_players 4
  6144. max_distance_to_players 5
  6145. min_distance_group_placement 2
  6146. }
  6147. create_object PALMTREE
  6148. {
  6149. number_of_objects 3
  6150. set_gaia_object_only
  6151. set_place_for_every_player
  6152. min_distance_to_players 6
  6153. max_distance_to_players 8
  6154. min_distance_group_placement 2
  6155. }
  6156.  
  6157. create_object WOLF
  6158. {
  6159. number_of_objects 2
  6160. set_gaia_object_only
  6161. set_place_for_every_player
  6162. min_distance_group_placement 12
  6163. min_distance_to_players 30
  6164. max_distance_to_players 40
  6165. terrain_to_place_on DIRT
  6166. }
  6167.  
  6168. create_object WOLF
  6169. {
  6170. number_of_groups 2
  6171. set_loose_grouping
  6172. number_of_objects 1
  6173. set_scaling_to_map_size
  6174. set_gaia_object_only
  6175. min_distance_group_placement 12
  6176. min_distance_to_players 40
  6177. max_distance_to_players 120
  6178. terrain_to_place_on DIRT
  6179. }
  6180.  
  6181. /* ****************************************************** */
  6182.  
  6183. elseif SY_BEDOUINS
  6184.  
  6185. /* ****************************************************** */
  6186.  
  6187. create_object SHORE_FISH
  6188. {
  6189. number_of_objects 200
  6190. set_scaling_to_map_size
  6191. set_gaia_object_only
  6192. resource_delta 100
  6193. }
  6194.  
  6195. create_object FORAGE
  6196. {
  6197. number_of_objects 6
  6198. group_placement_radius 3
  6199. set_tight_grouping
  6200. set_gaia_object_only
  6201. set_place_for_every_player
  6202. min_distance_to_players 10
  6203. max_distance_to_players 55
  6204. min_distance_group_placement 10
  6205. terrain_to_place_on DESERT
  6206. }
  6207.  
  6208. /* NEAR GOLD */
  6209.  
  6210. create_object GOLD
  6211. {
  6212. number_of_objects 7
  6213. group_placement_radius 3
  6214. set_tight_grouping
  6215. set_gaia_object_only
  6216. set_place_for_every_player
  6217. min_distance_to_players 12
  6218. max_distance_to_players 56
  6219. min_distance_group_placement 7
  6220. max_distance_to_other_zones 7
  6221. terrain_to_place_on DESERT
  6222. }
  6223.  
  6224. /* MEDIUM GOLD */
  6225.  
  6226. create_object GOLD
  6227. {
  6228. number_of_objects 4
  6229. group_placement_radius 3
  6230. set_tight_grouping
  6231. set_gaia_object_only
  6232. set_place_for_every_player
  6233. min_distance_to_players 18
  6234. max_distance_to_players 26
  6235. min_distance_group_placement 7
  6236. max_distance_to_other_zones 7
  6237. terrain_to_place_on DESERT
  6238. }
  6239.  
  6240. /* FAR GOLD */
  6241.  
  6242. create_object GOLD
  6243. {
  6244. number_of_objects 4
  6245. group_placement_radius 3
  6246. set_tight_grouping
  6247. set_gaia_object_only
  6248. set_place_for_every_player
  6249. min_distance_to_players 25
  6250. max_distance_to_players 35
  6251. min_distance_group_placement 7
  6252. max_distance_to_other_zones 7
  6253. terrain_to_place_on DESERT
  6254. }
  6255.  
  6256. /* NEAR STONE */
  6257.  
  6258. create_object STONE
  6259. {
  6260. number_of_objects 5
  6261. group_placement_radius 2
  6262. set_tight_grouping
  6263. set_gaia_object_only
  6264. set_place_for_every_player
  6265. min_distance_to_players 14
  6266. max_distance_to_players 18
  6267. min_distance_group_placement 7
  6268. max_distance_to_other_zones 7
  6269. terrain_to_place_on DESERT
  6270. }
  6271.  
  6272. /* FAR STONE */
  6273.  
  6274. create_object STONE
  6275. {
  6276. number_of_objects 4
  6277. group_placement_radius 2
  6278. set_tight_grouping
  6279. set_gaia_object_only
  6280. set_place_for_every_player
  6281. min_distance_to_players 20
  6282. max_distance_to_players 26
  6283. min_distance_group_placement 7
  6284. max_distance_to_other_zones 7
  6285. terrain_to_place_on DESERT
  6286. }
  6287.  
  6288. /* BAA BAA */
  6289.  
  6290. create_object SHEEP
  6291. {
  6292. number_of_objects 4
  6293. set_loose_grouping
  6294. set_gaia_object_only
  6295. set_place_for_every_player
  6296. min_distance_to_players 9
  6297. max_distance_to_players 11
  6298. terrain_to_place_on DESERT
  6299. }
  6300. create_object SHEEP
  6301. {
  6302. number_of_objects 3
  6303. number_of_groups 4
  6304. set_loose_grouping
  6305. set_gaia_object_only
  6306. set_place_for_every_player
  6307. min_distance_to_players 10
  6308. max_distance_to_players 50
  6309. terrain_to_place_on DESERT
  6310. }
  6311.  
  6312. create_object DEER
  6313. {
  6314. number_of_objects 8
  6315. group_variance 1
  6316. group_placement_radius 3
  6317. set_loose_grouping
  6318. set_gaia_object_only
  6319. set_place_for_every_player
  6320. min_distance_to_players 11
  6321. max_distance_to_players 16
  6322. terrain_to_place_on DESERT
  6323. }
  6324.  
  6325. create_object JAVELINA /* or JAVELINA */
  6326. {
  6327. number_of_objects 3
  6328. set_loose_grouping
  6329. set_gaia_object_only
  6330. set_place_for_every_player
  6331. min_distance_to_players 13
  6332. max_distance_to_players 30
  6333. terrain_to_place_on DESERT
  6334. }
  6335.  
  6336. create_object BOAR /* or JAVELINA */
  6337. {
  6338. number_of_objects 1
  6339. set_gaia_object_only
  6340. set_place_for_every_player
  6341. min_distance_to_players 14
  6342. max_distance_to_players 18
  6343. terrain_to_place_on DESERT
  6344. }
  6345.  
  6346. if LARGE_MAP
  6347. create_object FORAGE
  6348. {
  6349. number_of_groups 3
  6350. number_of_objects 7
  6351. group_placement_radius 3
  6352. set_tight_grouping
  6353. set_gaia_object_only
  6354. min_distance_to_players 40
  6355. max_distance_to_players 120
  6356. min_distance_group_placement 9
  6357. terrain_to_place_on DESERT
  6358. }
  6359. endif
  6360.  
  6361. if HUGE_MAP
  6362. create_object FORAGE
  6363. {
  6364. number_of_groups 2
  6365. number_of_objects 5
  6366. group_placement_radius 3
  6367. set_tight_grouping
  6368. set_gaia_object_only
  6369. min_distance_to_players 40
  6370. max_distance_to_players 120
  6371. min_distance_group_placement 9
  6372. terrain_to_place_on DESERT
  6373. }
  6374. endif
  6375. if GIGANTIC_MAP
  6376. create_object FORAGE
  6377. {
  6378. number_of_groups 3
  6379. number_of_objects 5
  6380. group_placement_radius 3
  6381. set_tight_grouping
  6382. set_gaia_object_only
  6383. min_distance_to_players 40
  6384. max_distance_to_players 120
  6385. min_distance_group_placement 9
  6386. terrain_to_place_on DESERT
  6387. }
  6388. endif
  6389.  
  6390. /* EXTRA GOLD */
  6391.  
  6392. if TINY_MAP
  6393. create_object GOLD
  6394. {
  6395. number_of_groups 2
  6396. number_of_objects 5
  6397. group_placement_radius 2
  6398. set_tight_grouping
  6399. set_gaia_object_only
  6400. min_distance_to_players 40
  6401. min_distance_group_placement 9
  6402. terrain_to_place_on DESERT
  6403. }
  6404. endif
  6405.  
  6406. if SMALL_MAP
  6407. create_object GOLD
  6408. {
  6409. number_of_groups 4
  6410. number_of_objects 6
  6411. group_placement_radius 2
  6412. set_tight_grouping
  6413. set_gaia_object_only
  6414. min_distance_to_players 40
  6415. min_distance_group_placement 9
  6416. terrain_to_place_on DESERT
  6417. }
  6418. endif
  6419.  
  6420. if MEDIUM_MAP
  6421. create_object GOLD
  6422. {
  6423. number_of_groups 6
  6424. number_of_objects 5
  6425. group_variance 1
  6426. group_placement_radius 2
  6427. set_tight_grouping
  6428. set_gaia_object_only
  6429. min_distance_to_players 40
  6430. min_distance_group_placement 9
  6431. terrain_to_place_on DESERT
  6432. }
  6433. endif
  6434.  
  6435. if LARGE_MAP
  6436. create_object GOLD
  6437. {
  6438. number_of_groups 8
  6439. number_of_objects 5
  6440. group_variance 1
  6441. group_placement_radius 2
  6442. set_tight_grouping
  6443. set_gaia_object_only
  6444. min_distance_to_players 40
  6445. min_distance_group_placement 9
  6446. terrain_to_place_on DESERT
  6447. }
  6448. endif
  6449.  
  6450. if HUGE_MAP
  6451. create_object GOLD
  6452. {
  6453. number_of_groups 10
  6454. number_of_objects 5
  6455. group_variance 1
  6456. group_placement_radius 2
  6457. set_tight_grouping
  6458. set_gaia_object_only
  6459. min_distance_to_players 40
  6460. min_distance_group_placement 9
  6461. terrain_to_place_on DESERT
  6462. }
  6463. endif
  6464.  
  6465. if GIGANTIC_MAP
  6466. create_object GOLD
  6467. {
  6468. number_of_groups 12
  6469. number_of_objects 5
  6470. group_variance 1
  6471. group_placement_radius 2
  6472. set_tight_grouping
  6473. set_gaia_object_only
  6474. min_distance_to_players 40
  6475. min_distance_group_placement 9
  6476. terrain_to_place_on DESERT
  6477. }
  6478. endif
  6479.  
  6480. /* EXTRA STONE */
  6481.  
  6482. if TINY_MAP
  6483. create_object STONE
  6484. {
  6485. number_of_groups 2
  6486. number_of_objects 4
  6487. group_variance 1
  6488. group_placement_radius 2
  6489. set_tight_grouping
  6490. set_gaia_object_only
  6491. min_distance_to_players 40
  6492. min_distance_group_placement 9
  6493. terrain_to_place_on DESERT
  6494. }
  6495. endif
  6496.  
  6497. if SMALL_MAP
  6498. create_object STONE
  6499. {
  6500. number_of_groups 4
  6501. number_of_objects 4
  6502. group_variance 1
  6503. group_placement_radius 2
  6504. set_tight_grouping
  6505. set_gaia_object_only
  6506. min_distance_to_players 40
  6507. min_distance_group_placement 9
  6508. terrain_to_place_on DESERT
  6509. }
  6510. endif
  6511.  
  6512. if MEDIUM_MAP
  6513. create_object STONE
  6514. {
  6515. number_of_groups 6
  6516. number_of_objects 4
  6517. group_variance 1
  6518. group_placement_radius 2
  6519. set_tight_grouping
  6520. set_gaia_object_only
  6521. min_distance_to_players 40
  6522. min_distance_group_placement 9
  6523. terrain_to_place_on DESERT
  6524. }
  6525. endif
  6526.  
  6527. if LARGE_MAP
  6528. create_object STONE
  6529. {
  6530. number_of_groups 8
  6531. number_of_objects 4
  6532. group_variance 1
  6533. group_placement_radius 2
  6534. set_tight_grouping
  6535. set_gaia_object_only
  6536. min_distance_to_players 40
  6537. min_distance_group_placement 9
  6538. terrain_to_place_on DESERT
  6539. }
  6540. endif
  6541.  
  6542. if HUGE_MAP
  6543. create_object STONE
  6544. {
  6545. number_of_groups 10
  6546. number_of_objects 4
  6547. group_variance 1
  6548. group_placement_radius 2
  6549. set_tight_grouping
  6550. set_gaia_object_only
  6551. min_distance_to_players 40
  6552. min_distance_group_placement 9
  6553. terrain_to_place_on DESERT
  6554. }
  6555. endif
  6556.  
  6557. if GIGANTIC_MAP
  6558. create_object STONE
  6559. {
  6560. number_of_groups 12
  6561. number_of_objects 4
  6562. group_variance 1
  6563. group_placement_radius 2
  6564. set_tight_grouping
  6565. set_gaia_object_only
  6566. min_distance_to_players 40
  6567. min_distance_group_placement 9
  6568. terrain_to_place_on DESERT
  6569. }
  6570. endif
  6571.  
  6572. /* ****************************************************** */
  6573.  
  6574. elseif SY_BOARDS_OF_CANADA
  6575.  
  6576. /* ****************************************************** */
  6577.  
  6578. create_object GOLD
  6579. {
  6580. number_of_objects 3
  6581. number_of_groups 1
  6582. group_placement_radius 3
  6583. set_tight_grouping
  6584. set_gaia_object_only
  6585. set_place_for_every_player
  6586. min_distance_to_players 12
  6587. max_distance_to_players 16
  6588. min_distance_group_placement 5
  6589. max_distance_to_other_zones 7
  6590. }
  6591.  
  6592. create_object GOLD
  6593. {
  6594. number_of_objects 5
  6595. number_of_groups 1
  6596. group_placement_radius 3
  6597. set_tight_grouping
  6598. set_gaia_object_only
  6599. set_place_for_every_player
  6600. min_distance_to_players 18
  6601. max_distance_to_players 22
  6602. min_distance_group_placement 5
  6603. max_distance_to_other_zones 7
  6604. }
  6605.  
  6606. create_object GOLD
  6607. {
  6608. number_of_objects 10
  6609. number_of_groups 14
  6610. group_placement_radius 3
  6611. set_tight_grouping
  6612. set_gaia_object_only
  6613. min_distance_group_placement 7
  6614. terrain_to_place_on DIRT3
  6615.  
  6616. }
  6617.  
  6618. create_object GOLD
  6619. {
  6620. number_of_objects 10
  6621. number_of_groups 14
  6622. group_placement_radius 3
  6623. set_tight_grouping
  6624. set_gaia_object_only
  6625. min_distance_group_placement 7
  6626. terrain_to_place_on SNOW
  6627. }
  6628.  
  6629. create_object GOLD
  6630. {
  6631. number_of_objects 10
  6632. number_of_groups 14
  6633. group_placement_radius 3
  6634. set_tight_grouping
  6635. set_gaia_object_only
  6636. min_distance_group_placement 7
  6637. terrain_to_place_on DESERT
  6638. }
  6639.  
  6640. /* NEAR FORAGE */
  6641.  
  6642. create_object FORAGE
  6643. {
  6644. number_of_objects 6
  6645. group_placement_radius 3
  6646. set_tight_grouping
  6647. set_gaia_object_only
  6648. set_place_for_every_player
  6649. min_distance_to_players 10
  6650. max_distance_to_players 12
  6651. min_distance_group_placement 6
  6652. }
  6653.  
  6654. /* NEAR STONE */
  6655.  
  6656. create_object STONE
  6657. {
  6658. number_of_objects 5
  6659. group_placement_radius 2
  6660. set_tight_grouping
  6661. set_gaia_object_only
  6662. set_place_for_every_player
  6663. min_distance_to_players 18
  6664. max_distance_to_players 22
  6665. min_distance_group_placement 7
  6666. max_distance_to_other_zones 7
  6667. }
  6668.  
  6669. /* FAR STONE */
  6670.  
  6671. create_object STONE
  6672. {
  6673. number_of_objects 4
  6674. group_placement_radius 2
  6675. set_tight_grouping
  6676. set_gaia_object_only
  6677. set_place_for_every_player
  6678. min_distance_to_players 20
  6679. max_distance_to_players 26
  6680. min_distance_group_placement 7
  6681. max_distance_to_other_zones 7
  6682. }
  6683.  
  6684. create_object SHEEP
  6685. {
  6686. number_of_objects 4
  6687. set_loose_grouping
  6688. set_gaia_object_only
  6689. set_place_for_every_player
  6690. min_distance_to_players 10
  6691. max_distance_to_players 12
  6692. }
  6693.  
  6694. create_object SHEEP
  6695. {
  6696. number_of_objects 2
  6697. number_of_groups 2
  6698. set_loose_grouping
  6699. set_gaia_object_only
  6700. set_place_for_every_player
  6701. min_distance_to_players 12
  6702. max_distance_to_players 30
  6703. }
  6704.  
  6705. create_object DEER
  6706. {
  6707. number_of_objects 4
  6708. group_variance 1
  6709. group_placement_radius 3
  6710. set_loose_grouping
  6711. set_gaia_object_only
  6712. set_place_for_every_player
  6713. min_distance_to_players 14
  6714. max_distance_to_players 30
  6715. }
  6716.  
  6717. create_object BOAR
  6718. {
  6719. number_of_objects 1
  6720. set_gaia_object_only
  6721. set_place_for_every_player
  6722. min_distance_to_players 16
  6723. max_distance_to_players 20
  6724. }
  6725.  
  6726. create_object BOAR
  6727. {
  6728. number_of_objects 1
  6729. set_loose_grouping
  6730. set_gaia_object_only
  6731. set_place_for_every_player
  6732. min_distance_to_players 16
  6733. max_distance_to_players 20
  6734. }
  6735.  
  6736. create_object WOLF
  6737. {
  6738. number_of_objects 2
  6739. set_gaia_object_only
  6740. set_place_for_every_player
  6741. min_distance_group_placement 12
  6742. min_distance_to_players 30
  6743. max_distance_to_players 40
  6744. }
  6745.  
  6746. create_object WOLF
  6747. {
  6748. number_of_groups 2
  6749. set_loose_grouping
  6750. number_of_objects 1
  6751. set_scaling_to_map_size
  6752. set_gaia_object_only
  6753. min_distance_group_placement 12
  6754. min_distance_to_players 40
  6755. max_distance_to_players 120
  6756. }
  6757.  
  6758. create_object OAKTREE
  6759. {
  6760. number_of_objects 2
  6761. set_gaia_object_only
  6762. set_place_for_every_player
  6763. min_distance_to_players 4
  6764. max_distance_to_players 5
  6765. min_distance_group_placement 2
  6766. }
  6767.  
  6768. create_object OAKTREE
  6769. {
  6770. number_of_objects 3
  6771. set_gaia_object_only
  6772. set_place_for_every_player
  6773. min_distance_to_players 6
  6774. max_distance_to_players 8
  6775. min_distance_group_placement 2
  6776. }
  6777.  
  6778. /* EXTRA STONE */
  6779.  
  6780. if TINY_MAP
  6781. create_object STONE
  6782. {
  6783. number_of_groups 1
  6784. number_of_objects 4
  6785. group_variance 1
  6786. group_placement_radius 2
  6787. set_tight_grouping
  6788. set_gaia_object_only
  6789. min_distance_to_players 40
  6790. min_distance_group_placement 9
  6791. }
  6792. endif
  6793.  
  6794. if SMALL_MAP
  6795. create_object STONE
  6796. {
  6797. number_of_groups 1
  6798. number_of_objects 4
  6799. group_variance 1
  6800. group_placement_radius 2
  6801. set_tight_grouping
  6802. set_gaia_object_only
  6803. min_distance_to_players 40
  6804. min_distance_group_placement 9
  6805. }
  6806. endif
  6807.  
  6808. if MEDIUM_MAP
  6809. create_object STONE
  6810. {
  6811. number_of_groups 2
  6812. number_of_objects 4
  6813. group_variance 1
  6814. group_placement_radius 2
  6815. set_tight_grouping
  6816. set_gaia_object_only
  6817. min_distance_to_players 40
  6818. min_distance_group_placement 9
  6819. }
  6820. endif
  6821.  
  6822. if LARGE_MAP
  6823. create_object STONE
  6824. {
  6825. number_of_groups 3
  6826. number_of_objects 4
  6827. group_variance 1
  6828. group_placement_radius 2
  6829. set_tight_grouping
  6830. set_gaia_object_only
  6831. min_distance_to_players 40
  6832. min_distance_group_placement 9
  6833. }
  6834. endif
  6835.  
  6836. if HUGE_MAP
  6837. create_object STONE
  6838. {
  6839. number_of_groups 4
  6840. number_of_objects 4
  6841. group_variance 1
  6842. group_placement_radius 2
  6843. set_tight_grouping
  6844. set_gaia_object_only
  6845. min_distance_to_players 40
  6846. min_distance_group_placement 9
  6847. }
  6848. endif
  6849.  
  6850. if GIGANTIC_MAP
  6851. create_object STONE
  6852. {
  6853. number_of_groups 5
  6854. number_of_objects 4
  6855. group_variance 1
  6856. group_placement_radius 2
  6857. set_tight_grouping
  6858. set_gaia_object_only
  6859. min_distance_to_players 40
  6860. min_distance_group_placement 9
  6861. }
  6862. endif
  6863.  
  6864. if LARGE_MAP
  6865. create_object FORAGE
  6866. {
  6867. number_of_groups 1
  6868. number_of_objects 5
  6869. group_placement_radius 3
  6870. set_tight_grouping
  6871. set_gaia_object_only
  6872. min_distance_to_players 40
  6873. max_distance_to_players 120
  6874. min_distance_group_placement 9
  6875. }
  6876. endif
  6877.  
  6878. if HUGE_MAP
  6879. create_object FORAGE
  6880. {
  6881. number_of_groups 2
  6882. number_of_objects 5
  6883. group_placement_radius 3
  6884. set_tight_grouping
  6885. set_gaia_object_only
  6886. min_distance_to_players 40
  6887. max_distance_to_players 120
  6888. min_distance_group_placement 9
  6889. }
  6890. endif
  6891.  
  6892. if GIGANTIC_MAP
  6893. create_object FORAGE
  6894. {
  6895. number_of_groups 3
  6896. number_of_objects 5
  6897. group_placement_radius 3
  6898. set_tight_grouping
  6899. set_gaia_object_only
  6900. min_distance_to_players 40
  6901. max_distance_to_players 120
  6902. min_distance_group_placement 9
  6903. }
  6904. endif
  6905.  
  6906. /* ****************************************************** */
  6907.  
  6908. elseif SY_CARIBBEAN
  6909.  
  6910. /* ****************************************************** */
  6911.  
  6912. start_random
  6913. percent_chance 30 #define ISLAND_DECENT
  6914. percent_chance 70 #define ISLAND_BAD
  6915. end_random
  6916.  
  6917. if ISLAND_DECENT
  6918.  
  6919. create_object GOLD
  6920. {
  6921. number_of_objects 5
  6922. if LARGE_MAP
  6923. number_of_groups 3
  6924. elseif HUGE_MAP
  6925. number_of_groups 4
  6926. elseif GIGANTIC_MAP
  6927. number_of_groups 4
  6928. else
  6929. number_of_groups 2
  6930. endif
  6931. group_placement_radius 3
  6932. set_tight_grouping
  6933. set_gaia_object_only
  6934. min_distance_group_placement 20
  6935. terrain_to_place_on GRASS
  6936. }
  6937.  
  6938. elseif ISLAND_BAD
  6939.  
  6940. create_object GOLD
  6941. {
  6942. number_of_objects 3
  6943. if LARGE_MAP
  6944. number_of_groups 3
  6945. elseif HUGE_MAP
  6946. number_of_groups 4
  6947. elseif GIGANTIC_MAP
  6948. number_of_groups 4
  6949. else
  6950. number_of_groups 2
  6951. endif
  6952. group_placement_radius 3
  6953. set_tight_grouping
  6954. set_gaia_object_only
  6955. min_distance_group_placement 20
  6956. terrain_to_place_on GRASS
  6957. }
  6958. endif
  6959.  
  6960. create_object SHEEP
  6961. {
  6962. number_of_objects 4
  6963. number_of_groups 1
  6964. set_loose_grouping
  6965. set_gaia_object_only
  6966. set_place_for_every_player
  6967. min_distance_to_players 9
  6968. max_distance_to_players 11
  6969. }
  6970.  
  6971. create_object SHEEP
  6972. {
  6973. number_of_objects 2
  6974. number_of_groups 1
  6975. set_loose_grouping
  6976. set_gaia_object_only
  6977. set_place_for_every_player
  6978. min_distance_to_players 12
  6979. max_distance_to_players 30
  6980. }
  6981.  
  6982. create_object SHEEP
  6983. {
  6984. number_of_objects 2
  6985. number_of_groups 1
  6986. set_loose_grouping
  6987. set_gaia_object_only
  6988. set_place_for_every_player
  6989. min_distance_to_players 12
  6990. max_distance_to_players 30
  6991. }
  6992.  
  6993.  
  6994. create_object DEER
  6995. {
  6996. number_of_objects 4
  6997. number_of_groups 1
  6998. set_loose_grouping
  6999. set_gaia_object_only
  7000. set_place_for_every_player
  7001. min_distance_to_players 14
  7002. max_distance_to_players 30
  7003. }
  7004.  
  7005. create_object BOAR
  7006. {
  7007. number_of_objects 1
  7008. number_of_groups 1
  7009. set_loose_grouping
  7010. set_gaia_object_only
  7011. set_place_for_every_player
  7012. min_distance_to_players 16
  7013. max_distance_to_players 22
  7014. }
  7015.  
  7016. create_object BOAR
  7017. {
  7018. number_of_objects 1
  7019. number_of_groups 1
  7020. set_loose_grouping
  7021. set_gaia_object_only
  7022. set_place_for_every_player
  7023. min_distance_to_players 16
  7024. max_distance_to_players 22
  7025. }
  7026.  
  7027. /* NEAR GOLD */
  7028. create_object GOLD
  7029. {
  7030. number_of_objects 7
  7031. group_placement_radius 3
  7032. set_tight_grouping
  7033. set_gaia_object_only
  7034. set_place_for_every_player
  7035. min_distance_to_players 12
  7036. max_distance_to_players 16
  7037. min_distance_group_placement 7
  7038. max_distance_to_other_zones 7
  7039. }
  7040.  
  7041. /* MEDIUM GOLD */
  7042. create_object GOLD
  7043. {
  7044. number_of_objects 5
  7045. group_placement_radius 3
  7046. set_tight_grouping
  7047. set_gaia_object_only
  7048. set_place_for_every_player
  7049. min_distance_to_players 18
  7050. max_distance_to_players 26
  7051. min_distance_group_placement 7
  7052. max_distance_to_other_zones 7
  7053. }
  7054.  
  7055. /* FAR GOLD */
  7056. create_object GOLD
  7057. {
  7058. number_of_objects 4
  7059. number_of_groups 1
  7060. group_placement_radius 3
  7061. set_tight_grouping
  7062. set_gaia_object_only
  7063. set_place_for_every_player
  7064. min_distance_to_players 25
  7065. max_distance_to_players 35
  7066. min_distance_group_placement 7
  7067. max_distance_to_other_zones 7
  7068. }
  7069.  
  7070. /* NEAR STONE */
  7071. create_object STONE
  7072. {
  7073. number_of_objects 5
  7074. group_placement_radius 2
  7075. set_tight_grouping
  7076. set_gaia_object_only
  7077. set_place_for_every_player
  7078. min_distance_to_players 14
  7079. max_distance_to_players 18
  7080. min_distance_group_placement 7
  7081. max_distance_to_other_zones 7
  7082. }
  7083.  
  7084. /* FAR STONE */
  7085. create_object STONE
  7086. {
  7087. number_of_objects 4
  7088. number_of_groups 2
  7089. group_placement_radius 2
  7090. set_tight_grouping
  7091. set_gaia_object_only
  7092. set_place_for_every_player
  7093. min_distance_to_players 20
  7094. max_distance_to_players 26
  7095. min_distance_group_placement 7
  7096. max_distance_to_other_zones 7
  7097. }
  7098.  
  7099. /* NEAR FORAGE */
  7100. create_object FORAGE
  7101. {
  7102. number_of_objects 6
  7103. group_placement_radius 3
  7104. set_tight_grouping
  7105. set_gaia_object_only
  7106. set_place_for_every_player
  7107. min_distance_to_players 10
  7108. max_distance_to_players 12
  7109. min_distance_group_placement 6
  7110. }
  7111.  
  7112. if LARGE_MAP
  7113. create_object FORAGE
  7114. {
  7115. number_of_groups 1
  7116. number_of_objects 5
  7117. group_placement_radius 3
  7118. set_tight_grouping
  7119. set_gaia_object_only
  7120. min_distance_to_players 40
  7121. max_distance_to_players 120
  7122. min_distance_group_placement 9
  7123. }
  7124. endif
  7125.  
  7126. if HUGE_MAP
  7127. create_object FORAGE
  7128. {
  7129. number_of_groups 2
  7130. number_of_objects 5
  7131. group_placement_radius 3
  7132. set_tight_grouping
  7133. set_gaia_object_only
  7134. min_distance_to_players 40
  7135. max_distance_to_players 120
  7136. min_distance_group_placement 9
  7137. }
  7138. endif
  7139.  
  7140. if GIGANTIC_MAP
  7141. create_object FORAGE
  7142. {
  7143. number_of_groups 3
  7144. number_of_objects 5
  7145. group_placement_radius 3
  7146. set_tight_grouping
  7147. set_gaia_object_only
  7148. min_distance_to_players 40
  7149. max_distance_to_players 120
  7150. min_distance_group_placement 9
  7151. }
  7152. endif
  7153.  
  7154. create_object PALM_FOREST_TREE /* straggler trees */
  7155. {
  7156. number_of_objects 2
  7157. set_gaia_object_only
  7158. set_place_for_every_player
  7159. min_distance_to_players 4
  7160. max_distance_to_players 5
  7161. min_distance_group_placement 2
  7162. }
  7163. create_object PALM_FOREST_TREE
  7164. {
  7165. number_of_objects 3
  7166. set_gaia_object_only
  7167. set_place_for_every_player
  7168. min_distance_to_players 6
  7169. max_distance_to_players 8
  7170. min_distance_group_placement 2
  7171. }
  7172.  
  7173. /* ****************************************************** */
  7174.  
  7175. elseif SY_CHAOS_PIT
  7176.  
  7177. /* ****************************************************** */
  7178.  
  7179. create_object TURKEY /* primary */
  7180. {
  7181. number_of_objects 4
  7182. set_loose_grouping
  7183. set_gaia_object_only
  7184. set_place_for_every_player
  7185. min_distance_to_players 5
  7186. max_distance_to_players 5
  7187. }
  7188. create_object TURKEY /* secondary */
  7189. {
  7190. number_of_objects 2
  7191. number_of_groups 2
  7192. set_loose_grouping
  7193. set_gaia_object_only
  7194. set_place_for_every_player
  7195. min_distance_to_players 14
  7196. max_distance_to_players 30
  7197. terrain_to_place_on GRASS2
  7198. }
  7199.  
  7200. /* NEAR FORAGE */
  7201. create_object FORAGE
  7202. {
  7203. number_of_objects 6
  7204. group_placement_radius 3
  7205. set_tight_grouping
  7206. set_gaia_object_only
  7207. set_place_for_every_player
  7208. min_distance_to_players 9
  7209. max_distance_to_players 11
  7210. min_distance_group_placement 6
  7211. }
  7212.  
  7213. /* HILL FORAGE */
  7214. create_object FORAGE
  7215. {
  7216. number_of_objects 5
  7217. number_of_groups 1
  7218. set_tight_grouping
  7219. group_placement_radius 4
  7220. set_gaia_object_only
  7221. set_scaling_to_player_number
  7222. terrain_to_place_on GRASS2
  7223. min_distance_group_placement 3
  7224. temp_min_distance_group_placement 15
  7225. }
  7226. create_object DEER
  7227. {
  7228. number_of_objects 5
  7229. number_of_groups 1
  7230. set_scaling_to_player_number
  7231. set_gaia_object_only
  7232. set_loose_grouping
  7233. terrain_to_place_on GRASS2
  7234. min_distance_group_placement 3
  7235. temp_min_distance_group_placement 15
  7236. }
  7237.  
  7238. create_object STONE
  7239. {
  7240. number_of_objects 2
  7241. number_of_groups 3
  7242. set_tight_grouping
  7243. set_scaling_to_map_size
  7244. terrain_to_place_on GRASS2
  7245. min_distance_group_placement 3
  7246. temp_min_distance_group_placement 15
  7247. }
  7248. create_object GOLD /* primary */
  7249. {
  7250. number_of_objects 7
  7251. set_tight_grouping
  7252. group_placement_radius 4
  7253. set_gaia_object_only
  7254. set_scaling_to_player_number
  7255. min_distance_group_placement 11
  7256. temp_min_distance_group_placement 15
  7257. min_distance_to_players 15
  7258. terrain_to_place_on DIRT
  7259. }
  7260. create_object GOLD /* extra */
  7261. {
  7262. number_of_objects 4
  7263. number_of_groups 7
  7264. group_varience 1
  7265. set_tight_grouping
  7266. group_placement_radius 3
  7267. set_gaia_object_only
  7268. set_scaling_to_map_size
  7269. min_distance_group_placement 7
  7270. temp_min_distance_group_placement 15
  7271. min_distance_to_players 15
  7272. terrain_to_place_on DIRT
  7273. }
  7274. create_object JUNGLETREE
  7275. {
  7276. number_of_objects 10
  7277. set_scaling_to_map_size
  7278. min_distance_group_placement 3
  7279. terrain_to_place_on GRASS2
  7280. }
  7281.  
  7282. create_object JUNGLETREE
  7283. {
  7284. number_of_objects 10
  7285. set_scaling_to_map_size
  7286. min_distance_group_placement 3
  7287. terrain_to_place_on GRASS
  7288. }
  7289.  
  7290. create_object JUNGLETREE /* straggler trees */
  7291. {
  7292. number_of_objects 2
  7293. set_gaia_object_only
  7294. set_place_for_every_player
  7295. min_distance_to_players 4
  7296. max_distance_to_players 5
  7297. min_distance_group_placement 2
  7298. }
  7299. create_object JUNGLETREE
  7300. {
  7301. number_of_objects 3
  7302. set_gaia_object_only
  7303. set_place_for_every_player
  7304. min_distance_to_players 6
  7305. max_distance_to_players 8
  7306. min_distance_group_placement 2
  7307. }
  7308.  
  7309. /* ****************************************************** */
  7310.  
  7311. elseif SY_CROSS
  7312.  
  7313. /* ****************************************************** */
  7314.  
  7315. create_object SHEEP
  7316. {
  7317. number_of_objects 4
  7318. number_of_groups 1
  7319. set_loose_grouping
  7320. set_gaia_object_only
  7321. set_place_for_every_player
  7322. min_distance_to_players 9
  7323. max_distance_to_players 11
  7324. }
  7325.  
  7326. create_object SHEEP
  7327. {
  7328. number_of_objects 2
  7329. number_of_groups 1
  7330. set_loose_grouping
  7331. set_gaia_object_only
  7332. set_place_for_every_player
  7333. min_distance_to_players 12
  7334. max_distance_to_players 30
  7335. }
  7336.  
  7337. create_object SHEEP
  7338. {
  7339. number_of_objects 2
  7340. number_of_groups 1
  7341. set_loose_grouping
  7342. set_gaia_object_only
  7343. set_place_for_every_player
  7344. min_distance_to_players 12
  7345. max_distance_to_players 30
  7346. }
  7347.  
  7348. create_object DEER
  7349. {
  7350. number_of_objects 4
  7351. number_of_groups 1
  7352. set_loose_grouping
  7353. set_gaia_object_only
  7354. set_place_for_every_player
  7355. min_distance_to_players 14
  7356. max_distance_to_players 30
  7357. }
  7358.  
  7359. create_object BOAR
  7360. {
  7361. number_of_objects 1
  7362. number_of_groups 1
  7363. set_loose_grouping
  7364. set_gaia_object_only
  7365. set_place_for_every_player
  7366. min_distance_to_players 16
  7367. max_distance_to_players 22
  7368. }
  7369.  
  7370. create_object BOAR
  7371. {
  7372. number_of_objects 1
  7373. number_of_groups 1
  7374. set_loose_grouping
  7375. set_gaia_object_only
  7376. set_place_for_every_player
  7377. min_distance_to_players 16
  7378. max_distance_to_players 22
  7379. }
  7380.  
  7381. /* NEAR GOLD */
  7382. create_object GOLD
  7383. {
  7384. number_of_objects 7
  7385. group_placement_radius 3
  7386. set_tight_grouping
  7387. set_gaia_object_only
  7388. set_place_for_every_player
  7389. min_distance_to_players 12
  7390. max_distance_to_players 16
  7391. min_distance_group_placement 7
  7392. max_distance_to_other_zones 7
  7393. }
  7394.  
  7395. /* MEDIUM GOLD */
  7396. create_object GOLD
  7397. {
  7398. number_of_objects 5
  7399. group_placement_radius 3
  7400. set_tight_grouping
  7401. set_gaia_object_only
  7402. set_place_for_every_player
  7403. min_distance_to_players 18
  7404. max_distance_to_players 26
  7405. min_distance_group_placement 7
  7406. max_distance_to_other_zones 7
  7407. }
  7408.  
  7409. /* FAR GOLD */
  7410. create_object GOLD
  7411. {
  7412. number_of_objects 4
  7413. number_of_groups 1
  7414. group_placement_radius 3
  7415. set_tight_grouping
  7416. set_gaia_object_only
  7417. set_place_for_every_player
  7418. min_distance_to_players 25
  7419. max_distance_to_players 35
  7420. min_distance_group_placement 7
  7421. max_distance_to_other_zones 7
  7422. }
  7423.  
  7424. /* NEAR STONE */
  7425. create_object STONE
  7426. {
  7427. number_of_objects 5
  7428. group_placement_radius 2
  7429. set_tight_grouping
  7430. set_gaia_object_only
  7431. set_place_for_every_player
  7432. min_distance_to_players 14
  7433. max_distance_to_players 18
  7434. min_distance_group_placement 7
  7435. max_distance_to_other_zones 7
  7436. }
  7437.  
  7438. /* FAR STONE */
  7439. create_object STONE
  7440. {
  7441. number_of_objects 4
  7442. number_of_groups 2
  7443. group_placement_radius 2
  7444. set_tight_grouping
  7445. set_gaia_object_only
  7446. set_place_for_every_player
  7447. min_distance_to_players 20
  7448. max_distance_to_players 26
  7449. min_distance_group_placement 7
  7450. max_distance_to_other_zones 7
  7451. }
  7452.  
  7453. /* EXTRA GOLD */
  7454.  
  7455. if TINY_MAP
  7456. create_object GOLD
  7457. {
  7458. number_of_groups 2
  7459. number_of_objects 3
  7460. group_placement_radius 2
  7461. set_tight_grouping
  7462. set_gaia_object_only
  7463. min_distance_to_players 40
  7464. min_distance_group_placement 9
  7465. }
  7466. endif
  7467.  
  7468. if SMALL_MAP
  7469. create_object GOLD
  7470. {
  7471. number_of_groups 2
  7472. number_of_objects 3
  7473. group_placement_radius 2
  7474. set_tight_grouping
  7475. set_gaia_object_only
  7476. min_distance_to_players 40
  7477. min_distance_group_placement 9
  7478. }
  7479. endif
  7480.  
  7481. if MEDIUM_MAP
  7482. create_object GOLD
  7483. {
  7484. number_of_groups 3
  7485. number_of_objects 3
  7486. group_variance 1
  7487. group_placement_radius 2
  7488. set_tight_grouping
  7489. set_gaia_object_only
  7490. min_distance_to_players 40
  7491. min_distance_group_placement 9
  7492. }
  7493. endif
  7494.  
  7495. if LARGE_MAP
  7496. create_object GOLD
  7497. {
  7498. number_of_groups 3
  7499. number_of_objects 3
  7500. group_variance 1
  7501. group_placement_radius 2
  7502. set_tight_grouping
  7503. set_gaia_object_only
  7504. min_distance_to_players 40
  7505. min_distance_group_placement 9
  7506. }
  7507. endif
  7508.  
  7509. if HUGE_MAP
  7510. create_object GOLD
  7511. {
  7512. number_of_groups 4
  7513. number_of_objects 4
  7514. group_variance 1
  7515. group_placement_radius 2
  7516. set_tight_grouping
  7517. set_gaia_object_only
  7518. min_distance_to_players 40
  7519. min_distance_group_placement 9
  7520. }
  7521. endif
  7522.  
  7523. if GIGANTIC_MAP
  7524. create_object GOLD
  7525. {
  7526. number_of_groups 5
  7527. number_of_objects 4
  7528. group_variance 1
  7529. group_placement_radius 2
  7530. set_tight_grouping
  7531. set_gaia_object_only
  7532. min_distance_to_players 40
  7533. min_distance_group_placement 9
  7534. }
  7535. endif
  7536.  
  7537. /* EXTRA STONE */
  7538.  
  7539. if TINY_MAP
  7540. create_object STONE
  7541. {
  7542. number_of_groups 1
  7543. number_of_objects 4
  7544. group_variance 1
  7545. group_placement_radius 2
  7546. set_tight_grouping
  7547. set_gaia_object_only
  7548. min_distance_to_players 40
  7549. min_distance_group_placement 9
  7550. }
  7551. endif
  7552.  
  7553. if SMALL_MAP
  7554. create_object STONE
  7555. {
  7556. number_of_groups 1
  7557. number_of_objects 4
  7558. group_variance 1
  7559. group_placement_radius 2
  7560. set_tight_grouping
  7561. set_gaia_object_only
  7562. min_distance_to_players 40
  7563. min_distance_group_placement 9
  7564. }
  7565. endif
  7566.  
  7567. if MEDIUM_MAP
  7568. create_object STONE
  7569. {
  7570. number_of_groups 2
  7571. number_of_objects 4
  7572. group_variance 1
  7573. group_placement_radius 2
  7574. set_tight_grouping
  7575. set_gaia_object_only
  7576. min_distance_to_players 40
  7577. min_distance_group_placement 9
  7578. }
  7579. endif
  7580.  
  7581. if LARGE_MAP
  7582. create_object STONE
  7583. {
  7584. number_of_groups 3
  7585. number_of_objects 4
  7586. group_variance 1
  7587. group_placement_radius 2
  7588. set_tight_grouping
  7589. set_gaia_object_only
  7590. min_distance_to_players 40
  7591. min_distance_group_placement 9
  7592. }
  7593. endif
  7594.  
  7595. if HUGE_MAP
  7596. create_object STONE
  7597. {
  7598. number_of_groups 4
  7599. number_of_objects 4
  7600. group_variance 1
  7601. group_placement_radius 2
  7602. set_tight_grouping
  7603. set_gaia_object_only
  7604. min_distance_to_players 40
  7605. min_distance_group_placement 9
  7606. }
  7607. endif
  7608.  
  7609. if GIGANTIC_MAP
  7610. create_object STONE
  7611. {
  7612. number_of_groups 5
  7613. number_of_objects 4
  7614. group_variance 1
  7615. group_placement_radius 2
  7616. set_tight_grouping
  7617. set_gaia_object_only
  7618. min_distance_to_players 40
  7619. min_distance_group_placement 9
  7620. }
  7621. endif
  7622.  
  7623. /* NEAR FORAGE */
  7624. create_object FORAGE
  7625. {
  7626. number_of_objects 6
  7627. group_placement_radius 3
  7628. set_tight_grouping
  7629. set_gaia_object_only
  7630. set_place_for_every_player
  7631. min_distance_to_players 10
  7632. max_distance_to_players 12
  7633. min_distance_group_placement 6
  7634. }
  7635.  
  7636. if LARGE_MAP
  7637. create_object FORAGE
  7638. {
  7639. number_of_groups 1
  7640. number_of_objects 5
  7641. group_placement_radius 3
  7642. set_tight_grouping
  7643. set_gaia_object_only
  7644. min_distance_to_players 40
  7645. max_distance_to_players 120
  7646. min_distance_group_placement 9
  7647. }
  7648. endif
  7649.  
  7650. if HUGE_MAP
  7651. create_object FORAGE
  7652. {
  7653. number_of_groups 2
  7654. number_of_objects 5
  7655. group_placement_radius 3
  7656. set_tight_grouping
  7657. set_gaia_object_only
  7658. min_distance_to_players 40
  7659. max_distance_to_players 120
  7660. min_distance_group_placement 9
  7661. }
  7662. endif
  7663.  
  7664. if GIGANTIC_MAP
  7665. create_object FORAGE
  7666. {
  7667. number_of_groups 3
  7668. number_of_objects 5
  7669. group_placement_radius 3
  7670. set_tight_grouping
  7671. set_gaia_object_only
  7672. min_distance_to_players 40
  7673. max_distance_to_players 120
  7674. min_distance_group_placement 9
  7675. }
  7676. endif
  7677.  
  7678. create_object PALM_FOREST_TREE /* straggler trees */
  7679. {
  7680. number_of_objects 2
  7681. set_gaia_object_only
  7682. set_place_for_every_player
  7683. min_distance_to_players 4
  7684. max_distance_to_players 5
  7685. min_distance_group_placement 2
  7686. }
  7687. create_object PALM_FOREST_TREE
  7688. {
  7689. number_of_objects 3
  7690. set_gaia_object_only
  7691. set_place_for_every_player
  7692. min_distance_to_players 6
  7693. max_distance_to_players 8
  7694. min_distance_group_placement 2
  7695. }
  7696.  
  7697. create_object WOLF
  7698. {
  7699. number_of_objects 2
  7700. set_gaia_object_only
  7701. set_place_for_every_player
  7702. min_distance_group_placement 12
  7703. min_distance_to_players 30
  7704. max_distance_to_players 40
  7705. }
  7706.  
  7707. create_object WOLF
  7708. {
  7709. number_of_groups 2
  7710. set_loose_grouping
  7711. number_of_objects 1
  7712. set_scaling_to_map_size
  7713. set_gaia_object_only
  7714. min_distance_group_placement 12
  7715. min_distance_to_players 40
  7716. max_distance_to_players 120
  7717. }
  7718.  
  7719. /* ****************************************************** */
  7720.  
  7721. elseif SY_CONTINENTAL
  7722.  
  7723. /* ****************************************************** */
  7724.  
  7725. create_object SHEEP
  7726. {
  7727. number_of_objects 4
  7728. number_of_groups 1
  7729. set_loose_grouping
  7730. set_gaia_object_only
  7731. set_place_for_every_player
  7732. min_distance_to_players 9
  7733. max_distance_to_players 11
  7734. }
  7735.  
  7736. create_object SHEEP
  7737. {
  7738. number_of_objects 2
  7739. number_of_groups 1
  7740. set_loose_grouping
  7741. set_gaia_object_only
  7742. set_place_for_every_player
  7743. min_distance_to_players 12
  7744. max_distance_to_players 30
  7745. }
  7746.  
  7747. create_object SHEEP
  7748. {
  7749. number_of_objects 2
  7750. number_of_groups 1
  7751. set_loose_grouping
  7752. set_gaia_object_only
  7753. set_place_for_every_player
  7754. min_distance_to_players 12
  7755. max_distance_to_players 30
  7756. }
  7757.  
  7758. create_object DEER
  7759. {
  7760. number_of_objects 4
  7761. number_of_groups 1
  7762. set_loose_grouping
  7763. set_gaia_object_only
  7764. set_place_for_every_player
  7765. min_distance_to_players 14
  7766. max_distance_to_players 30
  7767. }
  7768.  
  7769. create_object BOAR
  7770. {
  7771. number_of_objects 1
  7772. number_of_groups 1
  7773. set_loose_grouping
  7774. set_gaia_object_only
  7775. set_place_for_every_player
  7776. min_distance_to_players 16
  7777. max_distance_to_players 22
  7778. }
  7779.  
  7780. create_object BOAR
  7781. {
  7782. number_of_objects 1
  7783. number_of_groups 1
  7784. set_loose_grouping
  7785. set_gaia_object_only
  7786. set_place_for_every_player
  7787. min_distance_to_players 16
  7788. max_distance_to_players 22
  7789. }
  7790.  
  7791. /* NEAR GOLD */
  7792. create_object GOLD
  7793. {
  7794. number_of_objects 7
  7795. group_placement_radius 3
  7796. set_tight_grouping
  7797. set_gaia_object_only
  7798. set_place_for_every_player
  7799. min_distance_to_players 12
  7800. max_distance_to_players 16
  7801. min_distance_group_placement 7
  7802. max_distance_to_other_zones 7
  7803. }
  7804.  
  7805. /* MEDIUM GOLD */
  7806. create_object GOLD
  7807. {
  7808. number_of_objects 5
  7809. group_placement_radius 3
  7810. set_tight_grouping
  7811. set_gaia_object_only
  7812. set_place_for_every_player
  7813. min_distance_to_players 18
  7814. max_distance_to_players 26
  7815. min_distance_group_placement 7
  7816. max_distance_to_other_zones 7
  7817. }
  7818.  
  7819. /* FAR GOLD */
  7820. create_object GOLD
  7821. {
  7822. number_of_objects 4
  7823. number_of_groups 1
  7824. group_placement_radius 3
  7825. set_tight_grouping
  7826. set_gaia_object_only
  7827. set_place_for_every_player
  7828. min_distance_to_players 25
  7829. max_distance_to_players 35
  7830. min_distance_group_placement 7
  7831. max_distance_to_other_zones 7
  7832. }
  7833.  
  7834. /* NEAR STONE */
  7835. create_object STONE
  7836. {
  7837. number_of_objects 5
  7838. group_placement_radius 2
  7839. set_tight_grouping
  7840. set_gaia_object_only
  7841. set_place_for_every_player
  7842. min_distance_to_players 14
  7843. max_distance_to_players 18
  7844. min_distance_group_placement 7
  7845. max_distance_to_other_zones 7
  7846. }
  7847.  
  7848. /* FAR STONE */
  7849. create_object STONE
  7850. {
  7851. number_of_objects 4
  7852. number_of_groups 2
  7853. group_placement_radius 2
  7854. set_tight_grouping
  7855. set_gaia_object_only
  7856. set_place_for_every_player
  7857. min_distance_to_players 20
  7858. max_distance_to_players 26
  7859. min_distance_group_placement 7
  7860. max_distance_to_other_zones 7
  7861. }
  7862.  
  7863. /* NEAR FORAGE */
  7864. create_object FORAGE
  7865. {
  7866. number_of_objects 6
  7867. group_placement_radius 3
  7868. set_tight_grouping
  7869. set_gaia_object_only
  7870. set_place_for_every_player
  7871. min_distance_to_players 10
  7872. max_distance_to_players 12
  7873. min_distance_group_placement 6
  7874. }
  7875.  
  7876. /* EXTRA GOLD */
  7877.  
  7878. if TINY_MAP
  7879. create_object GOLD
  7880. {
  7881. number_of_groups 2
  7882. number_of_objects 3
  7883. group_placement_radius 2
  7884. set_tight_grouping
  7885. set_gaia_object_only
  7886. min_distance_to_players 40
  7887. min_distance_group_placement 9
  7888. }
  7889. endif
  7890.  
  7891. if SMALL_MAP
  7892. create_object GOLD
  7893. {
  7894. number_of_groups 2
  7895. number_of_objects 3
  7896. group_placement_radius 2
  7897. set_tight_grouping
  7898. set_gaia_object_only
  7899. min_distance_to_players 40
  7900. min_distance_group_placement 9
  7901. }
  7902. endif
  7903.  
  7904. if MEDIUM_MAP
  7905. create_object GOLD
  7906. {
  7907. number_of_groups 3
  7908. number_of_objects 3
  7909. group_variance 1
  7910. group_placement_radius 2
  7911. set_tight_grouping
  7912. set_gaia_object_only
  7913. min_distance_to_players 40
  7914. min_distance_group_placement 9
  7915. }
  7916. endif
  7917.  
  7918. if LARGE_MAP
  7919. create_object GOLD
  7920. {
  7921. number_of_groups 3
  7922. number_of_objects 3
  7923. group_variance 1
  7924. group_placement_radius 2
  7925. set_tight_grouping
  7926. set_gaia_object_only
  7927. min_distance_to_players 40
  7928. min_distance_group_placement 9
  7929. }
  7930. endif
  7931.  
  7932. if HUGE_MAP
  7933. create_object GOLD
  7934. {
  7935. number_of_groups 4
  7936. number_of_objects 4
  7937. group_variance 1
  7938. group_placement_radius 2
  7939. set_tight_grouping
  7940. set_gaia_object_only
  7941. min_distance_to_players 40
  7942. min_distance_group_placement 9
  7943. }
  7944. endif
  7945.  
  7946. if GIGANTIC_MAP
  7947. create_object GOLD
  7948. {
  7949. number_of_groups 5
  7950. number_of_objects 4
  7951. group_variance 1
  7952. group_placement_radius 2
  7953. set_tight_grouping
  7954. set_gaia_object_only
  7955. min_distance_to_players 40
  7956. min_distance_group_placement 9
  7957. }
  7958. endif
  7959.  
  7960. /* EXTRA STONE */
  7961.  
  7962. if TINY_MAP
  7963. create_object STONE
  7964. {
  7965. number_of_groups 1
  7966. number_of_objects 4
  7967. group_variance 1
  7968. group_placement_radius 2
  7969. set_tight_grouping
  7970. set_gaia_object_only
  7971. min_distance_to_players 40
  7972. min_distance_group_placement 9
  7973. }
  7974. endif
  7975.  
  7976. if SMALL_MAP
  7977. create_object STONE
  7978. {
  7979. number_of_groups 1
  7980. number_of_objects 4
  7981. group_variance 1
  7982. group_placement_radius 2
  7983. set_tight_grouping
  7984. set_gaia_object_only
  7985. min_distance_to_players 40
  7986. min_distance_group_placement 9
  7987. }
  7988. endif
  7989.  
  7990. if MEDIUM_MAP
  7991. create_object STONE
  7992. {
  7993. number_of_groups 2
  7994. number_of_objects 4
  7995. group_variance 1
  7996. group_placement_radius 2
  7997. set_tight_grouping
  7998. set_gaia_object_only
  7999. min_distance_to_players 40
  8000. min_distance_group_placement 9
  8001. }
  8002. endif
  8003.  
  8004. if LARGE_MAP
  8005. create_object STONE
  8006. {
  8007. number_of_groups 3
  8008. number_of_objects 4
  8009. group_variance 1
  8010. group_placement_radius 2
  8011. set_tight_grouping
  8012. set_gaia_object_only
  8013. min_distance_to_players 40
  8014. min_distance_group_placement 9
  8015. }
  8016. endif
  8017.  
  8018. if HUGE_MAP
  8019. create_object STONE
  8020. {
  8021. number_of_groups 4
  8022. number_of_objects 4
  8023. group_variance 1
  8024. group_placement_radius 2
  8025. set_tight_grouping
  8026. set_gaia_object_only
  8027. min_distance_to_players 40
  8028. min_distance_group_placement 9
  8029. }
  8030. endif
  8031.  
  8032. if GIGANTIC_MAP
  8033. create_object STONE
  8034. {
  8035. number_of_groups 5
  8036. number_of_objects 4
  8037. group_variance 1
  8038. group_placement_radius 2
  8039. set_tight_grouping
  8040. set_gaia_object_only
  8041. min_distance_to_players 40
  8042. min_distance_group_placement 9
  8043. }
  8044. endif
  8045.  
  8046. if LARGE_MAP
  8047. create_object FORAGE
  8048. {
  8049. number_of_groups 1
  8050. number_of_objects 5
  8051. group_placement_radius 3
  8052. set_tight_grouping
  8053. set_gaia_object_only
  8054. min_distance_to_players 40
  8055. max_distance_to_players 120
  8056. min_distance_group_placement 9
  8057. }
  8058. endif
  8059.  
  8060. if HUGE_MAP
  8061. create_object FORAGE
  8062. {
  8063. number_of_groups 2
  8064. number_of_objects 5
  8065. group_placement_radius 3
  8066. set_tight_grouping
  8067. set_gaia_object_only
  8068. min_distance_to_players 40
  8069. max_distance_to_players 120
  8070. min_distance_group_placement 9
  8071. }
  8072. endif
  8073.  
  8074. if GIGANTIC_MAP
  8075. create_object FORAGE
  8076. {
  8077. number_of_groups 3
  8078. number_of_objects 5
  8079. group_placement_radius 3
  8080. set_tight_grouping
  8081. set_gaia_object_only
  8082. min_distance_to_players 40
  8083. max_distance_to_players 120
  8084. min_distance_group_placement 9
  8085. }
  8086. endif
  8087.  
  8088. start_random
  8089. percent_chance 50
  8090. create_object OAKTREE
  8091. {
  8092. number_of_objects 2
  8093. set_gaia_object_only
  8094. set_place_for_every_player
  8095. min_distance_to_players 4
  8096. max_distance_to_players 5
  8097. min_distance_group_placement 2
  8098. }
  8099.  
  8100. create_object OAKTREE
  8101. {
  8102. number_of_objects 3
  8103. set_gaia_object_only
  8104. set_place_for_every_player
  8105. min_distance_to_players 6
  8106. max_distance_to_players 8
  8107. min_distance_group_placement 2
  8108. }
  8109.  
  8110. percent_chance 50
  8111.  
  8112. create_object PINETREE
  8113. {
  8114. number_of_objects 2
  8115. set_gaia_object_only
  8116. set_place_for_every_player
  8117. min_distance_to_players 4
  8118. max_distance_to_players 5
  8119. min_distance_group_placement 2
  8120. }
  8121.  
  8122. create_object PINETREE
  8123. {
  8124. number_of_objects 3
  8125. set_gaia_object_only
  8126. set_place_for_every_player
  8127. min_distance_to_players 6
  8128. max_distance_to_players 8
  8129. min_distance_group_placement 2
  8130. }
  8131. end_random
  8132.  
  8133. if ASIAN_MAP
  8134. create_object BAMBOO_TREE
  8135. {
  8136. number_of_objects 30
  8137. set_gaia_object_only
  8138. set_scaling_to_map_size
  8139. min_distance_to_players 8
  8140. }
  8141. elseif ALPINE_MAP
  8142. create_object PINETREE
  8143. {
  8144. number_of_objects 30
  8145. set_gaia_object_only
  8146. set_scaling_to_map_size
  8147. min_distance_to_players 8
  8148. }
  8149. else
  8150. create_object OAKTREE
  8151. {
  8152. number_of_objects 30
  8153. set_gaia_object_only
  8154. set_scaling_to_map_size
  8155. min_distance_to_players 8
  8156. }
  8157. endif
  8158.  
  8159. create_object WOLF
  8160. {
  8161. number_of_objects 2
  8162. set_gaia_object_only
  8163. set_place_for_every_player
  8164. min_distance_group_placement 12
  8165. min_distance_to_players 30
  8166. max_distance_to_players 40
  8167. }
  8168.  
  8169. create_object WOLF
  8170. {
  8171. number_of_groups 2
  8172. set_loose_grouping
  8173. number_of_objects 1
  8174. set_scaling_to_map_size
  8175. set_gaia_object_only
  8176. min_distance_group_placement 12
  8177. min_distance_to_players 40
  8178. max_distance_to_players 120
  8179. }
  8180.  
  8181. /* ****************************************************** */
  8182.  
  8183. elseif SY_CLIFFYARENA
  8184.  
  8185. /* ****************************************************** */
  8186.  
  8187. create_object SHEEP
  8188. {
  8189. number_of_objects 4
  8190. set_loose_grouping
  8191. set_gaia_object_only
  8192. set_place_for_every_player
  8193. min_distance_to_players 10
  8194. max_distance_to_players 12
  8195. }
  8196.  
  8197. create_object SHEEP
  8198. {
  8199. number_of_objects 2
  8200. number_of_groups 1
  8201. set_loose_grouping
  8202. set_gaia_object_only
  8203. set_place_for_every_player
  8204. min_distance_to_players 12
  8205. max_distance_to_players 30
  8206. }
  8207.  
  8208. create_object SHEEP
  8209. {
  8210. number_of_objects 2
  8211. number_of_groups 1
  8212. set_loose_grouping
  8213. set_gaia_object_only
  8214. set_place_for_every_player
  8215. min_distance_to_players 12
  8216. max_distance_to_players 30
  8217. }
  8218.  
  8219. create_object DEER
  8220. {
  8221. number_of_objects 4
  8222. group_variance 1
  8223. group_placement_radius 3
  8224. set_loose_grouping
  8225. set_gaia_object_only
  8226. set_place_for_every_player
  8227. min_distance_to_players 14
  8228. max_distance_to_players 30
  8229. }
  8230.  
  8231. create_object BOAR
  8232. {
  8233. number_of_objects 1
  8234. set_loose_grouping
  8235. set_gaia_object_only
  8236. set_place_for_every_player
  8237. min_distance_to_players 16
  8238. max_distance_to_players 22
  8239. }
  8240.  
  8241. create_object BOAR
  8242. {
  8243. number_of_objects 1
  8244. set_gaia_object_only
  8245. set_place_for_every_player
  8246. min_distance_to_players 16
  8247. max_distance_to_players 22
  8248. }
  8249.  
  8250. /* NEAR FORAGE */
  8251.  
  8252. create_object FORAGE
  8253. {
  8254. number_of_objects 6
  8255. group_placement_radius 3
  8256. set_tight_grouping
  8257. set_gaia_object_only
  8258. set_place_for_every_player
  8259. min_distance_to_players 10
  8260. max_distance_to_players 12
  8261. min_distance_group_placement 6
  8262. }
  8263.  
  8264. /* NEAR GOLD */
  8265.  
  8266. create_object GOLD
  8267. {
  8268. number_of_objects 7
  8269. group_placement_radius 3
  8270. set_tight_grouping
  8271. set_gaia_object_only
  8272. set_place_for_every_player
  8273. min_distance_to_players 12
  8274. max_distance_to_players 16
  8275. min_distance_group_placement 7
  8276. max_distance_to_other_zones 7
  8277. }
  8278.  
  8279. /* MEDIUM GOLD */
  8280.  
  8281. create_object GOLD
  8282. {
  8283. number_of_objects 4
  8284. group_placement_radius 3
  8285. set_tight_grouping
  8286. set_gaia_object_only
  8287. set_place_for_every_player
  8288. min_distance_to_players 18
  8289. max_distance_to_players 26
  8290. min_distance_group_placement 7
  8291. max_distance_to_other_zones 7
  8292. }
  8293.  
  8294. /* FAR GOLD */
  8295.  
  8296. create_object GOLD
  8297. {
  8298. number_of_objects 4
  8299. group_placement_radius 3
  8300. set_tight_grouping
  8301. set_gaia_object_only
  8302. set_place_for_every_player
  8303. min_distance_to_players 25
  8304. max_distance_to_players 35
  8305. min_distance_group_placement 7
  8306. max_distance_to_other_zones 7
  8307. }
  8308.  
  8309. /* NEAR STONE */
  8310.  
  8311. create_object STONE
  8312. {
  8313. number_of_objects 5
  8314. group_placement_radius 2
  8315. set_tight_grouping
  8316. set_gaia_object_only
  8317. set_place_for_every_player
  8318. min_distance_to_players 14
  8319. max_distance_to_players 18
  8320. min_distance_group_placement 7
  8321. max_distance_to_other_zones 7
  8322. }
  8323.  
  8324. /* FAR STONE */
  8325.  
  8326. create_object STONE
  8327. {
  8328. number_of_objects 4
  8329. group_placement_radius 2
  8330. set_tight_grouping
  8331. set_gaia_object_only
  8332. set_place_for_every_player
  8333. min_distance_to_players 20
  8334. max_distance_to_players 26
  8335. min_distance_group_placement 7
  8336. max_distance_to_other_zones 7
  8337. }
  8338.  
  8339. /* EXTRA GOLD */
  8340.  
  8341. if TINY_MAP
  8342. create_object GOLD
  8343. {
  8344. number_of_groups 2
  8345. number_of_objects 3
  8346. group_placement_radius 2
  8347. set_tight_grouping
  8348. set_gaia_object_only
  8349. min_distance_to_players 40
  8350. min_distance_group_placement 9
  8351. }
  8352. endif
  8353.  
  8354. if SMALL_MAP
  8355. create_object GOLD
  8356. {
  8357. number_of_groups 2
  8358. number_of_objects 3
  8359. group_placement_radius 2
  8360. set_tight_grouping
  8361. set_gaia_object_only
  8362. min_distance_to_players 40
  8363. min_distance_group_placement 9
  8364. }
  8365. endif
  8366.  
  8367. if MEDIUM_MAP
  8368. create_object GOLD
  8369. {
  8370. number_of_groups 3
  8371. number_of_objects 3
  8372. group_variance 1
  8373. group_placement_radius 2
  8374. set_tight_grouping
  8375. set_gaia_object_only
  8376. min_distance_to_players 40
  8377. min_distance_group_placement 9
  8378. }
  8379. endif
  8380.  
  8381. if LARGE_MAP
  8382. create_object GOLD
  8383. {
  8384. number_of_groups 3
  8385. number_of_objects 3
  8386. group_variance 1
  8387. group_placement_radius 2
  8388. set_tight_grouping
  8389. set_gaia_object_only
  8390. min_distance_to_players 40
  8391. min_distance_group_placement 9
  8392. }
  8393. endif
  8394.  
  8395. if HUGE_MAP
  8396. create_object GOLD
  8397. {
  8398. number_of_groups 4
  8399. number_of_objects 4
  8400. group_variance 1
  8401. group_placement_radius 2
  8402. set_tight_grouping
  8403. set_gaia_object_only
  8404. min_distance_to_players 40
  8405. min_distance_group_placement 9
  8406. }
  8407. endif
  8408.  
  8409. if GIGANTIC_MAP
  8410. create_object GOLD
  8411. {
  8412. number_of_groups 5
  8413. number_of_objects 4
  8414. group_variance 1
  8415. group_placement_radius 2
  8416. set_tight_grouping
  8417. set_gaia_object_only
  8418. min_distance_to_players 40
  8419. min_distance_group_placement 9
  8420. }
  8421. endif
  8422.  
  8423. /* EXTRA STONE */
  8424.  
  8425. if TINY_MAP
  8426. create_object STONE
  8427. {
  8428. number_of_groups 1
  8429. number_of_objects 4
  8430. group_variance 1
  8431. group_placement_radius 2
  8432. set_tight_grouping
  8433. set_gaia_object_only
  8434. min_distance_to_players 40
  8435. min_distance_group_placement 9
  8436. }
  8437. endif
  8438.  
  8439. if SMALL_MAP
  8440. create_object STONE
  8441. {
  8442. number_of_groups 1
  8443. number_of_objects 4
  8444. group_variance 1
  8445. group_placement_radius 2
  8446. set_tight_grouping
  8447. set_gaia_object_only
  8448. min_distance_to_players 40
  8449. min_distance_group_placement 9
  8450. }
  8451. endif
  8452.  
  8453. if MEDIUM_MAP
  8454. create_object STONE
  8455. {
  8456. number_of_groups 2
  8457. number_of_objects 4
  8458. group_variance 1
  8459. group_placement_radius 2
  8460. set_tight_grouping
  8461. set_gaia_object_only
  8462. min_distance_to_players 40
  8463. min_distance_group_placement 9
  8464. }
  8465. endif
  8466.  
  8467. if LARGE_MAP
  8468. create_object STONE
  8469. {
  8470. number_of_groups 3
  8471. number_of_objects 4
  8472. group_variance 1
  8473. group_placement_radius 2
  8474. set_tight_grouping
  8475. set_gaia_object_only
  8476. min_distance_to_players 40
  8477. min_distance_group_placement 9
  8478. }
  8479. endif
  8480.  
  8481. if HUGE_MAP
  8482. create_object STONE
  8483. {
  8484. number_of_groups 4
  8485. number_of_objects 4
  8486. group_variance 1
  8487. group_placement_radius 2
  8488. set_tight_grouping
  8489. set_gaia_object_only
  8490. min_distance_to_players 40
  8491. min_distance_group_placement 9
  8492. }
  8493. endif
  8494.  
  8495. if GIGANTIC_MAP
  8496. create_object STONE
  8497. {
  8498. number_of_groups 5
  8499. number_of_objects 4
  8500. group_variance 1
  8501. group_placement_radius 2
  8502. set_tight_grouping
  8503. set_gaia_object_only
  8504. min_distance_to_players 40
  8505. min_distance_group_placement 9
  8506. }
  8507. endif
  8508.  
  8509. /* RESOURCES BY MAP */
  8510.  
  8511. if LARGE_MAP
  8512. create_object FORAGE
  8513. {
  8514. number_of_groups 1
  8515. number_of_objects 5
  8516. group_placement_radius 3
  8517. set_tight_grouping
  8518. set_gaia_object_only
  8519. min_distance_to_players 40
  8520. max_distance_to_players 120
  8521. min_distance_group_placement 7
  8522. }
  8523. endif
  8524.  
  8525. if HUGE_MAP
  8526. create_object FORAGE
  8527. {
  8528. number_of_groups 2
  8529. number_of_objects 5
  8530. group_placement_radius 3
  8531. set_tight_grouping
  8532. set_gaia_object_only
  8533. min_distance_to_players 40
  8534. max_distance_to_players 120
  8535. min_distance_group_placement 7
  8536. }
  8537. endif
  8538.  
  8539. if GIGANTIC_MAP
  8540. create_object FORAGE
  8541. {
  8542. number_of_groups 3
  8543. number_of_objects 5
  8544. group_placement_radius 3
  8545. set_tight_grouping
  8546. set_gaia_object_only
  8547. min_distance_to_players 40
  8548. max_distance_to_players 120
  8549. min_distance_group_placement 7
  8550. }
  8551. endif
  8552.  
  8553. create_object PINETREE
  8554. {
  8555. number_of_objects 2
  8556. set_gaia_object_only
  8557. set_place_for_every_player
  8558. min_distance_to_players 4
  8559. max_distance_to_players 5
  8560. min_distance_group_placement 2
  8561. }
  8562. create_object PINETREE
  8563. {
  8564. number_of_objects 3
  8565. set_gaia_object_only
  8566. set_place_for_every_player
  8567. min_distance_to_players 6
  8568. max_distance_to_players 8
  8569. min_distance_group_placement 2
  8570. }
  8571.  
  8572. create_object WOLF
  8573. {
  8574. number_of_objects 2
  8575. set_gaia_object_only
  8576. set_place_for_every_player
  8577. min_distance_group_placement 12
  8578. min_distance_to_players 30
  8579. max_distance_to_players 40
  8580. }
  8581.  
  8582. create_object WOLF
  8583. {
  8584. number_of_groups 2
  8585. set_loose_grouping
  8586. number_of_objects 1
  8587. set_scaling_to_map_size
  8588. set_gaia_object_only
  8589. min_distance_group_placement 12
  8590. min_distance_to_players 40
  8591. max_distance_to_players 120
  8592. }
  8593.  
  8594. /* ****************************************************** */
  8595.  
  8596. elseif SY_DESERTFOX
  8597.  
  8598. /* ****************************************************** */
  8599.  
  8600. create_object SHEEP
  8601. {
  8602. number_of_objects 4
  8603. number_of_groups 1
  8604. set_loose_grouping
  8605. set_gaia_object_only
  8606. set_place_for_every_player
  8607. min_distance_to_players 9
  8608. max_distance_to_players 11
  8609. }
  8610.  
  8611. create_object SHEEP
  8612. {
  8613. number_of_objects 2
  8614. number_of_groups 1
  8615. set_loose_grouping
  8616. set_gaia_object_only
  8617. set_place_for_every_player
  8618. min_distance_to_players 12
  8619. max_distance_to_players 30
  8620. }
  8621.  
  8622. create_object SHEEP
  8623. {
  8624. number_of_objects 2
  8625. number_of_groups 1
  8626. set_loose_grouping
  8627. set_gaia_object_only
  8628. set_place_for_every_player
  8629. min_distance_to_players 12
  8630. max_distance_to_players 30
  8631. }
  8632.  
  8633. create_object DEER
  8634. {
  8635. number_of_objects 4
  8636. number_of_groups 1
  8637. set_loose_grouping
  8638. set_gaia_object_only
  8639. set_place_for_every_player
  8640. min_distance_to_players 14
  8641. max_distance_to_players 30
  8642. }
  8643.  
  8644. create_object BOAR
  8645. {
  8646. number_of_objects 1
  8647. number_of_groups 1
  8648. set_loose_grouping
  8649. set_gaia_object_only
  8650. set_place_for_every_player
  8651. min_distance_to_players 16
  8652. max_distance_to_players 22
  8653. }
  8654.  
  8655. create_object BOAR
  8656. {
  8657. number_of_objects 1
  8658. number_of_groups 1
  8659. set_loose_grouping
  8660. set_gaia_object_only
  8661. set_place_for_every_player
  8662. min_distance_to_players 16
  8663. max_distance_to_players 22
  8664. }
  8665.  
  8666. /* NEAR GOLD */
  8667. create_object GOLD
  8668. {
  8669. number_of_objects 7
  8670. group_placement_radius 3
  8671. set_tight_grouping
  8672. set_gaia_object_only
  8673. set_place_for_every_player
  8674. min_distance_to_players 12
  8675. max_distance_to_players 16
  8676. min_distance_group_placement 7
  8677. max_distance_to_other_zones 7
  8678. }
  8679.  
  8680. /* MEDIUM GOLD */
  8681. create_object GOLD
  8682. {
  8683. number_of_objects 5
  8684. group_placement_radius 3
  8685. set_tight_grouping
  8686. set_gaia_object_only
  8687. set_place_for_every_player
  8688. min_distance_to_players 18
  8689. max_distance_to_players 26
  8690. min_distance_group_placement 7
  8691. max_distance_to_other_zones 7
  8692. }
  8693.  
  8694. /* FAR GOLD */
  8695. create_object GOLD
  8696. {
  8697. number_of_objects 4
  8698. number_of_groups 1
  8699. group_placement_radius 3
  8700. set_tight_grouping
  8701. set_gaia_object_only
  8702. set_place_for_every_player
  8703. min_distance_to_players 25
  8704. max_distance_to_players 35
  8705. min_distance_group_placement 7
  8706. max_distance_to_other_zones 7
  8707. }
  8708.  
  8709. /* NEAR STONE */
  8710. create_object STONE
  8711. {
  8712. number_of_objects 5
  8713. group_placement_radius 2
  8714. set_tight_grouping
  8715. set_gaia_object_only
  8716. set_place_for_every_player
  8717. min_distance_to_players 14
  8718. max_distance_to_players 18
  8719. min_distance_group_placement 7
  8720. max_distance_to_other_zones 7
  8721. }
  8722.  
  8723. /* FAR STONE */
  8724. create_object STONE
  8725. {
  8726. number_of_objects 4
  8727. number_of_groups 2
  8728. group_placement_radius 2
  8729. set_tight_grouping
  8730. set_gaia_object_only
  8731. set_place_for_every_player
  8732. min_distance_to_players 20
  8733. max_distance_to_players 26
  8734. min_distance_group_placement 7
  8735. max_distance_to_other_zones 7
  8736. }
  8737.  
  8738. /* NEAR FORAGE */
  8739. create_object FORAGE
  8740. {
  8741. number_of_objects 6
  8742. group_placement_radius 3
  8743. set_tight_grouping
  8744. set_gaia_object_only
  8745. set_place_for_every_player
  8746. min_distance_to_players 10
  8747. max_distance_to_players 12
  8748. min_distance_group_placement 6
  8749. }
  8750.  
  8751. /* EXTRA GOLD */
  8752.  
  8753. if TINY_MAP
  8754. create_object GOLD
  8755. {
  8756. number_of_groups 2
  8757. number_of_objects 3
  8758. group_placement_radius 2
  8759. set_tight_grouping
  8760. set_gaia_object_only
  8761. min_distance_to_players 40
  8762. min_distance_group_placement 9
  8763. }
  8764. endif
  8765.  
  8766. if SMALL_MAP
  8767. create_object GOLD
  8768. {
  8769. number_of_groups 2
  8770. number_of_objects 3
  8771. group_placement_radius 2
  8772. set_tight_grouping
  8773. set_gaia_object_only
  8774. min_distance_to_players 40
  8775. min_distance_group_placement 9
  8776. }
  8777. endif
  8778.  
  8779. if MEDIUM_MAP
  8780. create_object GOLD
  8781. {
  8782. number_of_groups 3
  8783. number_of_objects 3
  8784. group_variance 1
  8785. group_placement_radius 2
  8786. set_tight_grouping
  8787. set_gaia_object_only
  8788. min_distance_to_players 40
  8789. min_distance_group_placement 9
  8790. }
  8791. endif
  8792.  
  8793. if LARGE_MAP
  8794. create_object GOLD
  8795. {
  8796. number_of_groups 3
  8797. number_of_objects 3
  8798. group_variance 1
  8799. group_placement_radius 2
  8800. set_tight_grouping
  8801. set_gaia_object_only
  8802. min_distance_to_players 40
  8803. min_distance_group_placement 9
  8804. }
  8805. endif
  8806.  
  8807. if HUGE_MAP
  8808. create_object GOLD
  8809. {
  8810. number_of_groups 4
  8811. number_of_objects 4
  8812. group_variance 1
  8813. group_placement_radius 2
  8814. set_tight_grouping
  8815. set_gaia_object_only
  8816. min_distance_to_players 40
  8817. min_distance_group_placement 9
  8818. }
  8819. endif
  8820.  
  8821. if GIGANTIC_MAP
  8822. create_object GOLD
  8823. {
  8824. number_of_groups 5
  8825. number_of_objects 4
  8826. group_variance 1
  8827. group_placement_radius 2
  8828. set_tight_grouping
  8829. set_gaia_object_only
  8830. min_distance_to_players 40
  8831. min_distance_group_placement 9
  8832. }
  8833. endif
  8834.  
  8835. /* EXTRA STONE */
  8836.  
  8837. if TINY_MAP
  8838. create_object STONE
  8839. {
  8840. number_of_groups 1
  8841. number_of_objects 4
  8842. group_variance 1
  8843. group_placement_radius 2
  8844. set_tight_grouping
  8845. set_gaia_object_only
  8846. min_distance_to_players 40
  8847. min_distance_group_placement 9
  8848. }
  8849. endif
  8850.  
  8851. if SMALL_MAP
  8852. create_object STONE
  8853. {
  8854. number_of_groups 1
  8855. number_of_objects 4
  8856. group_variance 1
  8857. group_placement_radius 2
  8858. set_tight_grouping
  8859. set_gaia_object_only
  8860. min_distance_to_players 40
  8861. min_distance_group_placement 9
  8862. }
  8863. endif
  8864.  
  8865. if MEDIUM_MAP
  8866. create_object STONE
  8867. {
  8868. number_of_groups 2
  8869. number_of_objects 4
  8870. group_variance 1
  8871. group_placement_radius 2
  8872. set_tight_grouping
  8873. set_gaia_object_only
  8874. min_distance_to_players 40
  8875. min_distance_group_placement 9
  8876. }
  8877. endif
  8878.  
  8879. if LARGE_MAP
  8880. create_object STONE
  8881. {
  8882. number_of_groups 3
  8883. number_of_objects 4
  8884. group_variance 1
  8885. group_placement_radius 2
  8886. set_tight_grouping
  8887. set_gaia_object_only
  8888. min_distance_to_players 40
  8889. min_distance_group_placement 9
  8890. }
  8891. endif
  8892.  
  8893. if HUGE_MAP
  8894. create_object STONE
  8895. {
  8896. number_of_groups 4
  8897. number_of_objects 4
  8898. group_variance 1
  8899. group_placement_radius 2
  8900. set_tight_grouping
  8901. set_gaia_object_only
  8902. min_distance_to_players 40
  8903. min_distance_group_placement 9
  8904. }
  8905. endif
  8906.  
  8907. if GIGANTIC_MAP
  8908. create_object STONE
  8909. {
  8910. number_of_groups 5
  8911. number_of_objects 4
  8912. group_variance 1
  8913. group_placement_radius 2
  8914. set_tight_grouping
  8915. set_gaia_object_only
  8916. min_distance_to_players 40
  8917. min_distance_group_placement 9
  8918. }
  8919. endif
  8920.  
  8921. /* RESOURCES BY MAP */
  8922.  
  8923. if LARGE_MAP
  8924. create_object FORAGE
  8925. {
  8926. number_of_groups 1
  8927. number_of_objects 5
  8928. group_placement_radius 3
  8929. set_tight_grouping
  8930. set_gaia_object_only
  8931. min_distance_to_players 40
  8932. max_distance_to_players 120
  8933. min_distance_group_placement 7
  8934. }
  8935. endif
  8936.  
  8937. if HUGE_MAP
  8938. create_object FORAGE
  8939. {
  8940. number_of_groups 2
  8941. number_of_objects 5
  8942. group_placement_radius 3
  8943. set_tight_grouping
  8944. set_gaia_object_only
  8945. min_distance_to_players 40
  8946. max_distance_to_players 120
  8947. min_distance_group_placement 7
  8948. }
  8949. endif
  8950.  
  8951. if GIGANTIC_MAP
  8952. create_object FORAGE
  8953. {
  8954. number_of_groups 3
  8955. number_of_objects 5
  8956. group_placement_radius 3
  8957. set_tight_grouping
  8958. set_gaia_object_only
  8959. min_distance_to_players 40
  8960. max_distance_to_players 120
  8961. min_distance_group_placement 7
  8962. }
  8963. endif
  8964.  
  8965. create_object WOLF
  8966. {
  8967. number_of_objects 2
  8968. set_gaia_object_only
  8969. set_place_for_every_player
  8970. min_distance_group_placement 12
  8971. min_distance_to_players 30
  8972. max_distance_to_players 40
  8973. }
  8974.  
  8975. create_object WOLF
  8976. {
  8977. number_of_groups 2
  8978. set_loose_grouping
  8979. number_of_objects 1
  8980. set_scaling_to_map_size
  8981. set_gaia_object_only
  8982. min_distance_group_placement 12
  8983. min_distance_to_players 40
  8984. max_distance_to_players 120
  8985. }
  8986.  
  8987. create_object PALMTREE
  8988. {
  8989. number_of_objects 3
  8990. set_gaia_object_only
  8991. set_place_for_every_player
  8992. min_distance_to_players 4
  8993. max_distance_to_players 6
  8994. min_distance_group_placement 4
  8995. }
  8996.  
  8997. create_object PALMTREE
  8998. {
  8999. terrain_to_place_on DIRT
  9000. number_of_objects 20
  9001. set_gaia_object_only
  9002. set_scaling_to_map_size
  9003. min_distance_to_players 10
  9004. }
  9005.  
  9006. /* ****************************************************** */
  9007.  
  9008. elseif SY_DRY_ARABIA
  9009.  
  9010. /* ****************************************************** */
  9011.  
  9012. create_object SHEEP
  9013. {
  9014. number_of_objects 4
  9015. set_loose_grouping
  9016. set_gaia_object_only
  9017. set_place_for_every_player
  9018. min_distance_to_players 10
  9019. max_distance_to_players 12
  9020. }
  9021.  
  9022. create_object SHEEP
  9023. {
  9024. number_of_objects 2
  9025. number_of_groups 2
  9026. set_loose_grouping
  9027. set_gaia_object_only
  9028. set_place_for_every_player
  9029. min_distance_to_players 14
  9030. max_distance_to_players 30
  9031. }
  9032.  
  9033. create_object DEER
  9034. {
  9035. number_of_objects 4
  9036. group_variance 1
  9037. group_placement_radius 3
  9038. set_loose_grouping
  9039. set_gaia_object_only
  9040. set_place_for_every_player
  9041. min_distance_to_players 14
  9042. max_distance_to_players 30
  9043. }
  9044.  
  9045. create_object BOAR
  9046. {
  9047. number_of_objects 1
  9048. set_loose_grouping
  9049. set_gaia_object_only
  9050. set_place_for_every_player
  9051. min_distance_to_players 16
  9052. max_distance_to_players 22
  9053. }
  9054.  
  9055. create_object BOAR
  9056. {
  9057. number_of_objects 1
  9058. set_gaia_object_only
  9059. set_place_for_every_player
  9060. min_distance_to_players 16
  9061. max_distance_to_players 22
  9062. }
  9063.  
  9064. /* NEAR FORAGE */
  9065.  
  9066. create_object FORAGE
  9067. {
  9068. number_of_objects 6
  9069. group_placement_radius 3
  9070. set_tight_grouping
  9071. set_gaia_object_only
  9072. set_place_for_every_player
  9073. min_distance_to_players 10
  9074. max_distance_to_players 12
  9075. min_distance_group_placement 6
  9076. }
  9077.  
  9078. /* NEAR GOLD */
  9079.  
  9080. create_object GOLD
  9081. {
  9082. number_of_objects 7
  9083. group_placement_radius 3
  9084. set_tight_grouping
  9085. set_gaia_object_only
  9086. set_place_for_every_player
  9087. min_distance_to_players 12
  9088. max_distance_to_players 16
  9089. min_distance_group_placement 7
  9090. max_distance_to_other_zones 7
  9091. }
  9092.  
  9093. /* MEDIUM GOLD */
  9094.  
  9095. create_object GOLD
  9096. {
  9097. number_of_objects 4
  9098. group_placement_radius 3
  9099. set_tight_grouping
  9100. set_gaia_object_only
  9101. set_place_for_every_player
  9102. min_distance_to_players 18
  9103. max_distance_to_players 26
  9104. min_distance_group_placement 7
  9105. max_distance_to_other_zones 7
  9106. }
  9107.  
  9108. /* FAR GOLD */
  9109.  
  9110. create_object GOLD
  9111. {
  9112. number_of_objects 4
  9113. group_placement_radius 3
  9114. set_tight_grouping
  9115. set_gaia_object_only
  9116. set_place_for_every_player
  9117. min_distance_to_players 25
  9118. max_distance_to_players 35
  9119. min_distance_group_placement 7
  9120. max_distance_to_other_zones 7
  9121. }
  9122.  
  9123. /* NEAR STONE */
  9124.  
  9125. create_object STONE
  9126. {
  9127. number_of_objects 5
  9128. group_placement_radius 2
  9129. set_tight_grouping
  9130. set_gaia_object_only
  9131. set_place_for_every_player
  9132. min_distance_to_players 14
  9133. max_distance_to_players 18
  9134. min_distance_group_placement 7
  9135. max_distance_to_other_zones 7
  9136. }
  9137.  
  9138. /* FAR STONE */
  9139.  
  9140. create_object STONE
  9141. {
  9142. number_of_objects 4
  9143. group_placement_radius 2
  9144. set_tight_grouping
  9145. set_gaia_object_only
  9146. set_place_for_every_player
  9147. min_distance_to_players 20
  9148. max_distance_to_players 26
  9149. min_distance_group_placement 7
  9150. max_distance_to_other_zones 7
  9151. }
  9152.  
  9153. /* *****RESOURCES BY MAP***** */
  9154.  
  9155. if LARGE_MAP
  9156. create_object FORAGE
  9157. {
  9158. number_of_groups 1
  9159. number_of_objects 5
  9160. group_placement_radius 3
  9161. set_tight_grouping
  9162. set_gaia_object_only
  9163. min_distance_to_players 40
  9164. max_distance_to_players 120
  9165. min_distance_group_placement 9
  9166. }
  9167. endif
  9168.  
  9169. if HUGE_MAP
  9170. create_object FORAGE
  9171. {
  9172. number_of_groups 2
  9173. number_of_objects 5
  9174. group_placement_radius 3
  9175. set_tight_grouping
  9176. set_gaia_object_only
  9177. min_distance_to_players 40
  9178. max_distance_to_players 120
  9179. min_distance_group_placement 9
  9180. }
  9181. endif
  9182.  
  9183. if GIGANTIC_MAP
  9184. create_object FORAGE
  9185. {
  9186. number_of_groups 3
  9187. number_of_objects 5
  9188. group_placement_radius 3
  9189. set_tight_grouping
  9190. set_gaia_object_only
  9191. min_distance_to_players 40
  9192. max_distance_to_players 120
  9193. min_distance_group_placement 9
  9194. }
  9195. endif
  9196.  
  9197. /* EXTRA GOLD */
  9198.  
  9199. if TINY_MAP
  9200. create_object GOLD
  9201. {
  9202. number_of_groups 2
  9203. number_of_objects 3
  9204. group_placement_radius 2
  9205. set_tight_grouping
  9206. set_gaia_object_only
  9207. min_distance_to_players 40
  9208. min_distance_group_placement 9
  9209. }
  9210. endif
  9211.  
  9212. if SMALL_MAP
  9213. create_object GOLD
  9214. {
  9215. number_of_groups 2
  9216. number_of_objects 3
  9217. group_placement_radius 2
  9218. set_tight_grouping
  9219. set_gaia_object_only
  9220. min_distance_to_players 40
  9221. min_distance_group_placement 9
  9222. }
  9223. endif
  9224.  
  9225. if MEDIUM_MAP
  9226. create_object GOLD
  9227. {
  9228. number_of_groups 3
  9229. number_of_objects 3
  9230. group_variance 1
  9231. group_placement_radius 2
  9232. set_tight_grouping
  9233. set_gaia_object_only
  9234. min_distance_to_players 40
  9235. min_distance_group_placement 9
  9236. }
  9237. endif
  9238.  
  9239. if LARGE_MAP
  9240. create_object GOLD
  9241. {
  9242. number_of_groups 3
  9243. number_of_objects 3
  9244. group_variance 1
  9245. group_placement_radius 2
  9246. set_tight_grouping
  9247. set_gaia_object_only
  9248. min_distance_to_players 40
  9249. min_distance_group_placement 9
  9250. }
  9251. endif
  9252.  
  9253. if HUGE_MAP
  9254. create_object GOLD
  9255. {
  9256. number_of_groups 4
  9257. number_of_objects 4
  9258. group_variance 1
  9259. group_placement_radius 2
  9260. set_tight_grouping
  9261. set_gaia_object_only
  9262. min_distance_to_players 40
  9263. min_distance_group_placement 9
  9264. }
  9265. endif
  9266.  
  9267. if GIGANTIC_MAP
  9268. create_object GOLD
  9269. {
  9270. number_of_groups 5
  9271. number_of_objects 4
  9272. group_variance 1
  9273. group_placement_radius 2
  9274. set_tight_grouping
  9275. set_gaia_object_only
  9276. min_distance_to_players 40
  9277. min_distance_group_placement 9
  9278. }
  9279. endif
  9280.  
  9281. /* EXTRA STONE */
  9282.  
  9283. if TINY_MAP
  9284. create_object STONE
  9285. {
  9286. number_of_groups 1
  9287. number_of_objects 4
  9288. group_variance 1
  9289. group_placement_radius 2
  9290. set_tight_grouping
  9291. set_gaia_object_only
  9292. min_distance_to_players 40
  9293. min_distance_group_placement 9
  9294. }
  9295. endif
  9296.  
  9297. if SMALL_MAP
  9298. create_object STONE
  9299. {
  9300. number_of_groups 1
  9301. number_of_objects 4
  9302. group_variance 1
  9303. group_placement_radius 2
  9304. set_tight_grouping
  9305. set_gaia_object_only
  9306. min_distance_to_players 40
  9307. min_distance_group_placement 9
  9308. }
  9309. endif
  9310.  
  9311. if MEDIUM_MAP
  9312. create_object STONE
  9313. {
  9314. number_of_groups 2
  9315. number_of_objects 4
  9316. group_variance 1
  9317. group_placement_radius 2
  9318. set_tight_grouping
  9319. set_gaia_object_only
  9320. min_distance_to_players 40
  9321. min_distance_group_placement 9
  9322. }
  9323. endif
  9324.  
  9325. if LARGE_MAP
  9326. create_object STONE
  9327. {
  9328. number_of_groups 3
  9329. number_of_objects 4
  9330. group_variance 1
  9331. group_placement_radius 2
  9332. set_tight_grouping
  9333. set_gaia_object_only
  9334. min_distance_to_players 40
  9335. min_distance_group_placement 9
  9336. }
  9337. endif
  9338.  
  9339. if HUGE_MAP
  9340. create_object STONE
  9341. {
  9342. number_of_groups 4
  9343. number_of_objects 4
  9344. group_variance 1
  9345. group_placement_radius 2
  9346. set_tight_grouping
  9347. set_gaia_object_only
  9348. min_distance_to_players 40
  9349. min_distance_group_placement 9
  9350. }
  9351. endif
  9352.  
  9353. if GIGANTIC_MAP
  9354. create_object STONE
  9355. {
  9356. number_of_groups 5
  9357. number_of_objects 4
  9358. group_variance 1
  9359. group_placement_radius 2
  9360. set_tight_grouping
  9361. set_gaia_object_only
  9362. min_distance_to_players 40
  9363. min_distance_group_placement 9
  9364. }
  9365. endif
  9366.  
  9367. if DESERT_MAP
  9368. create_object PALMTREE
  9369. {
  9370. number_of_objects 2
  9371. set_gaia_object_only
  9372. set_place_for_every_player
  9373. min_distance_to_players 4
  9374. max_distance_to_players 5
  9375. min_distance_group_placement 2
  9376. }
  9377. create_object PALMTREE
  9378. {
  9379. number_of_objects 3
  9380. set_gaia_object_only
  9381. set_place_for_every_player
  9382. min_distance_to_players 6
  9383. max_distance_to_players 8
  9384. min_distance_group_placement 2
  9385. }
  9386. elseif ALPINE_MAP
  9387. create_object PINETREE
  9388. {
  9389. number_of_objects 2
  9390. set_gaia_object_only
  9391. set_place_for_every_player
  9392. min_distance_to_players 4
  9393. max_distance_to_players 5
  9394. min_distance_group_placement 2
  9395. }
  9396. create_object PINETREE
  9397. {
  9398. number_of_objects 3
  9399. set_gaia_object_only
  9400. set_place_for_every_player
  9401. min_distance_to_players 6
  9402. max_distance_to_players 8
  9403. min_distance_group_placement 2
  9404. }
  9405. elseif ASIAN_MAP
  9406. create_object BAMBOO_TREE
  9407. {
  9408. number_of_objects 2
  9409. set_gaia_object_only
  9410. set_place_for_every_player
  9411. min_distance_to_players 4
  9412. max_distance_to_players 5
  9413. min_distance_group_placement 2
  9414. }
  9415. create_object PINETREE
  9416. {
  9417. number_of_objects 3
  9418. set_gaia_object_only
  9419. set_place_for_every_player
  9420. min_distance_to_players 6
  9421. max_distance_to_players 8
  9422. min_distance_group_placement 2
  9423. }
  9424. else
  9425. create_object OAKTREE
  9426. {
  9427. number_of_objects 2
  9428. set_gaia_object_only
  9429. set_place_for_every_player
  9430. min_distance_to_players 4
  9431. max_distance_to_players 5
  9432. min_distance_group_placement 2
  9433. }
  9434. create_object OAKTREE
  9435. {
  9436. number_of_objects 3
  9437. set_gaia_object_only
  9438. set_place_for_every_player
  9439. min_distance_to_players 6
  9440. max_distance_to_players 8
  9441. min_distance_group_placement 2
  9442. }
  9443. endif
  9444.  
  9445. create_object WOLF
  9446. {
  9447. number_of_groups 3
  9448. set_loose_grouping
  9449. start_random
  9450. percent_chance 75
  9451. number_of_objects 1
  9452. percent_chance 25
  9453. number_of_objects 2
  9454. end_random
  9455. set_scaling_to_map_size
  9456. set_gaia_object_only
  9457. min_distance_group_placement 12
  9458. min_distance_to_players 40
  9459. max_distance_to_players 120
  9460. }
  9461.  
  9462. create_object WOLF
  9463. {
  9464. number_of_objects 2
  9465. set_gaia_object_only
  9466. set_place_for_every_player
  9467. min_distance_group_placement 12
  9468. min_distance_to_players 30
  9469. max_distance_to_players 40
  9470. }
  9471.  
  9472. /* create_object RABID_WOLF
  9473. {
  9474. number_of_objects 2
  9475. set_gaia_object_only
  9476. set_place_for_every_player
  9477. min_distance_to_players 40
  9478. max_distance_to_players 50
  9479. } */
  9480.  
  9481. if DESERT_MAP
  9482. create_object PALMTREE
  9483. {
  9484. number_of_objects 30
  9485. set_gaia_object_only
  9486. set_scaling_to_map_size
  9487. min_distance_to_players 8
  9488. }
  9489. else
  9490. create_object OAKTREE
  9491. {
  9492. number_of_objects 30
  9493. set_gaia_object_only
  9494. set_scaling_to_map_size
  9495. min_distance_to_players 8
  9496. }
  9497. endif
  9498.  
  9499. /* ****************************************************** */
  9500.  
  9501. elseif SY_HIDEOUT
  9502.  
  9503. /* ****************************************************** */
  9504.  
  9505. create_object SHEEP
  9506. {
  9507. number_of_objects 4
  9508. number_of_groups 1
  9509. set_loose_grouping
  9510. set_gaia_object_only
  9511. set_place_for_every_player
  9512. min_distance_to_players 9
  9513. max_distance_to_players 11
  9514. }
  9515.  
  9516. create_object SHEEP
  9517. {
  9518. number_of_objects 2
  9519. number_of_groups 1
  9520. set_loose_grouping
  9521. set_gaia_object_only
  9522. set_place_for_every_player
  9523. min_distance_to_players 12
  9524. max_distance_to_players 24
  9525. }
  9526.  
  9527. create_object SHEEP
  9528. {
  9529. number_of_objects 2
  9530. number_of_groups 1
  9531. set_loose_grouping
  9532. set_gaia_object_only
  9533. set_place_for_every_player
  9534. min_distance_to_players 12
  9535. max_distance_to_players 30
  9536. }
  9537.  
  9538. create_object DEER
  9539. {
  9540. number_of_objects 4
  9541. number_of_groups 1
  9542. set_loose_grouping
  9543. set_gaia_object_only
  9544. set_place_for_every_player
  9545. min_distance_to_players 14
  9546. max_distance_to_players 26
  9547. }
  9548.  
  9549. create_object BOAR
  9550. {
  9551. number_of_objects 1
  9552. number_of_groups 1
  9553. set_loose_grouping
  9554. set_gaia_object_only
  9555. set_place_for_every_player
  9556. min_distance_to_players 16
  9557. max_distance_to_players 22
  9558. }
  9559.  
  9560. create_object BOAR
  9561. {
  9562. number_of_objects 1
  9563. number_of_groups 1
  9564. set_loose_grouping
  9565. set_gaia_object_only
  9566. set_place_for_every_player
  9567. min_distance_to_players 16
  9568. max_distance_to_players 22
  9569. }
  9570.  
  9571. /* NEAR GOLD */
  9572. create_object GOLD
  9573. {
  9574. number_of_objects 7
  9575. group_placement_radius 3
  9576. set_tight_grouping
  9577. set_gaia_object_only
  9578. set_place_for_every_player
  9579. min_distance_to_players 12
  9580. max_distance_to_players 16
  9581. min_distance_group_placement 7
  9582. max_distance_to_other_zones 7
  9583. }
  9584.  
  9585. /* MEDIUM GOLD */
  9586. create_object GOLD
  9587. {
  9588. number_of_objects 5
  9589. group_placement_radius 3
  9590. set_tight_grouping
  9591. set_gaia_object_only
  9592. set_place_for_every_player
  9593. min_distance_to_players 18
  9594. max_distance_to_players 26
  9595. min_distance_group_placement 7
  9596. max_distance_to_other_zones 7
  9597. }
  9598.  
  9599. /* FAR GOLD */
  9600. create_object GOLD
  9601. {
  9602. number_of_objects 4
  9603. number_of_groups 1
  9604. group_placement_radius 3
  9605. set_tight_grouping
  9606. set_gaia_object_only
  9607. set_place_for_every_player
  9608. min_distance_to_players 19
  9609. max_distance_to_players 26
  9610. min_distance_group_placement 7
  9611. max_distance_to_other_zones 7
  9612. }
  9613.  
  9614. /* NEAR STONE */
  9615. create_object STONE
  9616. {
  9617. number_of_objects 5
  9618. group_placement_radius 2
  9619. set_tight_grouping
  9620. set_gaia_object_only
  9621. set_place_for_every_player
  9622. min_distance_to_players 14
  9623. max_distance_to_players 18
  9624. min_distance_group_placement 7
  9625. max_distance_to_other_zones 7
  9626. }
  9627.  
  9628. /* FAR STONE */
  9629. create_object STONE
  9630. {
  9631. number_of_objects 4
  9632. number_of_groups 2
  9633. group_placement_radius 2
  9634. set_tight_grouping
  9635. set_gaia_object_only
  9636. set_place_for_every_player
  9637. min_distance_to_players 20
  9638. max_distance_to_players 26
  9639. min_distance_group_placement 7
  9640. max_distance_to_other_zones 7
  9641. }
  9642.  
  9643. /* NEAR FORAGE */
  9644. create_object FORAGE
  9645. {
  9646. number_of_objects 6
  9647. group_placement_radius 3
  9648. set_tight_grouping
  9649. set_gaia_object_only
  9650. set_place_for_every_player
  9651. min_distance_to_players 10
  9652. max_distance_to_players 13
  9653. min_distance_group_placement 6
  9654. }
  9655.  
  9656. /* EXTRA GOLD */
  9657.  
  9658. if TINY_MAP
  9659. create_object GOLD
  9660. {
  9661. number_of_groups 2
  9662. number_of_objects 3
  9663. group_placement_radius 2
  9664. set_tight_grouping
  9665. set_gaia_object_only
  9666. min_distance_to_players 40
  9667. min_distance_group_placement 9
  9668. }
  9669. endif
  9670.  
  9671. if SMALL_MAP
  9672. create_object GOLD
  9673. {
  9674. number_of_groups 2
  9675. number_of_objects 3
  9676. group_placement_radius 2
  9677. set_tight_grouping
  9678. set_gaia_object_only
  9679. min_distance_to_players 40
  9680. min_distance_group_placement 9
  9681. }
  9682. endif
  9683.  
  9684. if MEDIUM_MAP
  9685. create_object GOLD
  9686. {
  9687. number_of_groups 3
  9688. number_of_objects 3
  9689. group_variance 1
  9690. group_placement_radius 2
  9691. set_tight_grouping
  9692. set_gaia_object_only
  9693. min_distance_to_players 40
  9694. min_distance_group_placement 9
  9695. }
  9696. endif
  9697.  
  9698. if LARGE_MAP
  9699. create_object GOLD
  9700. {
  9701. number_of_groups 3
  9702. number_of_objects 3
  9703. group_variance 1
  9704. group_placement_radius 2
  9705. set_tight_grouping
  9706. set_gaia_object_only
  9707. min_distance_to_players 40
  9708. min_distance_group_placement 9
  9709. }
  9710. endif
  9711.  
  9712. if HUGE_MAP
  9713. create_object GOLD
  9714. {
  9715. number_of_groups 4
  9716. number_of_objects 4
  9717. group_variance 1
  9718. group_placement_radius 2
  9719. set_tight_grouping
  9720. set_gaia_object_only
  9721. min_distance_to_players 40
  9722. min_distance_group_placement 9
  9723. }
  9724. endif
  9725.  
  9726. if GIGANTIC_MAP
  9727. create_object GOLD
  9728. {
  9729. number_of_groups 5
  9730. number_of_objects 4
  9731. group_variance 1
  9732. group_placement_radius 2
  9733. set_tight_grouping
  9734. set_gaia_object_only
  9735. min_distance_to_players 40
  9736. min_distance_group_placement 9
  9737. }
  9738. endif
  9739.  
  9740. /* EXTRA STONE */
  9741.  
  9742. if TINY_MAP
  9743. create_object STONE
  9744. {
  9745. number_of_groups 1
  9746. number_of_objects 4
  9747. group_variance 1
  9748. group_placement_radius 2
  9749. set_tight_grouping
  9750. set_gaia_object_only
  9751. min_distance_to_players 40
  9752. min_distance_group_placement 9
  9753. }
  9754. endif
  9755.  
  9756. if SMALL_MAP
  9757. create_object STONE
  9758. {
  9759. number_of_groups 1
  9760. number_of_objects 4
  9761. group_variance 1
  9762. group_placement_radius 2
  9763. set_tight_grouping
  9764. set_gaia_object_only
  9765. min_distance_to_players 40
  9766. min_distance_group_placement 9
  9767. }
  9768. endif
  9769.  
  9770. if MEDIUM_MAP
  9771. create_object STONE
  9772. {
  9773. number_of_groups 2
  9774. number_of_objects 4
  9775. group_variance 1
  9776. group_placement_radius 2
  9777. set_tight_grouping
  9778. set_gaia_object_only
  9779. min_distance_to_players 40
  9780. min_distance_group_placement 9
  9781. }
  9782. endif
  9783.  
  9784. if LARGE_MAP
  9785. create_object STONE
  9786. {
  9787. number_of_groups 3
  9788. number_of_objects 4
  9789. group_variance 1
  9790. group_placement_radius 2
  9791. set_tight_grouping
  9792. set_gaia_object_only
  9793. min_distance_to_players 40
  9794. min_distance_group_placement 9
  9795. }
  9796. endif
  9797.  
  9798. if HUGE_MAP
  9799. create_object STONE
  9800. {
  9801. number_of_groups 4
  9802. number_of_objects 4
  9803. group_variance 1
  9804. group_placement_radius 2
  9805. set_tight_grouping
  9806. set_gaia_object_only
  9807. min_distance_to_players 40
  9808. min_distance_group_placement 9
  9809. }
  9810. endif
  9811.  
  9812. if GIGANTIC_MAP
  9813. create_object STONE
  9814. {
  9815. number_of_groups 5
  9816. number_of_objects 4
  9817. group_variance 1
  9818. group_placement_radius 2
  9819. set_tight_grouping
  9820. set_gaia_object_only
  9821. min_distance_to_players 40
  9822. min_distance_group_placement 9
  9823. }
  9824. endif
  9825.  
  9826. /* RESOURCES BY MAP */
  9827.  
  9828. if LARGE_MAP
  9829. create_object FORAGE
  9830. {
  9831. number_of_groups 1
  9832. number_of_objects 5
  9833. group_placement_radius 3
  9834. set_tight_grouping
  9835. set_gaia_object_only
  9836. min_distance_to_players 40
  9837. max_distance_to_players 120
  9838. min_distance_group_placement 7
  9839. }
  9840. endif
  9841.  
  9842. if HUGE_MAP
  9843. create_object FORAGE
  9844. {
  9845. number_of_groups 2
  9846. number_of_objects 5
  9847. group_placement_radius 3
  9848. set_tight_grouping
  9849. set_gaia_object_only
  9850. min_distance_to_players 40
  9851. max_distance_to_players 120
  9852. min_distance_group_placement 7
  9853. }
  9854. endif
  9855.  
  9856. if GIGANTIC_MAP
  9857. create_object FORAGE
  9858. {
  9859. number_of_groups 3
  9860. number_of_objects 5
  9861. group_placement_radius 3
  9862. set_tight_grouping
  9863. set_gaia_object_only
  9864. min_distance_to_players 40
  9865. max_distance_to_players 120
  9866. min_distance_group_placement 7
  9867. }
  9868. endif
  9869.  
  9870. create_object OAKTREE
  9871. {
  9872. number_of_objects 2
  9873. set_gaia_object_only
  9874. set_place_for_every_player
  9875. min_distance_to_players 4
  9876. max_distance_to_players 5
  9877. min_distance_group_placement 2
  9878. }
  9879.  
  9880. create_object PINETREE
  9881. {
  9882. number_of_objects 3
  9883. set_gaia_object_only
  9884. set_place_for_every_player
  9885. min_distance_to_players 6
  9886. max_distance_to_players 8
  9887. min_distance_group_placement 2
  9888. }
  9889.  
  9890. create_object OAKTREE
  9891. {
  9892. number_of_objects 15
  9893. set_gaia_object_only
  9894. set_scaling_to_map_size
  9895. min_distance_to_players 8
  9896. }
  9897.  
  9898. create_object PINETREE
  9899. {
  9900. number_of_objects 15
  9901. set_gaia_object_only
  9902. set_scaling_to_map_size
  9903. min_distance_to_players 8
  9904. }
  9905.  
  9906. create_object WOLF
  9907. {
  9908. number_of_objects 2
  9909. set_gaia_object_only
  9910. set_place_for_every_player
  9911. min_distance_group_placement 12
  9912. min_distance_to_players 30
  9913. max_distance_to_players 40
  9914. }
  9915.  
  9916. create_object WOLF
  9917. {
  9918. number_of_groups 2
  9919. set_loose_grouping
  9920. number_of_objects 1
  9921. set_scaling_to_map_size
  9922. set_gaia_object_only
  9923. min_distance_group_placement 12
  9924. min_distance_to_players 40
  9925. max_distance_to_players 120
  9926. }
  9927.  
  9928. /* ****************************************************** */
  9929.  
  9930. elseif SY_HIPPOS_BELLY
  9931.  
  9932. /* ****************************************************** */
  9933.  
  9934. create_object FORAGE
  9935. {
  9936. number_of_objects 6
  9937. group_placement_radius 3
  9938. set_tight_grouping
  9939. set_gaia_object_only
  9940. set_place_for_every_player
  9941. min_distance_to_players 10
  9942. max_distance_to_players 12
  9943. min_distance_group_placement 6
  9944. }
  9945.  
  9946. create_object BOAR
  9947. {
  9948. number_of_objects 1
  9949. set_gaia_object_only
  9950. set_place_for_every_player
  9951. min_distance_to_players 16
  9952. max_distance_to_players 22
  9953. }
  9954.  
  9955. create_object BOAR
  9956. {
  9957. number_of_objects 1
  9958. set_loose_grouping
  9959. set_gaia_object_only
  9960. set_place_for_every_player
  9961. min_distance_to_players 16
  9962. max_distance_to_players 22
  9963. }
  9964.  
  9965. create_object STONE
  9966. {
  9967. number_of_objects 4
  9968. group_placement_radius 2
  9969. set_tight_grouping
  9970. set_gaia_object_only
  9971. set_place_for_every_player
  9972. min_distance_to_players 14
  9973. max_distance_to_players 18
  9974. min_distance_group_placement 7
  9975. }
  9976.  
  9977. create_object GOLD
  9978. {
  9979. number_of_objects 5
  9980. group_placement_radius 3
  9981. set_tight_grouping
  9982. set_gaia_object_only
  9983. set_place_for_every_player
  9984. min_distance_to_players 12
  9985. max_distance_to_players 16
  9986. min_distance_group_placement 7
  9987. }
  9988.  
  9989. create_object STONE
  9990. {
  9991. number_of_objects 3
  9992. group_placement_radius 2
  9993. set_tight_grouping
  9994. set_gaia_object_only
  9995. set_place_for_every_player
  9996. min_distance_to_players 20
  9997. max_distance_to_players 26
  9998. min_distance_group_placement 14
  9999. }
  10000.  
  10001. create_object GOLD
  10002. {
  10003. number_of_objects 3
  10004. group_placement_radius 3
  10005. set_tight_grouping
  10006. set_gaia_object_only
  10007. set_place_for_every_player
  10008. min_distance_to_players 18
  10009. max_distance_to_players 26
  10010. min_distance_group_placement 7
  10011. }
  10012.  
  10013. /* BAA BAA */
  10014. create_object SHEEP
  10015. {
  10016. number_of_objects 4
  10017. set_loose_grouping
  10018. set_gaia_object_only
  10019. set_place_for_every_player
  10020. min_distance_to_players 9
  10021. max_distance_to_players 11
  10022. }
  10023.  
  10024. create_object SHEEP
  10025. {
  10026. number_of_groups 2
  10027. number_of_objects 2
  10028. set_loose_grouping
  10029. set_gaia_object_only
  10030. set_place_for_every_player
  10031. min_distance_to_players 14
  10032. max_distance_to_players 24
  10033. }
  10034.  
  10035. create_object DEER
  10036. {
  10037. number_of_objects 4
  10038. group_placement_radius 3
  10039. set_loose_grouping
  10040. set_gaia_object_only
  10041. set_place_for_every_player
  10042. min_distance_to_players 18
  10043. max_distance_to_players 24
  10044. min_distance_group_placement 9
  10045. }
  10046.  
  10047. create_object DEER
  10048. {
  10049. number_of_objects 4
  10050. group_variance 1
  10051. set_loose_grouping
  10052. set_gaia_object_only
  10053. set_place_for_every_player
  10054. min_distance_to_players 40
  10055. min_distance_group_placement 9
  10056. }
  10057.  
  10058. create_object PINETREE
  10059. {
  10060. number_of_objects 2
  10061. set_gaia_object_only
  10062. set_place_for_every_player
  10063. min_distance_to_players 4
  10064. max_distance_to_players 5
  10065. min_distance_group_placement 2
  10066. }
  10067. create_object PINETREE
  10068. {
  10069. number_of_objects 3
  10070. set_gaia_object_only
  10071. set_place_for_every_player
  10072. min_distance_to_players 6
  10073. max_distance_to_players 8
  10074. min_distance_group_placement 2
  10075. }
  10076.  
  10077. create_object PINETREE
  10078. {
  10079. number_of_objects 18
  10080. set_gaia_object_only
  10081. set_scaling_to_map_size
  10082. min_distance_to_players 8
  10083. }
  10084.  
  10085. create_object FORAGE
  10086. {
  10087. if TINY_MAP
  10088. number_of_groups 0
  10089. elseif SMALL_MAP
  10090. number_of_groups 0
  10091. elseif MEDIUM_MAP
  10092. number_of_groups 0
  10093. elseif LARGE_MAP
  10094. number_of_groups 1
  10095. elseif HUGE_MAP
  10096. number_of_groups 2
  10097. elseif GIGANTIC_MAP
  10098. number_of_groups 3
  10099. endif
  10100. number_of_objects 5
  10101. group_placement_radius 3
  10102. set_tight_grouping
  10103. set_gaia_object_only
  10104. min_distance_to_players 40
  10105. max_distance_to_players 120
  10106. min_distance_group_placement 9
  10107. }
  10108.  
  10109. create_object GOLD
  10110. {
  10111. number_of_groups 100
  10112. number_of_objects 4
  10113. group_placement_radius 2
  10114. set_tight_grouping
  10115. set_gaia_object_only
  10116. min_distance_to_players 30
  10117. temp_min_distance_group_placement 40
  10118. }
  10119.  
  10120. create_object STONE
  10121. {
  10122. number_of_groups 100
  10123. number_of_objects 3
  10124. group_placement_radius 2
  10125. set_tight_grouping
  10126. set_gaia_object_only
  10127. min_distance_to_players 30
  10128. temp_min_distance_group_placement 40
  10129. }
  10130.  
  10131. create_object WOLF
  10132. {
  10133. number_of_objects 2
  10134. set_gaia_object_only
  10135. set_place_for_every_player
  10136. min_distance_group_placement 12
  10137. min_distance_to_players 30
  10138. max_distance_to_players 40
  10139. }
  10140.  
  10141. create_object WOLF
  10142. {
  10143. number_of_groups 2
  10144. set_loose_grouping
  10145. number_of_objects 1
  10146. set_scaling_to_map_size
  10147. set_gaia_object_only
  10148. min_distance_group_placement 12
  10149. min_distance_to_players 40
  10150. max_distance_to_players 120
  10151. }
  10152.  
  10153. /* ****************************************************** */
  10154.  
  10155. elseif SY_JDGROSSROX
  10156.  
  10157. /* ****************************************************** */
  10158.  
  10159. create_object SHEEP
  10160. {
  10161. number_of_objects 4
  10162. number_of_groups 1
  10163. set_loose_grouping
  10164. set_gaia_object_only
  10165. set_place_for_every_player
  10166. min_distance_to_players 9
  10167. max_distance_to_players 11
  10168. }
  10169.  
  10170. create_object SHEEP
  10171. {
  10172. number_of_objects 2
  10173. number_of_groups 1
  10174. set_loose_grouping
  10175. set_gaia_object_only
  10176. set_place_for_every_player
  10177. min_distance_to_players 12
  10178. max_distance_to_players 30
  10179. }
  10180.  
  10181. create_object SHEEP
  10182. {
  10183. number_of_objects 2
  10184. number_of_groups 1
  10185. set_loose_grouping
  10186. set_gaia_object_only
  10187. set_place_for_every_player
  10188. min_distance_to_players 12
  10189. max_distance_to_players 30
  10190. }
  10191.  
  10192. create_object DEER
  10193. {
  10194. number_of_objects 4
  10195. number_of_groups 1
  10196. set_loose_grouping
  10197. set_gaia_object_only
  10198. set_place_for_every_player
  10199. min_distance_to_players 14
  10200. max_distance_to_players 30
  10201. }
  10202.  
  10203. create_object BOAR
  10204. {
  10205. number_of_objects 1
  10206. number_of_groups 1
  10207. set_loose_grouping
  10208. set_gaia_object_only
  10209. set_place_for_every_player
  10210. min_distance_to_players 16
  10211. max_distance_to_players 22
  10212. }
  10213.  
  10214. create_object BOAR
  10215. {
  10216. number_of_objects 1
  10217. number_of_groups 1
  10218. set_loose_grouping
  10219. set_gaia_object_only
  10220. set_place_for_every_player
  10221. min_distance_to_players 16
  10222. max_distance_to_players 22
  10223. }
  10224.  
  10225. /* NEAR GOLD */
  10226. create_object GOLD
  10227. {
  10228. number_of_objects 7
  10229. group_placement_radius 3
  10230. set_tight_grouping
  10231. set_gaia_object_only
  10232. set_place_for_every_player
  10233. min_distance_to_players 12
  10234. max_distance_to_players 16
  10235. min_distance_group_placement 7
  10236. max_distance_to_other_zones 7
  10237. }
  10238.  
  10239. /* MEDIUM GOLD */
  10240. create_object GOLD
  10241. {
  10242. number_of_objects 5
  10243. group_placement_radius 3
  10244. set_tight_grouping
  10245. set_gaia_object_only
  10246. set_place_for_every_player
  10247. min_distance_to_players 18
  10248. max_distance_to_players 26
  10249. min_distance_group_placement 7
  10250. max_distance_to_other_zones 7
  10251. }
  10252.  
  10253. /* FAR GOLD */
  10254. create_object GOLD
  10255. {
  10256. number_of_objects 4
  10257. number_of_groups 1
  10258. group_placement_radius 3
  10259. set_tight_grouping
  10260. set_gaia_object_only
  10261. set_place_for_every_player
  10262. min_distance_to_players 25
  10263. max_distance_to_players 35
  10264. min_distance_group_placement 7
  10265. max_distance_to_other_zones 7
  10266. }
  10267.  
  10268. /* NEAR STONE */
  10269. create_object STONE
  10270. {
  10271. number_of_objects 5
  10272. group_placement_radius 2
  10273. set_tight_grouping
  10274. set_gaia_object_only
  10275. set_place_for_every_player
  10276. min_distance_to_players 14
  10277. max_distance_to_players 18
  10278. min_distance_group_placement 7
  10279. max_distance_to_other_zones 7
  10280. }
  10281.  
  10282. /* FAR STONE */
  10283. create_object STONE
  10284. {
  10285. number_of_objects 4
  10286. number_of_groups 2
  10287. group_placement_radius 2
  10288. set_tight_grouping
  10289. set_gaia_object_only
  10290. set_place_for_every_player
  10291. min_distance_to_players 20
  10292. max_distance_to_players 26
  10293. min_distance_group_placement 7
  10294. max_distance_to_other_zones 7
  10295. }
  10296.  
  10297. /* NEAR FORAGE */
  10298. create_object FORAGE
  10299. {
  10300. number_of_objects 6
  10301. group_placement_radius 3
  10302. set_tight_grouping
  10303. set_gaia_object_only
  10304. set_place_for_every_player
  10305. min_distance_to_players 10
  10306. max_distance_to_players 12
  10307. min_distance_group_placement 6
  10308. }
  10309.  
  10310. if LARGE_MAP
  10311. create_object FORAGE
  10312. {
  10313. number_of_groups 1
  10314. number_of_objects 5
  10315. group_placement_radius 3
  10316. set_tight_grouping
  10317. set_gaia_object_only
  10318. min_distance_to_players 40
  10319. max_distance_to_players 120
  10320. min_distance_group_placement 9
  10321. }
  10322. endif
  10323.  
  10324. if HUGE_MAP
  10325. create_object FORAGE
  10326. {
  10327. number_of_groups 2
  10328. number_of_objects 5
  10329. group_placement_radius 3
  10330. set_tight_grouping
  10331. set_gaia_object_only
  10332. min_distance_to_players 40
  10333. max_distance_to_players 120
  10334. min_distance_group_placement 9
  10335. }
  10336. endif
  10337.  
  10338. if GIGANTIC_MAP
  10339. create_object FORAGE
  10340. {
  10341. number_of_groups 3
  10342. number_of_objects 5
  10343. group_placement_radius 3
  10344. set_tight_grouping
  10345. set_gaia_object_only
  10346. min_distance_to_players 40
  10347. max_distance_to_players 120
  10348. min_distance_group_placement 9
  10349. }
  10350. endif
  10351.  
  10352. /* EXTRA GOLD */
  10353.  
  10354. if TINY_MAP
  10355. create_object GOLD
  10356. {
  10357. number_of_groups 2
  10358. number_of_objects 3
  10359. group_placement_radius 2
  10360. set_tight_grouping
  10361. set_gaia_object_only
  10362. min_distance_to_players 40
  10363. min_distance_group_placement 9
  10364. }
  10365. endif
  10366.  
  10367. if SMALL_MAP
  10368. create_object GOLD
  10369. {
  10370. number_of_groups 2
  10371. number_of_objects 3
  10372. group_placement_radius 2
  10373. set_tight_grouping
  10374. set_gaia_object_only
  10375. min_distance_to_players 40
  10376. min_distance_group_placement 9
  10377. }
  10378. endif
  10379.  
  10380. if MEDIUM_MAP
  10381. create_object GOLD
  10382. {
  10383. number_of_groups 3
  10384. number_of_objects 3
  10385. group_variance 1
  10386. group_placement_radius 2
  10387. set_tight_grouping
  10388. set_gaia_object_only
  10389. min_distance_to_players 40
  10390. min_distance_group_placement 9
  10391. }
  10392. endif
  10393.  
  10394. if LARGE_MAP
  10395. create_object GOLD
  10396. {
  10397. number_of_groups 3
  10398. number_of_objects 3
  10399. group_variance 1
  10400. group_placement_radius 2
  10401. set_tight_grouping
  10402. set_gaia_object_only
  10403. min_distance_to_players 40
  10404. min_distance_group_placement 9
  10405. }
  10406. endif
  10407.  
  10408. if HUGE_MAP
  10409. create_object GOLD
  10410. {
  10411. number_of_groups 4
  10412. number_of_objects 4
  10413. group_variance 1
  10414. group_placement_radius 2
  10415. set_tight_grouping
  10416. set_gaia_object_only
  10417. min_distance_to_players 40
  10418. min_distance_group_placement 9
  10419. }
  10420. endif
  10421.  
  10422. if GIGANTIC_MAP
  10423. create_object GOLD
  10424. {
  10425. number_of_groups 5
  10426. number_of_objects 4
  10427. group_variance 1
  10428. group_placement_radius 2
  10429. set_tight_grouping
  10430. set_gaia_object_only
  10431. min_distance_to_players 40
  10432. min_distance_group_placement 9
  10433. }
  10434. endif
  10435.  
  10436. /* EXTRA STONE */
  10437.  
  10438. if TINY_MAP
  10439. create_object STONE
  10440. {
  10441. number_of_groups 1
  10442. number_of_objects 4
  10443. group_variance 1
  10444. group_placement_radius 2
  10445. set_tight_grouping
  10446. set_gaia_object_only
  10447. min_distance_to_players 40
  10448. min_distance_group_placement 9
  10449. }
  10450. endif
  10451.  
  10452. if SMALL_MAP
  10453. create_object STONE
  10454. {
  10455. number_of_groups 1
  10456. number_of_objects 4
  10457. group_variance 1
  10458. group_placement_radius 2
  10459. set_tight_grouping
  10460. set_gaia_object_only
  10461. min_distance_to_players 40
  10462. min_distance_group_placement 9
  10463. }
  10464. endif
  10465.  
  10466. if MEDIUM_MAP
  10467. create_object STONE
  10468. {
  10469. number_of_groups 2
  10470. number_of_objects 4
  10471. group_variance 1
  10472. group_placement_radius 2
  10473. set_tight_grouping
  10474. set_gaia_object_only
  10475. min_distance_to_players 40
  10476. min_distance_group_placement 9
  10477. }
  10478. endif
  10479.  
  10480. if LARGE_MAP
  10481. create_object STONE
  10482. {
  10483. number_of_groups 3
  10484. number_of_objects 4
  10485. group_variance 1
  10486. group_placement_radius 2
  10487. set_tight_grouping
  10488. set_gaia_object_only
  10489. min_distance_to_players 40
  10490. min_distance_group_placement 9
  10491. }
  10492. endif
  10493.  
  10494. if HUGE_MAP
  10495. create_object STONE
  10496. {
  10497. number_of_groups 4
  10498. number_of_objects 4
  10499. group_variance 1
  10500. group_placement_radius 2
  10501. set_tight_grouping
  10502. set_gaia_object_only
  10503. min_distance_to_players 40
  10504. min_distance_group_placement 9
  10505. }
  10506. endif
  10507.  
  10508. if GIGANTIC_MAP
  10509. create_object STONE
  10510. {
  10511. number_of_groups 5
  10512. number_of_objects 4
  10513. group_variance 1
  10514. group_placement_radius 2
  10515. set_tight_grouping
  10516. set_gaia_object_only
  10517. min_distance_to_players 40
  10518. min_distance_group_placement 9
  10519. }
  10520. endif
  10521.  
  10522. create_object WOLF
  10523. {
  10524. number_of_objects 2
  10525. set_gaia_object_only
  10526. set_place_for_every_player
  10527. min_distance_group_placement 12
  10528. min_distance_to_players 30
  10529. max_distance_to_players 40
  10530. }
  10531.  
  10532. create_object PINETREE
  10533. {
  10534. number_of_objects 2
  10535. set_gaia_object_only
  10536. set_place_for_every_player
  10537. min_distance_to_players 4
  10538. max_distance_to_players 5
  10539. min_distance_group_placement 2
  10540. }
  10541.  
  10542. create_object PINETREE
  10543. {
  10544. number_of_objects 3
  10545. set_gaia_object_only
  10546. set_place_for_every_player
  10547. min_distance_to_players 6
  10548. max_distance_to_players 8
  10549. min_distance_group_placement 2
  10550. }
  10551.  
  10552. /* ****************************************************** */
  10553.  
  10554. elseif SY_LAND_NOMAD
  10555.  
  10556. /* ****************************************************** */
  10557.  
  10558.  
  10559. /* Standard Resources including forage, gold, stone, sheep, and trees. */
  10560. /* NEAR FORAGE */
  10561.  
  10562. create_object FORAGE
  10563. {
  10564. number_of_objects 6
  10565. group_placement_radius 3
  10566. set_tight_grouping
  10567. set_gaia_object_only
  10568. set_place_for_every_player
  10569. min_distance_to_players 10
  10570. max_distance_to_players 55
  10571. min_distance_group_placement 10
  10572. }
  10573.  
  10574. /* NEAR GOLD */
  10575.  
  10576. create_object GOLD
  10577. {
  10578. number_of_objects 7
  10579. group_placement_radius 3
  10580. set_tight_grouping
  10581. set_gaia_object_only
  10582. set_place_for_every_player
  10583. min_distance_to_players 12
  10584. max_distance_to_players 56
  10585. min_distance_group_placement 7
  10586. max_distance_to_other_zones 7
  10587. }
  10588.  
  10589. /* MEDIUM GOLD */
  10590.  
  10591. create_object GOLD
  10592. {
  10593. number_of_objects 4
  10594. group_placement_radius 3
  10595. set_tight_grouping
  10596. set_gaia_object_only
  10597. set_place_for_every_player
  10598. min_distance_to_players 18
  10599. max_distance_to_players 26
  10600. min_distance_group_placement 7
  10601. max_distance_to_other_zones 7
  10602. }
  10603.  
  10604. /* FAR GOLD */
  10605.  
  10606. create_object GOLD
  10607. {
  10608. number_of_objects 4
  10609. group_placement_radius 3
  10610. set_tight_grouping
  10611. set_gaia_object_only
  10612. set_place_for_every_player
  10613. min_distance_to_players 25
  10614. max_distance_to_players 35
  10615. min_distance_group_placement 7
  10616. max_distance_to_other_zones 7
  10617. }
  10618.  
  10619. /* NEAR STONE */
  10620.  
  10621. create_object STONE
  10622. {
  10623. number_of_objects 5
  10624. group_placement_radius 2
  10625. set_tight_grouping
  10626. set_gaia_object_only
  10627. set_place_for_every_player
  10628. min_distance_to_players 14
  10629. max_distance_to_players 18
  10630. min_distance_group_placement 7
  10631. max_distance_to_other_zones 7
  10632. }
  10633.  
  10634. /* FAR STONE */
  10635.  
  10636. create_object STONE
  10637. {
  10638. number_of_objects 4
  10639. group_placement_radius 2
  10640. set_tight_grouping
  10641. set_gaia_object_only
  10642. set_place_for_every_player
  10643. min_distance_to_players 20
  10644. max_distance_to_players 26
  10645. min_distance_group_placement 7
  10646. max_distance_to_other_zones 7
  10647. }
  10648.  
  10649. /* BAA BAA */
  10650.  
  10651. create_object SHEEP
  10652. {
  10653. number_of_objects 4
  10654. set_loose_grouping
  10655. set_gaia_object_only
  10656. set_place_for_every_player
  10657. min_distance_to_players 9
  10658. max_distance_to_players 11
  10659. }
  10660. create_object SHEEP
  10661. {
  10662. number_of_objects 3
  10663. number_of_groups 4
  10664. set_loose_grouping
  10665. set_gaia_object_only
  10666. set_place_for_every_player
  10667. min_distance_to_players 10
  10668. max_distance_to_players 50
  10669. }
  10670.  
  10671. create_object DEER
  10672. {
  10673. number_of_objects 8
  10674. group_variance 1
  10675. group_placement_radius 3
  10676. set_loose_grouping
  10677. set_gaia_object_only
  10678. set_place_for_every_player
  10679. min_distance_to_players 11
  10680. max_distance_to_players 16
  10681. }
  10682.  
  10683. create_object JAVELINA /* or JAVELINA */
  10684. {
  10685. number_of_objects 3
  10686. set_loose_grouping
  10687. set_gaia_object_only
  10688. set_place_for_every_player
  10689. min_distance_to_players 13
  10690. max_distance_to_players 30
  10691. }
  10692.  
  10693. create_object BOAR /* or JAVELINA */
  10694. {
  10695. number_of_objects 1
  10696. set_gaia_object_only
  10697. set_place_for_every_player
  10698. min_distance_to_players 14
  10699. max_distance_to_players 18
  10700. }
  10701.  
  10702. /* TREES NEAR PLAYER STARTS */
  10703.  
  10704. create_object OAKTREE
  10705. {
  10706. number_of_objects 5
  10707. set_gaia_object_only
  10708. set_place_for_every_player
  10709. min_distance_to_players 4
  10710. max_distance_to_players 5
  10711. min_distance_group_placement 2
  10712. }
  10713. create_object OAKTREE
  10714. {
  10715. number_of_objects 3
  10716. set_gaia_object_only
  10717. set_place_for_every_player
  10718. min_distance_to_players 6
  10719. max_distance_to_players 8
  10720. min_distance_group_placement 2
  10721. }
  10722.  
  10723. /* Extra resources: various gold, stone, and food scattered across the map. */
  10724.  
  10725. /* *****EXTRA RESOURCES BY MAP***** */
  10726.  
  10727. if LARGE_MAP
  10728. create_object FORAGE
  10729. {
  10730. number_of_groups 3
  10731. number_of_objects 7
  10732. group_placement_radius 3
  10733. set_tight_grouping
  10734. set_gaia_object_only
  10735. min_distance_to_players 40
  10736. max_distance_to_players 120
  10737. min_distance_group_placement 9
  10738. }
  10739. endif
  10740.  
  10741. if HUGE_MAP
  10742. create_object FORAGE
  10743. {
  10744. number_of_groups 2
  10745. number_of_objects 5
  10746. group_placement_radius 3
  10747. set_tight_grouping
  10748. set_gaia_object_only
  10749. min_distance_to_players 40
  10750. max_distance_to_players 120
  10751. min_distance_group_placement 9
  10752. }
  10753. endif
  10754. if GIGANTIC_MAP
  10755. create_object FORAGE
  10756. {
  10757. number_of_groups 3
  10758. number_of_objects 5
  10759. group_placement_radius 3
  10760. set_tight_grouping
  10761. set_gaia_object_only
  10762. min_distance_to_players 40
  10763. max_distance_to_players 120
  10764. min_distance_group_placement 9
  10765. }
  10766. endif
  10767.  
  10768. /* EXTRA GOLD */
  10769.  
  10770. if TINY_MAP
  10771. create_object GOLD
  10772. {
  10773. number_of_groups 2
  10774. number_of_objects 5
  10775. group_placement_radius 2
  10776. set_tight_grouping
  10777. set_gaia_object_only
  10778. min_distance_to_players 40
  10779. min_distance_group_placement 9
  10780. }
  10781. endif
  10782.  
  10783. if SMALL_MAP
  10784. create_object GOLD
  10785. {
  10786. number_of_groups 4
  10787. number_of_objects 6
  10788. group_placement_radius 2
  10789. set_tight_grouping
  10790. set_gaia_object_only
  10791. min_distance_to_players 40
  10792. min_distance_group_placement 9
  10793. }
  10794. endif
  10795.  
  10796. if MEDIUM_MAP
  10797. create_object GOLD
  10798. {
  10799. number_of_groups 6
  10800. number_of_objects 5
  10801. group_variance 1
  10802. group_placement_radius 2
  10803. set_tight_grouping
  10804. set_gaia_object_only
  10805. min_distance_to_players 40
  10806. min_distance_group_placement 9
  10807. }
  10808. endif
  10809.  
  10810. if LARGE_MAP
  10811. create_object GOLD
  10812. {
  10813. number_of_groups 8
  10814. number_of_objects 5
  10815. group_variance 1
  10816. group_placement_radius 2
  10817. set_tight_grouping
  10818. set_gaia_object_only
  10819. min_distance_to_players 40
  10820. min_distance_group_placement 9
  10821. }
  10822. endif
  10823.  
  10824. if HUGE_MAP
  10825. create_object GOLD
  10826. {
  10827. number_of_groups 10
  10828. number_of_objects 5
  10829. group_variance 1
  10830. group_placement_radius 2
  10831. set_tight_grouping
  10832. set_gaia_object_only
  10833. min_distance_to_players 40
  10834. min_distance_group_placement 9
  10835. }
  10836. endif
  10837.  
  10838. if GIGANTIC_MAP
  10839. create_object GOLD
  10840. {
  10841. number_of_groups 12
  10842. number_of_objects 5
  10843. group_variance 1
  10844. group_placement_radius 2
  10845. set_tight_grouping
  10846. set_gaia_object_only
  10847. min_distance_to_players 40
  10848. min_distance_group_placement 9
  10849. }
  10850. endif
  10851.  
  10852. /* EXTRA STONE */
  10853.  
  10854. if TINY_MAP
  10855. create_object STONE
  10856. {
  10857. number_of_groups 2
  10858. number_of_objects 4
  10859. group_variance 1
  10860. group_placement_radius 2
  10861. set_tight_grouping
  10862. set_gaia_object_only
  10863. min_distance_to_players 40
  10864. min_distance_group_placement 9
  10865. }
  10866. endif
  10867.  
  10868. if SMALL_MAP
  10869. create_object STONE
  10870. {
  10871. number_of_groups 4
  10872. number_of_objects 4
  10873. group_variance 1
  10874. group_placement_radius 2
  10875. set_tight_grouping
  10876. set_gaia_object_only
  10877. min_distance_to_players 40
  10878. min_distance_group_placement 9
  10879. }
  10880. endif
  10881.  
  10882. if MEDIUM_MAP
  10883. create_object STONE
  10884. {
  10885. number_of_groups 6
  10886. number_of_objects 4
  10887. group_variance 1
  10888. group_placement_radius 2
  10889. set_tight_grouping
  10890. set_gaia_object_only
  10891. min_distance_to_players 40
  10892. min_distance_group_placement 9
  10893. }
  10894. endif
  10895.  
  10896. if LARGE_MAP
  10897. create_object STONE
  10898. {
  10899. number_of_groups 8
  10900. number_of_objects 4
  10901. group_variance 1
  10902. group_placement_radius 2
  10903. set_tight_grouping
  10904. set_gaia_object_only
  10905. min_distance_to_players 40
  10906. min_distance_group_placement 9
  10907. }
  10908. endif
  10909.  
  10910. if HUGE_MAP
  10911. create_object STONE
  10912. {
  10913. number_of_groups 10
  10914. number_of_objects 4
  10915. group_variance 1
  10916. group_placement_radius 2
  10917. set_tight_grouping
  10918. set_gaia_object_only
  10919. min_distance_to_players 40
  10920. min_distance_group_placement 9
  10921. }
  10922. endif
  10923.  
  10924. if GIGANTIC_MAP
  10925. create_object STONE
  10926. {
  10927. number_of_groups 12
  10928. number_of_objects 4
  10929. group_variance 1
  10930. group_placement_radius 2
  10931. set_tight_grouping
  10932. set_gaia_object_only
  10933. min_distance_to_players 40
  10934. min_distance_group_placement 9
  10935. }
  10936. endif
  10937.  
  10938. /* ****************************************************** */
  10939.  
  10940. elseif SY_RAFT
  10941.  
  10942. /* ****************************************************** */
  10943.  
  10944. create_object GOLD
  10945. {
  10946. number_of_objects 5
  10947. if LARGE_MAP
  10948. number_of_groups 5
  10949. elseif HUGE_MAP
  10950. number_of_groups 5
  10951. elseif GIGANTIC_MAP
  10952. number_of_groups 5
  10953. else
  10954. number_of_groups 4
  10955. endif
  10956. group_placement_radius 3
  10957. set_tight_grouping
  10958. set_gaia_object_only
  10959. min_distance_group_placement 30
  10960. terrain_to_place_on GRASS3
  10961. }
  10962.  
  10963. create_object STONE
  10964. {
  10965. number_of_objects 5
  10966. if LARGE_MAP
  10967. number_of_groups 5
  10968. elseif HUGE_MAP
  10969. number_of_groups 5
  10970. elseif GIGANTIC_MAP
  10971. number_of_groups 5
  10972. else
  10973. number_of_groups 4
  10974. endif
  10975. group_placement_radius 3
  10976. set_tight_grouping
  10977. set_gaia_object_only
  10978. min_distance_group_placement 30
  10979. terrain_to_place_on GRASS3
  10980. }
  10981.  
  10982. create_object SHEEP
  10983. {
  10984. number_of_objects 4
  10985. number_of_groups 1
  10986. set_loose_grouping
  10987. set_gaia_object_only
  10988. set_place_for_every_player
  10989. min_distance_to_players 9
  10990. max_distance_to_players 11
  10991. }
  10992.  
  10993. create_object SHEEP
  10994. {
  10995. number_of_objects 2
  10996. number_of_groups 1
  10997. set_loose_grouping
  10998. set_gaia_object_only
  10999. set_place_for_every_player
  11000. min_distance_to_players 12
  11001. max_distance_to_players 30
  11002. }
  11003.  
  11004. create_object SHEEP
  11005. {
  11006. number_of_objects 2
  11007. number_of_groups 1
  11008. set_loose_grouping
  11009. set_gaia_object_only
  11010. set_place_for_every_player
  11011. min_distance_to_players 12
  11012. max_distance_to_players 30
  11013. }
  11014.  
  11015.  
  11016. create_object DEER
  11017. {
  11018. number_of_objects 4
  11019. number_of_groups 1
  11020. set_loose_grouping
  11021. set_gaia_object_only
  11022. set_place_for_every_player
  11023. min_distance_to_players 14
  11024. max_distance_to_players 30
  11025. }
  11026.  
  11027. create_object BOAR
  11028. {
  11029. number_of_objects 1
  11030. number_of_groups 1
  11031. set_loose_grouping
  11032. set_gaia_object_only
  11033. set_place_for_every_player
  11034. min_distance_to_players 16
  11035. max_distance_to_players 22
  11036. }
  11037.  
  11038. create_object BOAR
  11039. {
  11040. number_of_objects 1
  11041. number_of_groups 1
  11042. set_loose_grouping
  11043. set_gaia_object_only
  11044. set_place_for_every_player
  11045. min_distance_to_players 16
  11046. max_distance_to_players 22
  11047. }
  11048.  
  11049. /* NEAR GOLD */
  11050. create_object GOLD
  11051. {
  11052. number_of_objects 7
  11053. group_placement_radius 3
  11054. set_tight_grouping
  11055. set_gaia_object_only
  11056. set_place_for_every_player
  11057. min_distance_to_players 12
  11058. max_distance_to_players 16
  11059. min_distance_group_placement 7
  11060. max_distance_to_other_zones 7
  11061. }
  11062.  
  11063. /* MEDIUM GOLD */
  11064. create_object GOLD
  11065. {
  11066. number_of_objects 5
  11067. group_placement_radius 3
  11068. set_tight_grouping
  11069. set_gaia_object_only
  11070. set_place_for_every_player
  11071. min_distance_to_players 18
  11072. max_distance_to_players 26
  11073. min_distance_group_placement 7
  11074. max_distance_to_other_zones 7
  11075. }
  11076.  
  11077. /* FAR GOLD */
  11078. create_object GOLD
  11079. {
  11080. number_of_objects 4
  11081. number_of_groups 1
  11082. group_placement_radius 3
  11083. set_tight_grouping
  11084. set_gaia_object_only
  11085. set_place_for_every_player
  11086. min_distance_to_players 25
  11087. max_distance_to_players 35
  11088. min_distance_group_placement 7
  11089. max_distance_to_other_zones 7
  11090. }
  11091.  
  11092. /* NEAR STONE */
  11093. create_object STONE
  11094. {
  11095. number_of_objects 5
  11096. group_placement_radius 2
  11097. set_tight_grouping
  11098. set_gaia_object_only
  11099. set_place_for_every_player
  11100. min_distance_to_players 14
  11101. max_distance_to_players 18
  11102. min_distance_group_placement 7
  11103. max_distance_to_other_zones 7
  11104. }
  11105.  
  11106. /* FAR STONE */
  11107. create_object STONE
  11108. {
  11109. number_of_objects 4
  11110. number_of_groups 2
  11111. group_placement_radius 2
  11112. set_tight_grouping
  11113. set_gaia_object_only
  11114. set_place_for_every_player
  11115. min_distance_to_players 20
  11116. max_distance_to_players 26
  11117. min_distance_group_placement 7
  11118. max_distance_to_other_zones 7
  11119. }
  11120.  
  11121. /* NEAR FORAGE */
  11122. create_object FORAGE
  11123. {
  11124. number_of_objects 6
  11125. group_placement_radius 3
  11126. set_tight_grouping
  11127. set_gaia_object_only
  11128. set_place_for_every_player
  11129. min_distance_to_players 10
  11130. max_distance_to_players 12
  11131. min_distance_group_placement 6
  11132. }
  11133.  
  11134. if LARGE_MAP
  11135. create_object FORAGE
  11136. {
  11137. number_of_groups 1
  11138. number_of_objects 5
  11139. group_placement_radius 3
  11140. set_tight_grouping
  11141. set_gaia_object_only
  11142. min_distance_to_players 40
  11143. max_distance_to_players 120
  11144. min_distance_group_placement 9
  11145. }
  11146. endif
  11147.  
  11148. if HUGE_MAP
  11149. create_object FORAGE
  11150. {
  11151. number_of_groups 2
  11152. number_of_objects 5
  11153. group_placement_radius 3
  11154. set_tight_grouping
  11155. set_gaia_object_only
  11156. min_distance_to_players 40
  11157. max_distance_to_players 120
  11158. min_distance_group_placement 9
  11159. }
  11160. endif
  11161.  
  11162. if GIGANTIC_MAP
  11163. create_object FORAGE
  11164. {
  11165. number_of_groups 3
  11166. number_of_objects 5
  11167. group_placement_radius 3
  11168. set_tight_grouping
  11169. set_gaia_object_only
  11170. min_distance_to_players 40
  11171. max_distance_to_players 120
  11172. min_distance_group_placement 9
  11173. }
  11174. endif
  11175.  
  11176. create_object OAKTREE /* straggler trees */
  11177. {
  11178. number_of_objects 2
  11179. set_gaia_object_only
  11180. set_place_for_every_player
  11181. min_distance_to_players 4
  11182. max_distance_to_players 5
  11183. min_distance_group_placement 2
  11184. }
  11185. create_object OAKTREE
  11186. {
  11187. number_of_objects 3
  11188. set_gaia_object_only
  11189. set_place_for_every_player
  11190. min_distance_to_players 6
  11191. max_distance_to_players 8
  11192. min_distance_group_placement 2
  11193. }
  11194.  
  11195. create_object WOLF
  11196. {
  11197. number_of_objects 2
  11198. set_gaia_object_only
  11199. set_place_for_every_player
  11200. min_distance_group_placement 12
  11201. min_distance_to_players 30
  11202. max_distance_to_players 40
  11203. }
  11204.  
  11205. create_object WOLF
  11206. {
  11207. number_of_groups 2
  11208. set_loose_grouping
  11209. number_of_objects 1
  11210. set_scaling_to_map_size
  11211. set_gaia_object_only
  11212. min_distance_group_placement 12
  11213. min_distance_to_players 40
  11214. max_distance_to_players 120
  11215. }
  11216.  
  11217.  
  11218. /* ****************************************************** */
  11219.  
  11220. elseif SY_SAHARA
  11221.  
  11222. /* ****************************************************** */
  11223.  
  11224. create_object SHEEP
  11225. {
  11226. number_of_objects 4
  11227. number_of_groups 1
  11228. set_loose_grouping
  11229. set_gaia_object_only
  11230. set_place_for_every_player
  11231. min_distance_to_players 9
  11232. max_distance_to_players 11
  11233. }
  11234.  
  11235. create_object SHEEP
  11236. {
  11237. number_of_objects 2
  11238. number_of_groups 1
  11239. set_loose_grouping
  11240. set_gaia_object_only
  11241. set_place_for_every_player
  11242. min_distance_to_players 12
  11243. max_distance_to_players 30
  11244. }
  11245.  
  11246. create_object SHEEP
  11247. {
  11248. number_of_objects 2
  11249. number_of_groups 1
  11250. set_loose_grouping
  11251. set_gaia_object_only
  11252. set_place_for_every_player
  11253. min_distance_to_players 12
  11254. max_distance_to_players 30
  11255. }
  11256.  
  11257. create_object DEER
  11258. {
  11259. number_of_objects 4
  11260. number_of_groups 1
  11261. set_loose_grouping
  11262. set_gaia_object_only
  11263. set_place_for_every_player
  11264. min_distance_to_players 14
  11265. max_distance_to_players 30
  11266. }
  11267.  
  11268. create_object BOAR
  11269. {
  11270. number_of_objects 1
  11271. number_of_groups 1
  11272. set_loose_grouping
  11273. set_gaia_object_only
  11274. set_place_for_every_player
  11275. min_distance_to_players 16
  11276. max_distance_to_players 22
  11277. }
  11278.  
  11279. create_object BOAR
  11280. {
  11281. number_of_objects 1
  11282. number_of_groups 1
  11283. set_loose_grouping
  11284. set_gaia_object_only
  11285. set_place_for_every_player
  11286. min_distance_to_players 16
  11287. max_distance_to_players 22
  11288. }
  11289.  
  11290. /* NEAR GOLD */
  11291. create_object GOLD
  11292. {
  11293. number_of_objects 7
  11294. group_placement_radius 3
  11295. set_tight_grouping
  11296. set_gaia_object_only
  11297. set_place_for_every_player
  11298. min_distance_to_players 12
  11299. max_distance_to_players 16
  11300. min_distance_group_placement 7
  11301. max_distance_to_other_zones 7
  11302. }
  11303.  
  11304. /* MEDIUM GOLD */
  11305. create_object GOLD
  11306. {
  11307. number_of_objects 5
  11308. group_placement_radius 3
  11309. set_tight_grouping
  11310. set_gaia_object_only
  11311. set_place_for_every_player
  11312. min_distance_to_players 18
  11313. max_distance_to_players 26
  11314. min_distance_group_placement 7
  11315. max_distance_to_other_zones 7
  11316. }
  11317.  
  11318. /* FAR GOLD */
  11319. create_object GOLD
  11320. {
  11321. number_of_objects 4
  11322. number_of_groups 1
  11323. group_placement_radius 3
  11324. set_tight_grouping
  11325. set_gaia_object_only
  11326. set_place_for_every_player
  11327. min_distance_to_players 25
  11328. max_distance_to_players 35
  11329. min_distance_group_placement 7
  11330. max_distance_to_other_zones 7
  11331. }
  11332.  
  11333. /* NEAR STONE */
  11334. create_object STONE
  11335. {
  11336. number_of_objects 5
  11337. group_placement_radius 2
  11338. set_tight_grouping
  11339. set_gaia_object_only
  11340. set_place_for_every_player
  11341. min_distance_to_players 14
  11342. max_distance_to_players 18
  11343. min_distance_group_placement 7
  11344. max_distance_to_other_zones 7
  11345. }
  11346.  
  11347. /* FAR STONE */
  11348. create_object STONE
  11349. {
  11350. number_of_objects 4
  11351. number_of_groups 2
  11352. group_placement_radius 2
  11353. set_tight_grouping
  11354. set_gaia_object_only
  11355. set_place_for_every_player
  11356. min_distance_to_players 20
  11357. max_distance_to_players 26
  11358. min_distance_group_placement 7
  11359. max_distance_to_other_zones 7
  11360. }
  11361.  
  11362. /* NEAR FORAGE */
  11363. create_object FORAGE
  11364. {
  11365. number_of_objects 6
  11366. group_placement_radius 3
  11367. set_tight_grouping
  11368. set_gaia_object_only
  11369. set_place_for_every_player
  11370. min_distance_to_players 10
  11371. max_distance_to_players 12
  11372. min_distance_group_placement 6
  11373. }
  11374.  
  11375. create_object WOLF
  11376. {
  11377. number_of_groups 2
  11378. set_loose_grouping
  11379. number_of_objects 1
  11380. set_scaling_to_map_size
  11381. set_gaia_object_only
  11382. min_distance_group_placement 12
  11383. min_distance_to_players 40
  11384. max_distance_to_players 120
  11385. }
  11386.  
  11387. create_object WOLF
  11388. {
  11389. number_of_objects 2
  11390. set_gaia_object_only
  11391. set_place_for_every_player
  11392. min_distance_group_placement 12
  11393. min_distance_to_players 30
  11394. max_distance_to_players 40
  11395. }
  11396.  
  11397. /* EXTRA GOLD */
  11398.  
  11399. if TINY_MAP
  11400. create_object GOLD
  11401. {
  11402. number_of_groups 2
  11403. number_of_objects 3
  11404. group_placement_radius 2
  11405. set_tight_grouping
  11406. set_gaia_object_only
  11407. min_distance_to_players 40
  11408. min_distance_group_placement 9
  11409. }
  11410. endif
  11411.  
  11412. if SMALL_MAP
  11413. create_object GOLD
  11414. {
  11415. number_of_groups 2
  11416. number_of_objects 3
  11417. group_placement_radius 2
  11418. set_tight_grouping
  11419. set_gaia_object_only
  11420. min_distance_to_players 40
  11421. min_distance_group_placement 9
  11422. }
  11423. endif
  11424.  
  11425. if MEDIUM_MAP
  11426. create_object GOLD
  11427. {
  11428. number_of_groups 3
  11429. number_of_objects 3
  11430. group_variance 1
  11431. group_placement_radius 2
  11432. set_tight_grouping
  11433. set_gaia_object_only
  11434. min_distance_to_players 40
  11435. min_distance_group_placement 9
  11436. }
  11437. endif
  11438.  
  11439. if LARGE_MAP
  11440. create_object GOLD
  11441. {
  11442. number_of_groups 3
  11443. number_of_objects 3
  11444. group_variance 1
  11445. group_placement_radius 2
  11446. set_tight_grouping
  11447. set_gaia_object_only
  11448. min_distance_to_players 40
  11449. min_distance_group_placement 9
  11450. }
  11451. endif
  11452.  
  11453. if HUGE_MAP
  11454. create_object GOLD
  11455. {
  11456. number_of_groups 4
  11457. number_of_objects 4
  11458. group_variance 1
  11459. group_placement_radius 2
  11460. set_tight_grouping
  11461. set_gaia_object_only
  11462. min_distance_to_players 40
  11463. min_distance_group_placement 9
  11464. }
  11465. endif
  11466.  
  11467. if GIGANTIC_MAP
  11468. create_object GOLD
  11469. {
  11470. number_of_groups 5
  11471. number_of_objects 4
  11472. group_variance 1
  11473. group_placement_radius 2
  11474. set_tight_grouping
  11475. set_gaia_object_only
  11476. min_distance_to_players 40
  11477. min_distance_group_placement 9
  11478. }
  11479. endif
  11480.  
  11481. /* EXTRA STONE */
  11482.  
  11483. if TINY_MAP
  11484. create_object STONE
  11485. {
  11486. number_of_groups 1
  11487. number_of_objects 4
  11488. group_variance 1
  11489. group_placement_radius 2
  11490. set_tight_grouping
  11491. set_gaia_object_only
  11492. min_distance_to_players 40
  11493. min_distance_group_placement 9
  11494. }
  11495. endif
  11496.  
  11497. if SMALL_MAP
  11498. create_object STONE
  11499. {
  11500. number_of_groups 1
  11501. number_of_objects 4
  11502. group_variance 1
  11503. group_placement_radius 2
  11504. set_tight_grouping
  11505. set_gaia_object_only
  11506. min_distance_to_players 40
  11507. min_distance_group_placement 9
  11508. }
  11509. endif
  11510.  
  11511. if MEDIUM_MAP
  11512. create_object STONE
  11513. {
  11514. number_of_groups 2
  11515. number_of_objects 4
  11516. group_variance 1
  11517. group_placement_radius 2
  11518. set_tight_grouping
  11519. set_gaia_object_only
  11520. min_distance_to_players 40
  11521. min_distance_group_placement 9
  11522. }
  11523. endif
  11524.  
  11525. if LARGE_MAP
  11526. create_object STONE
  11527. {
  11528. number_of_groups 3
  11529. number_of_objects 4
  11530. group_variance 1
  11531. group_placement_radius 2
  11532. set_tight_grouping
  11533. set_gaia_object_only
  11534. min_distance_to_players 40
  11535. min_distance_group_placement 9
  11536. }
  11537. endif
  11538.  
  11539. if HUGE_MAP
  11540. create_object STONE
  11541. {
  11542. number_of_groups 4
  11543. number_of_objects 4
  11544. group_variance 1
  11545. group_placement_radius 2
  11546. set_tight_grouping
  11547. set_gaia_object_only
  11548. min_distance_to_players 40
  11549. min_distance_group_placement 9
  11550. }
  11551. endif
  11552.  
  11553. if GIGANTIC_MAP
  11554. create_object STONE
  11555. {
  11556. number_of_groups 5
  11557. number_of_objects 4
  11558. group_variance 1
  11559. group_placement_radius 2
  11560. set_tight_grouping
  11561. set_gaia_object_only
  11562. min_distance_to_players 40
  11563. min_distance_group_placement 9
  11564. }
  11565. endif
  11566.  
  11567. create_object PALM_FOREST_TREE /* straggler trees */
  11568. {
  11569. number_of_objects 2
  11570. set_gaia_object_only
  11571. set_place_for_every_player
  11572. min_distance_to_players 4
  11573. max_distance_to_players 5
  11574. min_distance_group_placement 2
  11575. }
  11576. create_object PALM_FOREST_TREE
  11577. {
  11578. number_of_objects 3
  11579. set_gaia_object_only
  11580. set_place_for_every_player
  11581. min_distance_to_players 6
  11582. max_distance_to_players 8
  11583. min_distance_group_placement 2
  11584. }
  11585.  
  11586. if LARGE_MAP
  11587. create_object FORAGE
  11588. {
  11589. number_of_groups 1
  11590. number_of_objects 5
  11591. group_placement_radius 3
  11592. set_tight_grouping
  11593. set_gaia_object_only
  11594. min_distance_to_players 40
  11595. max_distance_to_players 120
  11596. min_distance_group_placement 9
  11597. }
  11598. endif
  11599.  
  11600. if HUGE_MAP
  11601. create_object FORAGE
  11602. {
  11603. number_of_groups 2
  11604. number_of_objects 5
  11605. group_placement_radius 3
  11606. set_tight_grouping
  11607. set_gaia_object_only
  11608. min_distance_to_players 40
  11609. max_distance_to_players 120
  11610. min_distance_group_placement 9
  11611. }
  11612. endif
  11613.  
  11614. if GIGANTIC_MAP
  11615. create_object FORAGE
  11616. {
  11617. number_of_groups 3
  11618. number_of_objects 5
  11619. group_placement_radius 3
  11620. set_tight_grouping
  11621. set_gaia_object_only
  11622. min_distance_to_players 40
  11623. max_distance_to_players 120
  11624. min_distance_group_placement 9
  11625. }
  11626. endif
  11627.  
  11628. /* ****************************************************** */
  11629.  
  11630. elseif SY_SEIZE_THE_HUMP
  11631.  
  11632. /* ****************************************************** */
  11633.  
  11634. create_object SHEEP
  11635. {
  11636. number_of_objects 4
  11637. number_of_groups 1
  11638. set_loose_grouping
  11639. set_gaia_object_only
  11640. set_place_for_every_player
  11641. min_distance_to_players 9
  11642. max_distance_to_players 12
  11643. }
  11644.  
  11645. create_object SHEEP
  11646. {
  11647. number_of_objects 2
  11648. number_of_groups 1
  11649. set_loose_grouping
  11650. set_gaia_object_only
  11651. set_place_for_every_player
  11652. min_distance_to_players 12
  11653. max_distance_to_players 30
  11654. }
  11655.  
  11656. create_object SHEEP
  11657. {
  11658. number_of_objects 2
  11659. number_of_groups 1
  11660. set_loose_grouping
  11661. set_gaia_object_only
  11662. set_place_for_every_player
  11663. min_distance_to_players 12
  11664. max_distance_to_players 30
  11665. }
  11666.  
  11667. create_object DEER
  11668. {
  11669. number_of_objects 3
  11670. number_of_groups 1
  11671. set_loose_grouping
  11672. set_gaia_object_only
  11673. set_place_for_every_player
  11674. min_distance_to_players 12
  11675. max_distance_to_players 16
  11676. }
  11677.  
  11678. create_object BOAR
  11679. {
  11680. number_of_objects 2
  11681. number_of_groups 1
  11682. set_loose_grouping
  11683. set_gaia_object_only
  11684. set_place_for_every_player
  11685. min_distance_to_players 9
  11686. max_distance_to_players 16
  11687. }
  11688.  
  11689. create_object GOLD
  11690. {
  11691. number_of_objects 5
  11692. number_of_groups 100
  11693. group_placement_radius 3
  11694. set_tight_grouping
  11695. set_gaia_object_only
  11696. temp_min_distance_group_placement 18
  11697. max_distance_to_other_zones 4
  11698. terrain_to_place_on DIRT3
  11699. }
  11700.  
  11701. create_object STONE
  11702. {
  11703. number_of_objects 3
  11704. number_of_groups 100
  11705. group_placement_radius 3
  11706. set_tight_grouping
  11707. set_gaia_object_only
  11708. temp_min_distance_group_placement 20
  11709. max_distance_to_other_zones 4
  11710. terrain_to_place_on DIRT3
  11711. }
  11712.  
  11713. create_object PINETREE
  11714. {
  11715. number_of_objects 2
  11716. set_gaia_object_only
  11717. set_place_for_every_player
  11718. min_distance_to_players 4
  11719. max_distance_to_players 5
  11720. min_distance_group_placement 2
  11721. }
  11722.  
  11723. create_object PINETREE
  11724. {
  11725. number_of_objects 3
  11726. set_gaia_object_only
  11727. set_place_for_every_player
  11728. min_distance_to_players 6
  11729. max_distance_to_players 8
  11730. min_distance_group_placement 2
  11731. }
  11732.  
  11733. start_random
  11734. percent_chance 50
  11735. create_object WOLF
  11736. {
  11737. number_of_groups 2
  11738. set_loose_grouping
  11739. number_of_objects 1
  11740. set_scaling_to_map_size
  11741. set_gaia_object_only
  11742. min_distance_group_placement 12
  11743. min_distance_to_players 40
  11744. max_distance_to_players 120
  11745. }
  11746. end_random
  11747.  
  11748. /* ****************************************************** */
  11749.  
  11750. elseif SY_MFOWOOGY
  11751.  
  11752. /* ****************************************************** */
  11753.  
  11754. create_object SHEEP
  11755. {
  11756. number_of_objects 4
  11757. number_of_groups 1
  11758. set_loose_grouping
  11759. set_gaia_object_only
  11760. set_place_for_every_player
  11761. min_distance_to_players 9
  11762. max_distance_to_players 11
  11763. }
  11764.  
  11765. create_object SHEEP
  11766. {
  11767. number_of_objects 2
  11768. number_of_groups 2
  11769. set_loose_grouping
  11770. set_gaia_object_only
  11771. set_place_for_every_player
  11772. min_distance_to_players 12
  11773. max_distance_to_players 30
  11774. }
  11775.  
  11776. create_object DEER
  11777. {
  11778. number_of_objects 4
  11779. number_of_groups 1
  11780. set_loose_grouping
  11781. set_gaia_object_only
  11782. set_place_for_every_player
  11783. min_distance_to_players 14
  11784. max_distance_to_players 30
  11785. }
  11786.  
  11787. create_object BOAR
  11788. {
  11789. number_of_objects 1
  11790. number_of_groups 1
  11791. set_loose_grouping
  11792. set_gaia_object_only
  11793. set_place_for_every_player
  11794. min_distance_to_players 16
  11795. max_distance_to_players 22
  11796. }
  11797.  
  11798. create_object BOAR
  11799. {
  11800. number_of_objects 1
  11801. number_of_groups 1
  11802. set_loose_grouping
  11803. set_gaia_object_only
  11804. set_place_for_every_player
  11805. min_distance_to_players 16
  11806. max_distance_to_players 22
  11807. }
  11808.  
  11809. /* NEAR GOLD */
  11810. create_object GOLD
  11811. {
  11812. number_of_objects 7
  11813. group_placement_radius 3
  11814. set_tight_grouping
  11815. set_gaia_object_only
  11816. set_place_for_every_player
  11817. min_distance_to_players 12
  11818. max_distance_to_players 16
  11819. min_distance_group_placement 7
  11820. max_distance_to_other_zones 7
  11821. }
  11822.  
  11823. /* MEDIUM GOLD */
  11824. create_object GOLD
  11825. {
  11826. number_of_objects 5
  11827. group_placement_radius 3
  11828. set_tight_grouping
  11829. set_gaia_object_only
  11830. set_place_for_every_player
  11831. min_distance_to_players 18
  11832. max_distance_to_players 26
  11833. min_distance_group_placement 7
  11834. max_distance_to_other_zones 7
  11835. }
  11836.  
  11837. /* FAR GOLD */
  11838. create_object GOLD
  11839. {
  11840. number_of_objects 4
  11841. number_of_groups 1
  11842. group_placement_radius 3
  11843. set_tight_grouping
  11844. set_gaia_object_only
  11845. set_place_for_every_player
  11846. min_distance_to_players 25
  11847. max_distance_to_players 35
  11848. min_distance_group_placement 7
  11849. max_distance_to_other_zones 7
  11850. }
  11851.  
  11852. /* NEAR STONE */
  11853. create_object STONE
  11854. {
  11855. number_of_objects 5
  11856. group_placement_radius 2
  11857. set_tight_grouping
  11858. set_gaia_object_only
  11859. set_place_for_every_player
  11860. min_distance_to_players 14
  11861. max_distance_to_players 18
  11862. min_distance_group_placement 7
  11863. max_distance_to_other_zones 7
  11864. }
  11865.  
  11866. /* FAR STONE */
  11867. create_object STONE
  11868. {
  11869. number_of_objects 4
  11870. number_of_groups 2
  11871. group_placement_radius 2
  11872. set_tight_grouping
  11873. set_gaia_object_only
  11874. set_place_for_every_player
  11875. min_distance_to_players 20
  11876. max_distance_to_players 26
  11877. min_distance_group_placement 7
  11878. max_distance_to_other_zones 7
  11879. }
  11880.  
  11881. /* EXTRA GOLD */
  11882.  
  11883. if TINY_MAP
  11884. create_object GOLD
  11885. {
  11886. number_of_groups 2
  11887. number_of_objects 3
  11888. group_placement_radius 2
  11889. set_tight_grouping
  11890. set_gaia_object_only
  11891. min_distance_to_players 40
  11892. min_distance_group_placement 9
  11893. }
  11894. endif
  11895.  
  11896. if SMALL_MAP
  11897. create_object GOLD
  11898. {
  11899. number_of_groups 2
  11900. number_of_objects 3
  11901. group_placement_radius 2
  11902. set_tight_grouping
  11903. set_gaia_object_only
  11904. min_distance_to_players 40
  11905. min_distance_group_placement 9
  11906. }
  11907. endif
  11908.  
  11909. if MEDIUM_MAP
  11910. create_object GOLD
  11911. {
  11912. number_of_groups 3
  11913. number_of_objects 3
  11914. group_variance 1
  11915. group_placement_radius 2
  11916. set_tight_grouping
  11917. set_gaia_object_only
  11918. min_distance_to_players 40
  11919. min_distance_group_placement 9
  11920. }
  11921. endif
  11922.  
  11923. if LARGE_MAP
  11924. create_object GOLD
  11925. {
  11926. number_of_groups 3
  11927. number_of_objects 3
  11928. group_variance 1
  11929. group_placement_radius 2
  11930. set_tight_grouping
  11931. set_gaia_object_only
  11932. min_distance_to_players 40
  11933. min_distance_group_placement 9
  11934. }
  11935. endif
  11936.  
  11937. if HUGE_MAP
  11938. create_object GOLD
  11939. {
  11940. number_of_groups 4
  11941. number_of_objects 4
  11942. group_variance 1
  11943. group_placement_radius 2
  11944. set_tight_grouping
  11945. set_gaia_object_only
  11946. min_distance_to_players 40
  11947. min_distance_group_placement 9
  11948. }
  11949. endif
  11950.  
  11951. if GIGANTIC_MAP
  11952. create_object GOLD
  11953. {
  11954. number_of_groups 5
  11955. number_of_objects 4
  11956. group_variance 1
  11957. group_placement_radius 2
  11958. set_tight_grouping
  11959. set_gaia_object_only
  11960. min_distance_to_players 40
  11961. min_distance_group_placement 9
  11962. }
  11963. endif
  11964.  
  11965. /* EXTRA STONE */
  11966.  
  11967. if TINY_MAP
  11968. create_object STONE
  11969. {
  11970. number_of_groups 1
  11971. number_of_objects 4
  11972. group_variance 1
  11973. group_placement_radius 2
  11974. set_tight_grouping
  11975. set_gaia_object_only
  11976. min_distance_to_players 40
  11977. min_distance_group_placement 9
  11978. }
  11979. endif
  11980.  
  11981. if SMALL_MAP
  11982. create_object STONE
  11983. {
  11984. number_of_groups 1
  11985. number_of_objects 4
  11986. group_variance 1
  11987. group_placement_radius 2
  11988. set_tight_grouping
  11989. set_gaia_object_only
  11990. min_distance_to_players 40
  11991. min_distance_group_placement 9
  11992. }
  11993. endif
  11994.  
  11995. if MEDIUM_MAP
  11996. create_object STONE
  11997. {
  11998. number_of_groups 2
  11999. number_of_objects 4
  12000. group_variance 1
  12001. group_placement_radius 2
  12002. set_tight_grouping
  12003. set_gaia_object_only
  12004. min_distance_to_players 40
  12005. min_distance_group_placement 9
  12006. }
  12007. endif
  12008.  
  12009. if LARGE_MAP
  12010. create_object STONE
  12011. {
  12012. number_of_groups 3
  12013. number_of_objects 4
  12014. group_variance 1
  12015. group_placement_radius 2
  12016. set_tight_grouping
  12017. set_gaia_object_only
  12018. min_distance_to_players 40
  12019. min_distance_group_placement 9
  12020. }
  12021. endif
  12022.  
  12023. if HUGE_MAP
  12024. create_object STONE
  12025. {
  12026. number_of_groups 4
  12027. number_of_objects 4
  12028. group_variance 1
  12029. group_placement_radius 2
  12030. set_tight_grouping
  12031. set_gaia_object_only
  12032. min_distance_to_players 40
  12033. min_distance_group_placement 9
  12034. }
  12035. endif
  12036.  
  12037. if GIGANTIC_MAP
  12038. create_object STONE
  12039. {
  12040. number_of_groups 5
  12041. number_of_objects 4
  12042. group_variance 1
  12043. group_placement_radius 2
  12044. set_tight_grouping
  12045. set_gaia_object_only
  12046. min_distance_to_players 40
  12047. min_distance_group_placement 9
  12048. }
  12049. endif
  12050.  
  12051. /* NEAR FORAGE */
  12052. create_object FORAGE
  12053. {
  12054. number_of_objects 6
  12055. group_placement_radius 3
  12056. set_tight_grouping
  12057. set_gaia_object_only
  12058. set_place_for_every_player
  12059. min_distance_to_players 10
  12060. max_distance_to_players 12
  12061. min_distance_group_placement 6
  12062. }
  12063.  
  12064. if LARGE_MAP
  12065. create_object FORAGE
  12066. {
  12067. number_of_groups 1
  12068. number_of_objects 5
  12069. group_placement_radius 3
  12070. set_tight_grouping
  12071. set_gaia_object_only
  12072. min_distance_to_players 40
  12073. max_distance_to_players 120
  12074. min_distance_group_placement 9
  12075. }
  12076. endif
  12077.  
  12078. if HUGE_MAP
  12079. create_object FORAGE
  12080. {
  12081. number_of_groups 2
  12082. number_of_objects 5
  12083. group_placement_radius 3
  12084. set_tight_grouping
  12085. set_gaia_object_only
  12086. min_distance_to_players 40
  12087. max_distance_to_players 120
  12088. min_distance_group_placement 9
  12089. }
  12090. endif
  12091.  
  12092. if GIGANTIC_MAP
  12093. create_object FORAGE
  12094. {
  12095. number_of_groups 3
  12096. number_of_objects 5
  12097. group_placement_radius 3
  12098. set_tight_grouping
  12099. set_gaia_object_only
  12100. min_distance_to_players 40
  12101. max_distance_to_players 120
  12102. min_distance_group_placement 9
  12103. }
  12104. endif
  12105.  
  12106. create_object PINETREE
  12107. {
  12108. number_of_objects 2
  12109. set_gaia_object_only
  12110. set_place_for_every_player
  12111. min_distance_to_players 4
  12112. max_distance_to_players 5
  12113. min_distance_group_placement 2
  12114. }
  12115.  
  12116. create_object PINETREE
  12117. {
  12118. number_of_objects 3
  12119. set_gaia_object_only
  12120. set_place_for_every_player
  12121. min_distance_to_players 6
  12122. max_distance_to_players 8
  12123. min_distance_group_placement 2
  12124. }
  12125.  
  12126. create_object WOLF
  12127. {
  12128. number_of_objects 2
  12129. set_gaia_object_only
  12130. set_place_for_every_player
  12131. min_distance_group_placement 12
  12132. min_distance_to_players 30
  12133. max_distance_to_players 40
  12134. }
  12135.  
  12136. create_object WOLF
  12137. {
  12138. number_of_groups 2
  12139. set_loose_grouping
  12140. number_of_objects 1
  12141. set_scaling_to_map_size
  12142. set_gaia_object_only
  12143. min_distance_group_placement 12
  12144. min_distance_to_players 40
  12145. max_distance_to_players 120
  12146. }
  12147.  
  12148. /* ****************************************************** */
  12149.  
  12150. elseif SY_MFOPLATEAU
  12151.  
  12152. /* ****************************************************** */
  12153.  
  12154. create_object SHEEP
  12155. {
  12156. number_of_objects 4
  12157. number_of_groups 1
  12158. set_loose_grouping
  12159. set_gaia_object_only
  12160. set_place_for_every_player
  12161. min_distance_to_players 9
  12162. max_distance_to_players 11
  12163. }
  12164.  
  12165. create_object SHEEP
  12166. {
  12167. number_of_objects 2
  12168. number_of_groups 2
  12169. set_loose_grouping
  12170. set_gaia_object_only
  12171. set_place_for_every_player
  12172. min_distance_to_players 12
  12173. max_distance_to_players 30
  12174. }
  12175.  
  12176. create_object DEER
  12177. {
  12178. number_of_objects 4
  12179. number_of_groups 1
  12180. set_loose_grouping
  12181. set_gaia_object_only
  12182. set_place_for_every_player
  12183. min_distance_to_players 14
  12184. max_distance_to_players 30
  12185. }
  12186.  
  12187. create_object BOAR
  12188. {
  12189. number_of_objects 1
  12190. number_of_groups 1
  12191. set_loose_grouping
  12192. set_gaia_object_only
  12193. set_place_for_every_player
  12194. min_distance_to_players 16
  12195. max_distance_to_players 22
  12196. }
  12197.  
  12198. create_object BOAR
  12199. {
  12200. number_of_objects 1
  12201. number_of_groups 1
  12202. set_loose_grouping
  12203. set_gaia_object_only
  12204. set_place_for_every_player
  12205. min_distance_to_players 16
  12206. max_distance_to_players 22
  12207. }
  12208.  
  12209. /* NEAR GOLD */
  12210. create_object GOLD
  12211. {
  12212. number_of_objects 7
  12213. group_placement_radius 3
  12214. set_tight_grouping
  12215. set_gaia_object_only
  12216. set_place_for_every_player
  12217. min_distance_to_players 12
  12218. max_distance_to_players 16
  12219. min_distance_group_placement 7
  12220. max_distance_to_other_zones 7
  12221. }
  12222.  
  12223. /* MEDIUM GOLD */
  12224. create_object GOLD
  12225. {
  12226. number_of_objects 5
  12227. group_placement_radius 3
  12228. set_tight_grouping
  12229. set_gaia_object_only
  12230. set_place_for_every_player
  12231. min_distance_to_players 18
  12232. max_distance_to_players 26
  12233. min_distance_group_placement 7
  12234. max_distance_to_other_zones 7
  12235. }
  12236.  
  12237. /* FAR GOLD */
  12238. create_object GOLD
  12239. {
  12240. number_of_objects 4
  12241. number_of_groups 1
  12242. group_placement_radius 3
  12243. set_tight_grouping
  12244. set_gaia_object_only
  12245. set_place_for_every_player
  12246. min_distance_to_players 25
  12247. max_distance_to_players 35
  12248. min_distance_group_placement 7
  12249. max_distance_to_other_zones 7
  12250. }
  12251.  
  12252. /* NEAR STONE */
  12253. create_object STONE
  12254. {
  12255. number_of_objects 5
  12256. group_placement_radius 2
  12257. set_tight_grouping
  12258. set_gaia_object_only
  12259. set_place_for_every_player
  12260. min_distance_to_players 14
  12261. max_distance_to_players 18
  12262. min_distance_group_placement 7
  12263. max_distance_to_other_zones 7
  12264. }
  12265.  
  12266. /* FAR STONE */
  12267. create_object STONE
  12268. {
  12269. number_of_objects 4
  12270. number_of_groups 2
  12271. group_placement_radius 2
  12272. set_tight_grouping
  12273. set_gaia_object_only
  12274. set_place_for_every_player
  12275. min_distance_to_players 20
  12276. max_distance_to_players 26
  12277. min_distance_group_placement 7
  12278. max_distance_to_other_zones 7
  12279. }
  12280.  
  12281. /* EXTRA GOLD */
  12282.  
  12283. if TINY_MAP
  12284. create_object GOLD
  12285. {
  12286. number_of_groups 2
  12287. number_of_objects 3
  12288. group_placement_radius 2
  12289. set_tight_grouping
  12290. set_gaia_object_only
  12291. min_distance_to_players 40
  12292. min_distance_group_placement 9
  12293. }
  12294. endif
  12295.  
  12296. if SMALL_MAP
  12297. create_object GOLD
  12298. {
  12299. number_of_groups 2
  12300. number_of_objects 3
  12301. group_placement_radius 2
  12302. set_tight_grouping
  12303. set_gaia_object_only
  12304. min_distance_to_players 40
  12305. min_distance_group_placement 9
  12306. }
  12307. endif
  12308.  
  12309. if MEDIUM_MAP
  12310. create_object GOLD
  12311. {
  12312. number_of_groups 3
  12313. number_of_objects 3
  12314. group_variance 1
  12315. group_placement_radius 2
  12316. set_tight_grouping
  12317. set_gaia_object_only
  12318. min_distance_to_players 40
  12319. min_distance_group_placement 9
  12320. }
  12321. endif
  12322.  
  12323. if LARGE_MAP
  12324. create_object GOLD
  12325. {
  12326. number_of_groups 3
  12327. number_of_objects 3
  12328. group_variance 1
  12329. group_placement_radius 2
  12330. set_tight_grouping
  12331. set_gaia_object_only
  12332. min_distance_to_players 40
  12333. min_distance_group_placement 9
  12334. }
  12335. endif
  12336.  
  12337. if HUGE_MAP
  12338. create_object GOLD
  12339. {
  12340. number_of_groups 4
  12341. number_of_objects 4
  12342. group_variance 1
  12343. group_placement_radius 2
  12344. set_tight_grouping
  12345. set_gaia_object_only
  12346. min_distance_to_players 40
  12347. min_distance_group_placement 9
  12348. }
  12349. endif
  12350.  
  12351. if GIGANTIC_MAP
  12352. create_object GOLD
  12353. {
  12354. number_of_groups 5
  12355. number_of_objects 4
  12356. group_variance 1
  12357. group_placement_radius 2
  12358. set_tight_grouping
  12359. set_gaia_object_only
  12360. min_distance_to_players 40
  12361. min_distance_group_placement 9
  12362. }
  12363. endif
  12364.  
  12365. /* EXTRA STONE */
  12366.  
  12367. if TINY_MAP
  12368. create_object STONE
  12369. {
  12370. number_of_groups 1
  12371. number_of_objects 4
  12372. group_variance 1
  12373. group_placement_radius 2
  12374. set_tight_grouping
  12375. set_gaia_object_only
  12376. min_distance_to_players 40
  12377. min_distance_group_placement 9
  12378. }
  12379. endif
  12380.  
  12381. if SMALL_MAP
  12382. create_object STONE
  12383. {
  12384. number_of_groups 1
  12385. number_of_objects 4
  12386. group_variance 1
  12387. group_placement_radius 2
  12388. set_tight_grouping
  12389. set_gaia_object_only
  12390. min_distance_to_players 40
  12391. min_distance_group_placement 9
  12392. }
  12393. endif
  12394.  
  12395. if MEDIUM_MAP
  12396. create_object STONE
  12397. {
  12398. number_of_groups 2
  12399. number_of_objects 4
  12400. group_variance 1
  12401. group_placement_radius 2
  12402. set_tight_grouping
  12403. set_gaia_object_only
  12404. min_distance_to_players 40
  12405. min_distance_group_placement 9
  12406. }
  12407. endif
  12408.  
  12409. if LARGE_MAP
  12410. create_object STONE
  12411. {
  12412. number_of_groups 3
  12413. number_of_objects 4
  12414. group_variance 1
  12415. group_placement_radius 2
  12416. set_tight_grouping
  12417. set_gaia_object_only
  12418. min_distance_to_players 40
  12419. min_distance_group_placement 9
  12420. }
  12421. endif
  12422.  
  12423. if HUGE_MAP
  12424. create_object STONE
  12425. {
  12426. number_of_groups 4
  12427. number_of_objects 4
  12428. group_variance 1
  12429. group_placement_radius 2
  12430. set_tight_grouping
  12431. set_gaia_object_only
  12432. min_distance_to_players 40
  12433. min_distance_group_placement 9
  12434. }
  12435. endif
  12436.  
  12437. if GIGANTIC_MAP
  12438. create_object STONE
  12439. {
  12440. number_of_groups 5
  12441. number_of_objects 4
  12442. group_variance 1
  12443. group_placement_radius 2
  12444. set_tight_grouping
  12445. set_gaia_object_only
  12446. min_distance_to_players 40
  12447. min_distance_group_placement 9
  12448. }
  12449. endif
  12450.  
  12451. /* NEAR FORAGE */
  12452. create_object FORAGE
  12453. {
  12454. number_of_objects 6
  12455. group_placement_radius 3
  12456. set_tight_grouping
  12457. set_gaia_object_only
  12458. set_place_for_every_player
  12459. min_distance_to_players 10
  12460. max_distance_to_players 12
  12461. min_distance_group_placement 6
  12462. }
  12463.  
  12464. if LARGE_MAP
  12465. create_object FORAGE
  12466. {
  12467. number_of_groups 1
  12468. number_of_objects 5
  12469. group_placement_radius 3
  12470. set_tight_grouping
  12471. set_gaia_object_only
  12472. min_distance_to_players 40
  12473. max_distance_to_players 120
  12474. min_distance_group_placement 9
  12475. }
  12476. endif
  12477.  
  12478. if HUGE_MAP
  12479. create_object FORAGE
  12480. {
  12481. number_of_groups 2
  12482. number_of_objects 5
  12483. group_placement_radius 3
  12484. set_tight_grouping
  12485. set_gaia_object_only
  12486. min_distance_to_players 40
  12487. max_distance_to_players 120
  12488. min_distance_group_placement 9
  12489. }
  12490. endif
  12491.  
  12492. if GIGANTIC_MAP
  12493. create_object FORAGE
  12494. {
  12495. number_of_groups 3
  12496. number_of_objects 5
  12497. group_placement_radius 3
  12498. set_tight_grouping
  12499. set_gaia_object_only
  12500. min_distance_to_players 40
  12501. max_distance_to_players 120
  12502. min_distance_group_placement 9
  12503. }
  12504. endif
  12505.  
  12506. create_object OAKTREE
  12507. {
  12508. number_of_objects 2
  12509. set_gaia_object_only
  12510. set_place_for_every_player
  12511. min_distance_to_players 4
  12512. max_distance_to_players 5
  12513. min_distance_group_placement 2
  12514. }
  12515.  
  12516. create_object OAKTREE
  12517. {
  12518. number_of_objects 3
  12519. set_gaia_object_only
  12520. set_place_for_every_player
  12521. min_distance_to_players 6
  12522. max_distance_to_players 8
  12523. min_distance_group_placement 2
  12524. }
  12525.  
  12526. create_object WOLF
  12527. {
  12528. number_of_objects 2
  12529. set_gaia_object_only
  12530. set_place_for_every_player
  12531. min_distance_group_placement 12
  12532. min_distance_to_players 30
  12533. max_distance_to_players 40
  12534. }
  12535.  
  12536. create_object WOLF
  12537. {
  12538. number_of_groups 2
  12539. set_loose_grouping
  12540. number_of_objects 1
  12541. set_scaling_to_map_size
  12542. set_gaia_object_only
  12543. min_distance_group_placement 12
  12544. min_distance_to_players 40
  12545. max_distance_to_players 120
  12546. }
  12547.  
  12548. /* ****************************************************** */
  12549.  
  12550. elseif SY_NOMAD
  12551.  
  12552. /* ****************************************************** */
  12553.  
  12554. /* NEAR FORAGE */
  12555.  
  12556. create_object FORAGE
  12557. {
  12558. number_of_objects 6
  12559. group_placement_radius 3
  12560. set_tight_grouping
  12561. set_gaia_object_only
  12562. set_place_for_every_player
  12563. min_distance_group_placement 6
  12564. }
  12565.  
  12566. /* BAA BAA */
  12567.  
  12568. create_object SHEEP
  12569. {
  12570. number_of_objects 4
  12571. set_loose_grouping
  12572. set_gaia_object_only
  12573. set_place_for_every_player
  12574. min_distance_group_placement 5
  12575. }
  12576.  
  12577. create_object SHEEP
  12578. {
  12579. number_of_objects 2
  12580. set_loose_grouping
  12581. set_gaia_object_only
  12582. set_place_for_every_player
  12583. min_distance_group_placement 5
  12584. }
  12585.  
  12586. create_object SHEEP
  12587. {
  12588. number_of_objects 2
  12589. set_loose_grouping
  12590. set_gaia_object_only
  12591. set_place_for_every_player
  12592. min_distance_group_placement 5
  12593. }
  12594.  
  12595. create_object DEER
  12596. {
  12597. number_of_objects 6
  12598. group_variance 2
  12599. group_placement_radius 3
  12600. set_loose_grouping
  12601. set_gaia_object_only
  12602. set_place_for_every_player
  12603. min_distance_group_placement 4
  12604. }
  12605.  
  12606. create_object BOAR
  12607. {
  12608. number_of_objects 2
  12609. set_loose_grouping
  12610. set_gaia_object_only
  12611. set_place_for_every_player
  12612. min_distance_to_players 16
  12613. max_distance_to_players 22
  12614. }
  12615.  
  12616. create_object BOAR
  12617. {
  12618. number_of_objects 1
  12619. set_gaia_object_only
  12620. set_place_for_every_player
  12621. min_distance_to_players 16
  12622. max_distance_to_players 22
  12623. }
  12624.  
  12625. /* NEAR GOLD */
  12626.  
  12627. create_object GOLD
  12628. {
  12629. number_of_objects 6
  12630. group_placement_radius 3
  12631. set_tight_grouping
  12632. set_gaia_object_only
  12633. set_place_for_every_player
  12634. min_distance_group_placement 11
  12635. max_distance_to_other_zones 7
  12636. }
  12637.  
  12638. /* FAR GOLD */
  12639.  
  12640. create_object GOLD
  12641. {
  12642. number_of_objects 6
  12643. group_placement_radius 3
  12644. set_tight_grouping
  12645. set_gaia_object_only
  12646. set_place_for_every_player
  12647. min_distance_group_placement 7
  12648. max_distance_to_other_zones 7
  12649. }
  12650.  
  12651. /* NEAR STONE */
  12652.  
  12653. create_object STONE
  12654. {
  12655. number_of_objects 6
  12656. group_placement_radius 2
  12657. set_tight_grouping
  12658. set_gaia_object_only
  12659. set_place_for_every_player
  12660. min_distance_group_placement 7
  12661. max_distance_to_other_zones 7
  12662. }
  12663.  
  12664. /* FAR STONE */
  12665.  
  12666. create_object STONE
  12667. {
  12668. number_of_objects 6
  12669. group_placement_radius 2
  12670. set_tight_grouping
  12671. set_gaia_object_only
  12672. set_place_for_every_player
  12673. min_distance_group_placement 7
  12674. }
  12675.  
  12676. /* RESOURCES BY NUMBER OF PLAYERS */
  12677.  
  12678. create_object STONE
  12679. {
  12680. number_of_groups 1
  12681. number_of_objects 6
  12682. group_placement_radius 2
  12683. set_tight_grouping
  12684. set_gaia_object_only
  12685. set_scaling_to_player_number
  12686. min_distance_group_placement 7
  12687. }
  12688.  
  12689. create_object GOLD
  12690. {
  12691. number_of_groups 1
  12692. number_of_objects 6
  12693. group_placement_radius 2
  12694. set_tight_grouping
  12695. set_gaia_object_only
  12696. set_scaling_to_player_number
  12697. min_distance_group_placement 7
  12698. }
  12699.  
  12700. /* RESOURCES BY MAP */
  12701.  
  12702. if LARGE_MAP
  12703. create_object FORAGE
  12704. {
  12705. number_of_groups 1
  12706. number_of_objects 5
  12707. group_placement_radius 3
  12708. set_tight_grouping
  12709. set_gaia_object_only
  12710. min_distance_to_players 40
  12711. max_distance_to_players 120
  12712. min_distance_group_placement 7
  12713. }
  12714. endif
  12715.  
  12716. if HUGE_MAP
  12717. create_object FORAGE
  12718. {
  12719. number_of_groups 2
  12720. number_of_objects 5
  12721. group_placement_radius 3
  12722. set_tight_grouping
  12723. set_gaia_object_only
  12724. min_distance_to_players 40
  12725. max_distance_to_players 120
  12726. min_distance_group_placement 7
  12727. }
  12728. endif
  12729.  
  12730. if GIGANTIC_MAP
  12731. create_object FORAGE
  12732. {
  12733. number_of_groups 3
  12734. number_of_objects 5
  12735. group_placement_radius 3
  12736. set_tight_grouping
  12737. set_gaia_object_only
  12738. min_distance_to_players 40
  12739. max_distance_to_players 120
  12740. min_distance_group_placement 7
  12741. }
  12742. endif
  12743.  
  12744. if LARGE_MAP
  12745. create_object STONE
  12746. {
  12747. number_of_groups 1
  12748. number_of_objects 6
  12749. group_placement_radius 2
  12750. set_tight_grouping
  12751. set_gaia_object_only
  12752. min_distance_to_players 40
  12753. max_distance_to_players 120
  12754. min_distance_group_placement 7
  12755. }
  12756. endif
  12757.  
  12758. if HUGE_MAP
  12759. create_object STONE
  12760. {
  12761. number_of_groups 2
  12762. number_of_objects 6
  12763. group_placement_radius 2
  12764. set_tight_grouping
  12765. set_gaia_object_only
  12766. min_distance_to_players 40
  12767. max_distance_to_players 120
  12768. min_distance_group_placement 7
  12769. }
  12770. endif
  12771.  
  12772. if GIGANTIC_MAP
  12773. create_object STONE
  12774. {
  12775. number_of_groups 3
  12776. number_of_objects 6
  12777. group_placement_radius 2
  12778. set_tight_grouping
  12779. set_gaia_object_only
  12780. min_distance_to_players 40
  12781. max_distance_to_players 120
  12782. min_distance_group_placement 7
  12783. }
  12784. endif
  12785.  
  12786. if SMALL_MAP
  12787. create_object GOLD
  12788. {
  12789. number_of_groups 1
  12790. number_of_objects 6
  12791. group_placement_radius 2
  12792. set_tight_grouping
  12793. set_gaia_object_only
  12794. min_distance_to_players 40
  12795. max_distance_to_players 120
  12796. min_distance_group_placement 9
  12797. }
  12798. endif
  12799.  
  12800. if MEDIUM_MAP
  12801. create_object GOLD
  12802. {
  12803. number_of_groups 2
  12804. number_of_objects 6
  12805. group_placement_radius 2
  12806. set_tight_grouping
  12807. set_gaia_object_only
  12808. min_distance_to_players 40
  12809. max_distance_to_players 120
  12810. min_distance_group_placement 9
  12811. }
  12812. endif
  12813.  
  12814. if LARGE_MAP
  12815. create_object GOLD
  12816. {
  12817. number_of_groups 3
  12818. number_of_objects 6
  12819. group_placement_radius 2
  12820. set_tight_grouping
  12821. set_gaia_object_only
  12822. min_distance_to_players 40
  12823. max_distance_to_players 120
  12824. min_distance_group_placement 9
  12825. }
  12826. endif
  12827.  
  12828. if HUGE_MAP
  12829. create_object GOLD
  12830. {
  12831. number_of_groups 4
  12832. number_of_objects 6
  12833. group_placement_radius 2
  12834. set_tight_grouping
  12835. set_gaia_object_only
  12836. min_distance_to_players 40
  12837. max_distance_to_players 120
  12838. min_distance_group_placement 9
  12839. }
  12840. endif
  12841.  
  12842. if GIGANTIC_MAP
  12843. create_object GOLD
  12844. {
  12845. number_of_groups 5
  12846. number_of_objects 6
  12847. group_placement_radius 2
  12848. set_tight_grouping
  12849. set_gaia_object_only
  12850. min_distance_to_players 40
  12851. max_distance_to_players 120
  12852. min_distance_group_placement 9
  12853. }
  12854. endif
  12855.  
  12856. create_object DEER
  12857. {
  12858. number_of_objects 2
  12859. number_of_groups 2
  12860. set_loose_grouping
  12861. set_gaia_object_only
  12862. set_place_for_every_player
  12863. min_distance_to_players 35
  12864. min_distance_group_placement 5
  12865. }
  12866.  
  12867. if DESERT_MAP
  12868. create_object PALMTREE
  12869. {
  12870. number_of_objects 30
  12871. set_gaia_object_only
  12872. set_scaling_to_map_size
  12873. }
  12874. elseif ALPINE_MAP
  12875. create_object PINETREE
  12876. {
  12877. number_of_objects 30
  12878. set_gaia_object_only
  12879. set_scaling_to_map_size
  12880. }
  12881. else
  12882. create_object OAKTREE
  12883. {
  12884. number_of_objects 30
  12885. set_gaia_object_only
  12886. set_scaling_to_map_size
  12887. }
  12888. endif
  12889.  
  12890. /* ****************************************************** */
  12891.  
  12892. elseif SY_PILGRIMS
  12893.  
  12894. /* ****************************************************** */
  12895.  
  12896. /* NEAR GOLD */
  12897.  
  12898. create_object GOLD
  12899. {
  12900. number_of_objects 3
  12901. group_placement_radius 3
  12902. set_tight_grouping
  12903. set_gaia_object_only
  12904. set_place_for_every_player
  12905. //min_distance_to_players 4
  12906. //max_distance_to_players 5
  12907. //min_distance_group_placement 3
  12908. //max_distance_to_other_zones 7
  12909. }
  12910.  
  12911. /* NEAR STONE */
  12912.  
  12913. create_object STONE
  12914. {
  12915. number_of_objects 3
  12916. group_placement_radius 3
  12917. set_tight_grouping
  12918. set_gaia_object_only
  12919. set_place_for_every_player
  12920. //min_distance_to_players 4
  12921. //max_distance_to_players 5
  12922. //min_distance_group_placement 3
  12923. //max_distance_to_other_zones 7
  12924. }
  12925.  
  12926. /* NEAR SHEEP */
  12927.  
  12928. create_object SHEEP
  12929. {
  12930. number_of_objects 4
  12931. group_placement_radius 3
  12932. set_tight_grouping
  12933. set_gaia_object_only
  12934. set_place_for_every_player
  12935. //min_distance_to_players 4
  12936. //max_distance_to_players 5
  12937. //min_distance_group_placement 3
  12938. //max_distance_to_other_zones 7
  12939. }
  12940.  
  12941. /* STARTING TREES */
  12942.  
  12943. create_object OAKTREE
  12944. {
  12945. number_of_groups 20
  12946. number_of_objects 2
  12947. set_tight_grouping
  12948. min_distance_group_placement 3
  12949. set_gaia_object_only
  12950. set_place_for_every_player
  12951. //min_distance_to_players 3
  12952. //max_distance_to_players 5
  12953. }
  12954.  
  12955. /* *************************************************** */
  12956. /* ****IN THE NEW WORLD**** */
  12957.  
  12958. create_object BOAR
  12959. {
  12960. number_of_objects 5
  12961. group_placement_radius 40
  12962. set_loose_grouping
  12963. set_gaia_object_only
  12964. min_distance_to_players 40
  12965. terrain_to_place_on GRASS2
  12966. }
  12967.  
  12968. create_object TURKEY
  12969. {
  12970. number_of_groups 7
  12971. number_of_objects 4
  12972. group_variance 2
  12973. set_gaia_object_only
  12974. set_scaling_to_map_size
  12975. min_distance_group_placement 8
  12976. min_distance_to_players 25
  12977. terrain_to_place_on GRASS2
  12978. }
  12979.  
  12980. create_object DEER
  12981. {
  12982. number_of_objects 4
  12983. number_of_groups 4
  12984. group_variance 1
  12985. set_loose_grouping
  12986. set_gaia_object_only
  12987. set_scaling_to_map_size
  12988. min_distance_group_placement 10
  12989. min_distance_to_players 25
  12990. terrain_to_place_on GRASS2
  12991. }
  12992.  
  12993. create_object GOLD
  12994. {
  12995. number_of_groups 5
  12996. number_of_objects 4
  12997. group_placement_radius 2
  12998. set_tight_grouping
  12999. set_gaia_object_only
  13000. set_scaling_to_map_size
  13001. min_distance_group_placement 10
  13002. terrain_to_place_on GRASS2
  13003. }
  13004.  
  13005. create_object STONE
  13006. {
  13007. number_of_groups 4
  13008. number_of_objects 4
  13009. group_placement_radius 2
  13010. set_tight_grouping
  13011. set_gaia_object_only
  13012. set_scaling_to_map_size
  13013. min_distance_group_placement 10
  13014. terrain_to_place_on GRASS2
  13015. }
  13016.  
  13017. create_object FORAGE
  13018. {
  13019. number_of_groups 3
  13020. number_of_objects 5
  13021. group_placement_radius 3
  13022. set_tight_grouping
  13023. set_gaia_object_only
  13024. set_scaling_to_map_size
  13025. min_distance_group_placement 16
  13026. min_distance_to_players 40
  13027. set_avoid_player_start_areas
  13028. }
  13029.  
  13030. /* RESOURCES BY MAP */
  13031.  
  13032. if LARGE_MAP
  13033. create_object FORAGE
  13034. {
  13035. number_of_groups 1
  13036. number_of_objects 5
  13037. group_placement_radius 3
  13038. set_tight_grouping
  13039. set_gaia_object_only
  13040. min_distance_group_placement 7
  13041. min_distance_to_players 40
  13042. set_avoid_player_start_areas
  13043. }
  13044. endif
  13045.  
  13046. if HUGE_MAP
  13047. create_object FORAGE
  13048. {
  13049. number_of_groups 2
  13050. number_of_objects 5
  13051. group_placement_radius 3
  13052. set_tight_grouping
  13053. set_gaia_object_only
  13054. min_distance_group_placement 7
  13055. min_distance_to_players 40
  13056. set_avoid_player_start_areas
  13057. }
  13058. endif
  13059.  
  13060. if GIGANTIC_MAP
  13061. create_object FORAGE
  13062. {
  13063. number_of_groups 3
  13064. number_of_objects 5
  13065. group_placement_radius 3
  13066. set_tight_grouping
  13067. set_gaia_object_only
  13068. min_distance_group_placement 7
  13069. min_distance_to_players 40
  13070. set_avoid_player_start_areas
  13071. }
  13072. endif
  13073.  
  13074. if LARGE_MAP
  13075. create_object GOLD
  13076. {
  13077. number_of_groups 1
  13078. number_of_objects 6
  13079. group_variance 1
  13080. group_placement_radius 2
  13081. set_tight_grouping
  13082. set_gaia_object_only
  13083. min_distance_group_placement 16
  13084. min_distance_to_players 40
  13085. set_avoid_player_start_areas
  13086. max_distance_to_other_zones 6
  13087. }
  13088. endif
  13089.  
  13090. if HUGE_MAP
  13091. create_object GOLD
  13092. {
  13093. number_of_groups 2
  13094. number_of_objects 6
  13095. group_variance 1
  13096. group_placement_radius 2
  13097. set_tight_grouping
  13098. set_gaia_object_only
  13099. min_distance_group_placement 13
  13100. min_distance_to_players 40
  13101. set_avoid_player_start_areas
  13102. max_distance_to_other_zones 6
  13103. }
  13104. endif
  13105.  
  13106. if GIGANTIC_MAP
  13107. create_object GOLD
  13108. {
  13109. number_of_groups 3
  13110. number_of_objects 6
  13111. group_variance 1
  13112. group_placement_radius 2
  13113. set_tight_grouping
  13114. set_gaia_object_only
  13115. min_distance_group_placement 13
  13116. min_distance_to_players 40
  13117. set_avoid_player_start_areas
  13118. max_distance_to_other_zones 6
  13119. }
  13120. endif
  13121.  
  13122. if LARGE_MAP
  13123. create_object STONE
  13124. {
  13125. number_of_groups 1
  13126. number_of_objects 6
  13127. group_variance 1
  13128. group_placement_radius 2
  13129. set_tight_grouping
  13130. set_gaia_object_only
  13131. min_distance_group_placement 13
  13132. min_distance_to_players 40
  13133. set_avoid_player_start_areas
  13134. max_distance_to_other_zones 6
  13135. }
  13136. endif
  13137.  
  13138. if HUGE_MAP
  13139. create_object STONE
  13140. {
  13141. number_of_groups 2
  13142. number_of_objects 6
  13143. group_variance 1
  13144. group_placement_radius 2
  13145. set_tight_grouping
  13146. set_gaia_object_only
  13147. min_distance_group_placement 13
  13148. min_distance_to_players 40
  13149. set_avoid_player_start_areas
  13150. max_distance_to_other_zones 6
  13151. }
  13152. endif
  13153.  
  13154. if GIGANTIC_MAP
  13155. create_object STONE
  13156. {
  13157. number_of_groups 3
  13158. number_of_objects 6
  13159. group_variance 1
  13160. group_placement_radius 2
  13161. set_tight_grouping
  13162. set_gaia_object_only
  13163. min_distance_group_placement 13
  13164. min_distance_to_players 40
  13165. set_avoid_player_start_areas
  13166. max_distance_to_other_zones 6
  13167. }
  13168. endif
  13169.  
  13170. create_object PINETREE
  13171. {
  13172. number_of_objects 18
  13173. set_gaia_object_only
  13174. set_scaling_to_map_size
  13175. min_distance_to_players 40
  13176. terrain_to_place_on GRASS2
  13177. set_avoid_player_start_areas
  13178. }
  13179.  
  13180. create_object OAKTREE
  13181. {
  13182. number_of_objects 2
  13183. set_gaia_object_only
  13184. set_scaling_to_map_size
  13185. min_distance_to_players 9
  13186. terrain_to_place_on GRASS3
  13187. }
  13188.  
  13189. /* ****************************************************** */
  13190.  
  13191. elseif SY_PONDARENA
  13192.  
  13193. /* ****************************************************** */
  13194.  
  13195. create_object SHEEP
  13196. {
  13197. number_of_objects 4
  13198. number_of_groups 1
  13199. set_loose_grouping
  13200. set_gaia_object_only
  13201. set_place_for_every_player
  13202. min_distance_to_players 9
  13203. max_distance_to_players 11
  13204. }
  13205.  
  13206. create_object SHEEP
  13207. {
  13208. number_of_objects 2
  13209. number_of_groups 2
  13210. set_loose_grouping
  13211. set_gaia_object_only
  13212. set_place_for_every_player
  13213. min_distance_to_players 12
  13214. max_distance_to_players 30
  13215. }
  13216.  
  13217. create_object DEER
  13218. {
  13219. number_of_objects 4
  13220. number_of_groups 1
  13221. set_loose_grouping
  13222. set_gaia_object_only
  13223. set_place_for_every_player
  13224. min_distance_to_players 14
  13225. max_distance_to_players 30
  13226. }
  13227.  
  13228. create_object BOAR
  13229. {
  13230. number_of_objects 1
  13231. number_of_groups 1
  13232. set_loose_grouping
  13233. set_gaia_object_only
  13234. set_place_for_every_player
  13235. min_distance_to_players 16
  13236. max_distance_to_players 22
  13237. }
  13238.  
  13239. create_object BOAR
  13240. {
  13241. number_of_objects 1
  13242. number_of_groups 1
  13243. set_loose_grouping
  13244. set_gaia_object_only
  13245. set_place_for_every_player
  13246. min_distance_to_players 16
  13247. max_distance_to_players 22
  13248. }
  13249.  
  13250. /* NEAR GOLD */
  13251. create_object GOLD
  13252. {
  13253. number_of_objects 7
  13254. group_placement_radius 3
  13255. set_tight_grouping
  13256. set_gaia_object_only
  13257. set_place_for_every_player
  13258. min_distance_to_players 12
  13259. max_distance_to_players 16
  13260. min_distance_group_placement 7
  13261. max_distance_to_other_zones 7
  13262. }
  13263.  
  13264. /* MEDIUM GOLD */
  13265. create_object GOLD
  13266. {
  13267. number_of_objects 5
  13268. group_placement_radius 3
  13269. set_tight_grouping
  13270. set_gaia_object_only
  13271. set_place_for_every_player
  13272. min_distance_to_players 18
  13273. max_distance_to_players 26
  13274. min_distance_group_placement 7
  13275. max_distance_to_other_zones 7
  13276. }
  13277.  
  13278. /* FAR GOLD */
  13279. create_object GOLD
  13280. {
  13281. number_of_objects 4
  13282. number_of_groups 1
  13283. group_placement_radius 3
  13284. set_tight_grouping
  13285. set_gaia_object_only
  13286. set_place_for_every_player
  13287. min_distance_to_players 25
  13288. max_distance_to_players 35
  13289. min_distance_group_placement 7
  13290. max_distance_to_other_zones 7
  13291. }
  13292.  
  13293. /* NEAR STONE */
  13294. create_object STONE
  13295. {
  13296. number_of_objects 5
  13297. group_placement_radius 2
  13298. set_tight_grouping
  13299. set_gaia_object_only
  13300. set_place_for_every_player
  13301. min_distance_to_players 14
  13302. max_distance_to_players 18
  13303. min_distance_group_placement 7
  13304. max_distance_to_other_zones 7
  13305. }
  13306.  
  13307. /* FAR STONE */
  13308. create_object STONE
  13309. {
  13310. number_of_objects 4
  13311. number_of_groups 2
  13312. group_placement_radius 2
  13313. set_tight_grouping
  13314. set_gaia_object_only
  13315. set_place_for_every_player
  13316. min_distance_to_players 20
  13317. max_distance_to_players 26
  13318. min_distance_group_placement 7
  13319. max_distance_to_other_zones 7
  13320. }
  13321.  
  13322. /* EXTRA GOLD */
  13323.  
  13324. if TINY_MAP
  13325. create_object GOLD
  13326. {
  13327. number_of_groups 2
  13328. number_of_objects 3
  13329. group_placement_radius 2
  13330. set_tight_grouping
  13331. set_gaia_object_only
  13332. min_distance_to_players 40
  13333. min_distance_group_placement 9
  13334. }
  13335. endif
  13336.  
  13337. if SMALL_MAP
  13338. create_object GOLD
  13339. {
  13340. number_of_groups 2
  13341. number_of_objects 3
  13342. group_placement_radius 2
  13343. set_tight_grouping
  13344. set_gaia_object_only
  13345. min_distance_to_players 40
  13346. min_distance_group_placement 9
  13347. }
  13348. endif
  13349.  
  13350. if MEDIUM_MAP
  13351. create_object GOLD
  13352. {
  13353. number_of_groups 3
  13354. number_of_objects 3
  13355. group_variance 1
  13356. group_placement_radius 2
  13357. set_tight_grouping
  13358. set_gaia_object_only
  13359. min_distance_to_players 40
  13360. min_distance_group_placement 9
  13361. }
  13362. endif
  13363.  
  13364. if LARGE_MAP
  13365. create_object GOLD
  13366. {
  13367. number_of_groups 3
  13368. number_of_objects 3
  13369. group_variance 1
  13370. group_placement_radius 2
  13371. set_tight_grouping
  13372. set_gaia_object_only
  13373. min_distance_to_players 40
  13374. min_distance_group_placement 9
  13375. }
  13376. endif
  13377.  
  13378. if HUGE_MAP
  13379. create_object GOLD
  13380. {
  13381. number_of_groups 4
  13382. number_of_objects 4
  13383. group_variance 1
  13384. group_placement_radius 2
  13385. set_tight_grouping
  13386. set_gaia_object_only
  13387. min_distance_to_players 40
  13388. min_distance_group_placement 9
  13389. }
  13390. endif
  13391.  
  13392. if GIGANTIC_MAP
  13393. create_object GOLD
  13394. {
  13395. number_of_groups 5
  13396. number_of_objects 4
  13397. group_variance 1
  13398. group_placement_radius 2
  13399. set_tight_grouping
  13400. set_gaia_object_only
  13401. min_distance_to_players 40
  13402. min_distance_group_placement 9
  13403. }
  13404. endif
  13405.  
  13406. /* EXTRA STONE */
  13407.  
  13408. if TINY_MAP
  13409. create_object STONE
  13410. {
  13411. number_of_groups 1
  13412. number_of_objects 4
  13413. group_variance 1
  13414. group_placement_radius 2
  13415. set_tight_grouping
  13416. set_gaia_object_only
  13417. min_distance_to_players 40
  13418. min_distance_group_placement 9
  13419. }
  13420. endif
  13421.  
  13422. if SMALL_MAP
  13423. create_object STONE
  13424. {
  13425. number_of_groups 1
  13426. number_of_objects 4
  13427. group_variance 1
  13428. group_placement_radius 2
  13429. set_tight_grouping
  13430. set_gaia_object_only
  13431. min_distance_to_players 40
  13432. min_distance_group_placement 9
  13433. }
  13434. endif
  13435.  
  13436. if MEDIUM_MAP
  13437. create_object STONE
  13438. {
  13439. number_of_groups 2
  13440. number_of_objects 4
  13441. group_variance 1
  13442. group_placement_radius 2
  13443. set_tight_grouping
  13444. set_gaia_object_only
  13445. min_distance_to_players 40
  13446. min_distance_group_placement 9
  13447. }
  13448. endif
  13449.  
  13450. if LARGE_MAP
  13451. create_object STONE
  13452. {
  13453. number_of_groups 3
  13454. number_of_objects 4
  13455. group_variance 1
  13456. group_placement_radius 2
  13457. set_tight_grouping
  13458. set_gaia_object_only
  13459. min_distance_to_players 40
  13460. min_distance_group_placement 9
  13461. }
  13462. endif
  13463.  
  13464. if HUGE_MAP
  13465. create_object STONE
  13466. {
  13467. number_of_groups 4
  13468. number_of_objects 4
  13469. group_variance 1
  13470. group_placement_radius 2
  13471. set_tight_grouping
  13472. set_gaia_object_only
  13473. min_distance_to_players 40
  13474. min_distance_group_placement 9
  13475. }
  13476. endif
  13477.  
  13478. if GIGANTIC_MAP
  13479. create_object STONE
  13480. {
  13481. number_of_groups 5
  13482. number_of_objects 4
  13483. group_variance 1
  13484. group_placement_radius 2
  13485. set_tight_grouping
  13486. set_gaia_object_only
  13487. min_distance_to_players 40
  13488. min_distance_group_placement 9
  13489. }
  13490. endif
  13491.  
  13492. /* NEAR FORAGE */
  13493. create_object FORAGE
  13494. {
  13495. number_of_objects 6
  13496. group_placement_radius 3
  13497. set_tight_grouping
  13498. set_gaia_object_only
  13499. set_place_for_every_player
  13500. min_distance_to_players 10
  13501. max_distance_to_players 12
  13502. min_distance_group_placement 6
  13503. }
  13504.  
  13505. if LARGE_MAP
  13506. create_object FORAGE
  13507. {
  13508. number_of_groups 1
  13509. number_of_objects 5
  13510. group_placement_radius 3
  13511. set_tight_grouping
  13512. set_gaia_object_only
  13513. min_distance_to_players 40
  13514. max_distance_to_players 120
  13515. min_distance_group_placement 9
  13516. }
  13517. endif
  13518.  
  13519. if HUGE_MAP
  13520. create_object FORAGE
  13521. {
  13522. number_of_groups 2
  13523. number_of_objects 5
  13524. group_placement_radius 3
  13525. set_tight_grouping
  13526. set_gaia_object_only
  13527. min_distance_to_players 40
  13528. max_distance_to_players 120
  13529. min_distance_group_placement 9
  13530. }
  13531. endif
  13532.  
  13533. if GIGANTIC_MAP
  13534. create_object FORAGE
  13535. {
  13536. number_of_groups 3
  13537. number_of_objects 5
  13538. group_placement_radius 3
  13539. set_tight_grouping
  13540. set_gaia_object_only
  13541. min_distance_to_players 40
  13542. max_distance_to_players 120
  13543. min_distance_group_placement 9
  13544. }
  13545. endif
  13546.  
  13547. if OAK
  13548. create_object OAKTREE /* straggler trees */
  13549. elseif PINE
  13550. create_object PINETREE
  13551. endif
  13552. {
  13553. number_of_objects 2
  13554. set_gaia_object_only
  13555. set_place_for_every_player
  13556. min_distance_to_players 4
  13557. max_distance_to_players 5
  13558. min_distance_group_placement 2
  13559. }
  13560. if OAK
  13561. create_object OAKTREE
  13562. elseif PINE
  13563. create_object PINETREE
  13564. endif
  13565. {
  13566. number_of_objects 3
  13567. set_gaia_object_only
  13568. set_place_for_every_player
  13569. min_distance_to_players 6
  13570. max_distance_to_players 8
  13571. min_distance_group_placement 2
  13572. }
  13573.  
  13574. create_object WOLF
  13575. {
  13576. number_of_objects 2
  13577. set_gaia_object_only
  13578. set_place_for_every_player
  13579. min_distance_group_placement 12
  13580. min_distance_to_players 30
  13581. max_distance_to_players 40
  13582. }
  13583.  
  13584. create_object WOLF
  13585. {
  13586. number_of_groups 2
  13587. set_loose_grouping
  13588. number_of_objects 1
  13589. set_scaling_to_map_size
  13590. set_gaia_object_only
  13591. min_distance_group_placement 12
  13592. min_distance_to_players 40
  13593. max_distance_to_players 120
  13594. }
  13595.  
  13596. /* ****************************************************** */
  13597.  
  13598. elseif SY_ZERO
  13599.  
  13600. /* ****************************************************** */
  13601.  
  13602. create_object SHEEP
  13603. {
  13604. number_of_objects 4
  13605. number_of_groups 1
  13606. set_loose_grouping
  13607. set_gaia_object_only
  13608. set_place_for_every_player
  13609. min_distance_to_players 9
  13610. max_distance_to_players 11
  13611. }
  13612.  
  13613. create_object SHEEP
  13614. {
  13615. number_of_objects 2
  13616. number_of_groups 1
  13617. set_loose_grouping
  13618. set_gaia_object_only
  13619. set_place_for_every_player
  13620. min_distance_to_players 12
  13621. max_distance_to_players 30
  13622. }
  13623.  
  13624. create_object SHEEP
  13625. {
  13626. number_of_objects 2
  13627. number_of_groups 1
  13628. set_loose_grouping
  13629. set_gaia_object_only
  13630. set_place_for_every_player
  13631. min_distance_to_players 12
  13632. max_distance_to_players 30
  13633. }
  13634.  
  13635. create_object DEER
  13636. {
  13637. number_of_objects 4
  13638. number_of_groups 1
  13639. set_loose_grouping
  13640. set_gaia_object_only
  13641. set_place_for_every_player
  13642. min_distance_to_players 14
  13643. max_distance_to_players 30
  13644. }
  13645.  
  13646. create_object BOAR
  13647. {
  13648. number_of_objects 1
  13649. number_of_groups 1
  13650. set_loose_grouping
  13651. set_gaia_object_only
  13652. set_place_for_every_player
  13653. min_distance_to_players 16
  13654. max_distance_to_players 22
  13655. }
  13656.  
  13657. create_object BOAR
  13658. {
  13659. number_of_objects 1
  13660. number_of_groups 1
  13661. set_loose_grouping
  13662. set_gaia_object_only
  13663. set_place_for_every_player
  13664. min_distance_to_players 16
  13665. max_distance_to_players 22
  13666. }
  13667.  
  13668. /* NEAR GOLD */
  13669. create_object GOLD
  13670. {
  13671. number_of_objects 7
  13672. group_placement_radius 3
  13673. set_tight_grouping
  13674. set_gaia_object_only
  13675. set_place_for_every_player
  13676. min_distance_to_players 12
  13677. max_distance_to_players 16
  13678. min_distance_group_placement 7
  13679. max_distance_to_other_zones 7
  13680. }
  13681.  
  13682. /* MEDIUM GOLD */
  13683. create_object GOLD
  13684. {
  13685. number_of_objects 5
  13686. group_placement_radius 3
  13687. set_tight_grouping
  13688. set_gaia_object_only
  13689. set_place_for_every_player
  13690. min_distance_to_players 18
  13691. max_distance_to_players 26
  13692. min_distance_group_placement 7
  13693. max_distance_to_other_zones 7
  13694. }
  13695.  
  13696. /* FAR GOLD */
  13697. create_object GOLD
  13698. {
  13699. number_of_objects 4
  13700. number_of_groups 1
  13701. group_placement_radius 3
  13702. set_tight_grouping
  13703. set_gaia_object_only
  13704. set_place_for_every_player
  13705. min_distance_to_players 25
  13706. max_distance_to_players 35
  13707. min_distance_group_placement 7
  13708. max_distance_to_other_zones 7
  13709. }
  13710.  
  13711. /* NEAR STONE */
  13712. create_object STONE
  13713. {
  13714. number_of_objects 5
  13715. group_placement_radius 2
  13716. set_tight_grouping
  13717. set_gaia_object_only
  13718. set_place_for_every_player
  13719. min_distance_to_players 14
  13720. max_distance_to_players 18
  13721. min_distance_group_placement 7
  13722. max_distance_to_other_zones 7
  13723. }
  13724.  
  13725. /* FAR STONE */
  13726. create_object STONE
  13727. {
  13728. number_of_objects 4
  13729. number_of_groups 2
  13730. group_placement_radius 2
  13731. set_tight_grouping
  13732. set_gaia_object_only
  13733. set_place_for_every_player
  13734. min_distance_to_players 20
  13735. max_distance_to_players 26
  13736. min_distance_group_placement 7
  13737. max_distance_to_other_zones 7
  13738. }
  13739.  
  13740. /* NEAR FORAGE */
  13741. create_object FORAGE
  13742. {
  13743. number_of_objects 6
  13744. group_placement_radius 3
  13745. set_tight_grouping
  13746. set_gaia_object_only
  13747. set_place_for_every_player
  13748. min_distance_to_players 10
  13749. max_distance_to_players 12
  13750. min_distance_group_placement 6
  13751. }
  13752.  
  13753. create_object WOLF
  13754. {
  13755. number_of_objects 2
  13756. set_gaia_object_only
  13757. set_place_for_every_player
  13758. min_distance_group_placement 12
  13759. min_distance_to_players 30
  13760. max_distance_to_players 40
  13761. }
  13762.  
  13763. create_object WOLF
  13764. {
  13765. number_of_groups 2
  13766. set_loose_grouping
  13767. number_of_objects 1
  13768. set_scaling_to_map_size
  13769. set_gaia_object_only
  13770. min_distance_group_placement 12
  13771. min_distance_to_players 40
  13772. max_distance_to_players 120
  13773. }
  13774.  
  13775. /* RESOURCES FOR BONUS ISLAND */
  13776. create_object GOLD
  13777. {
  13778. number_of_objects 7
  13779. number_of_groups 1
  13780. group_placement_radius 2
  13781. set_tight_grouping
  13782. set_gaia_object_only
  13783. min_distance_group_placement 7
  13784. max_distance_to_other_zones 3
  13785. place_on_specific_land_id 100
  13786. }
  13787.  
  13788. create_object GOLD
  13789. {
  13790. number_of_objects 5
  13791. number_of_groups 2
  13792. group_placement_radius 2
  13793. set_tight_grouping
  13794. set_gaia_object_only
  13795. min_distance_group_placement 7
  13796. max_distance_to_other_zones 3
  13797. place_on_specific_land_id 100
  13798. }
  13799.  
  13800. create_object STONE
  13801. {
  13802. number_of_objects 5
  13803. number_of_groups 1
  13804. group_placement_radius 2
  13805. set_tight_grouping
  13806. set_gaia_object_only
  13807. min_distance_group_placement 7
  13808. max_distance_to_other_zones 3
  13809. place_on_specific_land_id 100
  13810. }
  13811.  
  13812. create_object PINETREE
  13813. {
  13814. number_of_objects 2
  13815. set_gaia_object_only
  13816. set_place_for_every_player
  13817. min_distance_to_players 4
  13818. max_distance_to_players 5
  13819. min_distance_group_placement 2
  13820. }
  13821.  
  13822. create_object PINETREE
  13823. {
  13824. number_of_objects 3
  13825. set_gaia_object_only
  13826. set_place_for_every_player
  13827. min_distance_to_players 6
  13828. max_distance_to_players 8
  13829. min_distance_group_placement 2
  13830. }
  13831.  
  13832. if LARGE_MAP
  13833. create_object FORAGE
  13834. {
  13835. number_of_groups 1
  13836. number_of_objects 5
  13837. group_placement_radius 3
  13838. set_tight_grouping
  13839. set_gaia_object_only
  13840. min_distance_to_players 40
  13841. max_distance_to_players 120
  13842. min_distance_group_placement 9
  13843. }
  13844. endif
  13845.  
  13846. if HUGE_MAP
  13847. create_object FORAGE
  13848. {
  13849. number_of_groups 2
  13850. number_of_objects 5
  13851. group_placement_radius 3
  13852. set_tight_grouping
  13853. set_gaia_object_only
  13854. min_distance_to_players 40
  13855. max_distance_to_players 120
  13856. min_distance_group_placement 9
  13857. }
  13858. endif
  13859.  
  13860. if GIGANTIC_MAP
  13861. create_object FORAGE
  13862. {
  13863. number_of_groups 3
  13864. number_of_objects 5
  13865. group_placement_radius 3
  13866. set_tight_grouping
  13867. set_gaia_object_only
  13868. min_distance_to_players 40
  13869. max_distance_to_players 120
  13870. min_distance_group_placement 9
  13871. }
  13872. endif
  13873.  
  13874. endif
  13875.  
  13876. if SY_ATOLL
  13877. else
  13878. start_random
  13879. percent_chance 15 #define RELICCOOL
  13880. percent_chance 35 #define RELICFEW
  13881. percent_chance 50 #define RELICBAD
  13882. end_random
  13883. endif
  13884.  
  13885. create_object RELIC
  13886. {
  13887. if RELICCOOL
  13888. number_of_objects 1
  13889. number_of_groups 6
  13890. elseif RELICFEW
  13891. number_of_objects 1
  13892. start_random
  13893. percent_chance 50
  13894. number_of_groups 5
  13895. percent_chance 50
  13896. number_of_groups 4
  13897. end_random
  13898. elseif RELICBAD
  13899. number_of_objects 1
  13900. start_random
  13901. percent_chance 50
  13902. number_of_groups 3
  13903. percent_chance 50
  13904. number_of_groups 2
  13905. end_random
  13906. endif
  13907. group_placement_radius 3
  13908. set_tight_grouping
  13909. set_gaia_object_only
  13910. min_distance_to_players 25
  13911. if SY_PILGRIMS
  13912. temp_min_distance_group_placement 20
  13913. terrain_to_place_on GRASS2
  13914. else
  13915. min_distance_group_placement 20
  13916. endif
  13917. }
  13918.  
  13919. /* BIRDS */
  13920.  
  13921. start_random
  13922. percent_chance 33 #define AVIAN_SQUAD_ONE
  13923. percent_chance 33 #define AVIAN_SQUAD_TWO
  13924. percent_chance 33 #define AVIAN_SQUAD_THREE
  13925. percent_chance 1 #define ÁGÆTIS_BYRJUN
  13926. end_random
  13927.  
  13928. if AVIAN_SQUAD_ONE
  13929. create_object HAWK
  13930. {
  13931. start_random
  13932. percent_chance 50
  13933. number_of_objects 4
  13934. percent_chance 50
  13935. number_of_objects 6
  13936. end_random
  13937. }
  13938. create_object MACAW
  13939. {
  13940. start_random
  13941. percent_chance 50
  13942. number_of_objects 4
  13943. percent_chance 50
  13944. number_of_objects 6
  13945. end_random
  13946. }
  13947. elseif AVIAN_SQUAD_TWO
  13948. create_object HAWK
  13949. {
  13950. start_random
  13951. percent_chance 50
  13952. number_of_objects 4
  13953. percent_chance 50
  13954. number_of_objects 6
  13955. end_random
  13956. }
  13957. elseif AVIAN_SQUAD_THREE
  13958. create_object MACAW
  13959. {
  13960. start_random
  13961. percent_chance 50
  13962. number_of_objects 4
  13963. percent_chance 50
  13964. number_of_objects 6
  13965. end_random
  13966. }
  13967. elseif ÁGÆTIS_BYRJUN
  13968. #const STORMY_DOG 862
  13969. create_object STORMY_DOG
  13970. {
  13971. number_of_objects 1
  13972. }
  13973.  
  13974. endif
  13975.  
  13976. endif
  13977.  
  13978. /* ********************************************************************** */
  13979.  
  13980. /* CONNECTIONS AND MAP OBJECTS */
  13981.  
  13982. /* ********************************************************************** */
  13983.  
  13984. /* Anniversary Pack comes first then I label them alphabetically. */
  13985.  
  13986. if SY_BOARDS_OF_CANADA
  13987.  
  13988. <OBJECTS_GENERATION>
  13989.  
  13990. start_random
  13991. percent_chance 55 #define FORTRESS_STYLE
  13992. percent_chance 45 #define WHAT_DO_I_DO_NOW
  13993. end_random
  13994.  
  13995. if FORTRESS_STYLE
  13996.  
  13997. create_object WATCH_TOWER
  13998. {
  13999. number_of_objects 4
  14000. set_place_for_every_player
  14001. min_distance_to_players 13
  14002. max_distance_to_players 15
  14003. min_distance_group_placement 6
  14004. }
  14005.  
  14006. /* Old WALL was 16 min and 20 max distance, lets try these new sizes */
  14007.  
  14008. create_object WALL
  14009. {
  14010. number_of_objects 9999
  14011. set_place_for_every_player
  14012. min_distance_to_players 16
  14013. max_distance_to_players 20
  14014. }
  14015.  
  14016. create_object BARRACKS
  14017. {
  14018. set_place_for_every_player
  14019. min_distance_to_players 8
  14020. max_distance_to_players 14
  14021. }
  14022.  
  14023. create_object HOUSE
  14024. {
  14025. number_of_objects 3
  14026. set_loose_grouping
  14027. set_place_for_every_player
  14028. min_distance_to_players 12
  14029. max_distance_to_players 12
  14030. }
  14031.  
  14032. create_object FARM
  14033. {
  14034. number_of_objects 3
  14035. set_place_for_every_player
  14036. group_placement_radius
  14037. min_distance_to_players 4
  14038. max_distance_to_players 4
  14039. }
  14040.  
  14041. start_random
  14042. percent_chance 100 #define MORE
  14043. end_random
  14044.  
  14045. if MORE
  14046. create_object VILLAGER
  14047. {
  14048. number_of_objects 7
  14049. set_place_for_every_player
  14050. min_distance_to_players 6
  14051. max_distance_to_players 6
  14052. }
  14053. endif
  14054.  
  14055. if REGICIDE
  14056.  
  14057. create_object KING
  14058. {
  14059. set_place_for_every_player
  14060. min_distance_to_players 6
  14061. max_distance_to_players 6
  14062. }
  14063.  
  14064. create_object CASTLE
  14065. {
  14066. set_place_for_every_player
  14067. min_distance_to_players 10
  14068. max_distance_to_players 10
  14069. }
  14070. endif
  14071.  
  14072. elseif WHAT_DO_I_DO_NOW
  14073.  
  14074. if REGICIDE
  14075.  
  14076. create_object VILLAGER
  14077. {
  14078. number_of_objects 7
  14079. set_place_for_every_player
  14080. min_distance_to_players 6
  14081. max_distance_to_players 6
  14082. }
  14083.  
  14084. create_object KING
  14085. {
  14086. set_place_for_every_player
  14087. min_distance_to_players 6
  14088. max_distance_to_players 6
  14089. }
  14090.  
  14091. create_object CASTLE
  14092. {
  14093. set_place_for_every_player
  14094. min_distance_to_players 10
  14095. max_distance_to_players 10
  14096. }
  14097. endif
  14098.  
  14099. endif
  14100.  
  14101. /* ************************************** */
  14102.  
  14103. <ELEVATION_GENERATION>
  14104.  
  14105. create_elevation 7
  14106. {
  14107. base_terrain GRASS3
  14108. number_of_clumps 3000
  14109. number_of_tiles 12000
  14110. }
  14111.  
  14112. start_random
  14113. percent_chance 25 #define CLIFFS
  14114. percent_chance 75 #define NO_CLIFFS
  14115. end_random
  14116.  
  14117. if CLIFFS
  14118.  
  14119. <CLIFF_GENERATION>
  14120. min_number_of_cliffs 7
  14121. max_number_of_cliffs 10
  14122. min_length_of_cliff 3
  14123. max_length_of_cliff 10
  14124. min_distance_cliffs 8
  14125. set_avoid_player_start_areas
  14126.  
  14127. elseif NO_CLIFFS
  14128. endif
  14129.  
  14130. elseif SY_CARIBBEAN
  14131.  
  14132. start_random
  14133. percent_chance 50 #define DETAIL_SHIPS
  14134. percent_chance 50 #define NO_DETAILS
  14135. end_random
  14136.  
  14137. if DETAIL_SHIPS
  14138. start_random
  14139. percent_chance 33 #define SHIP1
  14140. percent_chance 33 #define SHIP2
  14141. percent_chance 34 #define BOTH
  14142. end_random
  14143. start_random
  14144. percent_chance 34 #define FOUR_OBJ
  14145. percent_chance 33 #define EIGHT_OBJ
  14146. percent_chance 33 #define TEN_OBJ
  14147. end_random
  14148. elseif NO_SHIPS
  14149. endif
  14150.  
  14151. if SHIP1
  14152.  
  14153. create_object SHIPWRECK
  14154. {
  14155. if FOUR_OBJ
  14156. number_of_objects 4
  14157. elseif EIGHT_OBJ
  14158. number_of_objects 8
  14159. elseif TEN_OBJ
  14160. number_of_objects 10
  14161. endif
  14162. set_gaia_object_only
  14163. set_scaling_to_map_size
  14164. terrain_to_place_on BEACH
  14165. min_distance_to_players 10
  14166. min_distance_group_placement 10
  14167. max_distance_group_placement 20
  14168. }
  14169.  
  14170. elseif SHIP2
  14171.  
  14172. create_object SHIPWRECK2
  14173. {
  14174. if FOUR_OBJ
  14175. number_of_objects 4
  14176. elseif EIGHT_OBJ
  14177. number_of_objects 8
  14178. elseif TEN_OBJ
  14179. number_of_objects 10
  14180. endif
  14181. set_gaia_object_only
  14182. set_scaling_to_map_size
  14183. terrain_to_place_on BEACH
  14184. min_distance_to_players 10
  14185. min_distance_group_placement 10
  14186. max_distance_group_placement 20
  14187. }
  14188.  
  14189. elseif BOTH
  14190.  
  14191. create_object SHIPWRECK2
  14192. {
  14193. if FOUR_OBJ
  14194. number_of_objects 4
  14195. elseif EIGHT_OBJ
  14196. number_of_objects 8
  14197. elseif TEN_OBJ
  14198. number_of_objects 10
  14199. endif
  14200. set_gaia_object_only
  14201. set_scaling_to_map_size
  14202. terrain_to_place_on BEACH
  14203. min_distance_to_players 10
  14204. min_distance_group_placement 10
  14205. max_distance_group_placement 20
  14206. }
  14207.  
  14208. create_object SHIPWRECK
  14209. {
  14210. if FOUR_OBJ
  14211. number_of_objects 4
  14212. elseif EIGHT_OBJ
  14213. number_of_objects 8
  14214. elseif TEN_OBJ
  14215. number_of_objects 10
  14216. endif
  14217. set_gaia_object_only
  14218. set_scaling_to_map_size
  14219. terrain_to_place_on BEACH
  14220. min_distance_to_players 10
  14221. min_distance_group_placement 10
  14222. max_distance_group_placement 20
  14223. }
  14224. endif
  14225.  
  14226. <CONNECTION_GENERATION>
  14227. create_connect_all_players_land
  14228. {
  14229. start_random
  14230. percent_chance 35
  14231. replace_terrain WATER SHALLOW
  14232. replace_terrain MED_WATER SHALLOW
  14233. replace_terrain DEEP_WATER SHALLOW
  14234. replace_terrain BEACH SHALLOW
  14235. percent_chance 65
  14236. end_random
  14237. terrain_cost WATER 4
  14238. terrain_cost MED_WATER 7
  14239. terrain_cost DEEP_WATER 12
  14240. terrain_cost PALM_DESERT 7
  14241. terrain_cost JUNGLE 7
  14242. terrain_cost BEACH 4
  14243. terrain_size WATER 4 1
  14244. terrain_size MED_WATER 3 1
  14245. terrain_size DEEP_WATER 3 1
  14246. terrain_size BEACH 3 1
  14247. terrain_size GRASS 0 0
  14248. terrain_size DESERT 0 0
  14249. terrain_size PALM_DESERT 0 0
  14250. terrain_size JUNGLE 0 0
  14251. }
  14252.  
  14253. /* Now I label I them. */
  14254.  
  14255. elseif SY_ACCESSIBLEOASIS
  14256.  
  14257. /* Makes more access to Oasis! */
  14258. if TINY_MAP
  14259. else
  14260. if ACCESS_1
  14261. start_random
  14262. percent_chance 50
  14263. <CONNECTION_GENERATION>
  14264. create_connect_all_players_land
  14265. {
  14266. replace_terrain PALM_DESERT DIRT
  14267. replace_terrain PALM_DESERT DESERT
  14268. terrain_cost PALM_DESERT 2
  14269. terrain_size PALM_DESERT 2 1
  14270. }
  14271. end_random
  14272. endif
  14273. endif
  14274.  
  14275. <ELEVATION_GENERATION>
  14276.  
  14277. create_elevation 7
  14278. {
  14279. if DESERT_MAP
  14280. base_terrain DIRT
  14281. elseif FROZEN_MAP
  14282. base_terrain SNOW
  14283. number_of_clumps 14
  14284. number_of_tiles 2000
  14285. set_scale_by_groups
  14286. set_scale_by_size
  14287. }
  14288. endif
  14289.  
  14290. elseif SY_ACROPOLIS
  14291.  
  14292. if TEAM_ACROPOLIS
  14293. <ELEVATION_GENERATION>
  14294.  
  14295. elseif ACROPOLIS
  14296. <ELEVATION_GENERATION>
  14297. create_elevation 1
  14298. {
  14299. base_terrain LEAVES
  14300. if TINY_MAP
  14301. number_of_clumps 10
  14302. number_of_tiles 40
  14303. elseif MEDIUM_MAP
  14304. number_of_clumps 15
  14305. number_of_tiles 60
  14306. else
  14307. number_of_clumps 25
  14308. number_of_tiles 120
  14309. endif
  14310. set_scale_by_size
  14311. }
  14312. endif
  14313.  
  14314. elseif SY_ATOLL
  14315.  
  14316. <CONNECTION_GENERATION>
  14317. create_connect_all_lands
  14318. {
  14319. replace_terrain MED_WATER WATER
  14320. replace_terrain WATER BEACH
  14321. terrain_cost MED_WATER 7
  14322. terrain_cost WATER 7
  14323. terrain_size MED_WATER 5 1
  14324. terrain_size WATER 4 1
  14325. }
  14326.  
  14327. elseif SY_CHAOS_PIT
  14328.  
  14329. <CLIFF_GENERATION>
  14330. if TINY_MAP
  14331. min_number_of_cliffs 3
  14332. max_number_of_cliffs 5
  14333. elseif SMALL_MAP
  14334. min_number_of_cliffs 7
  14335. max_number_of_cliffs 9
  14336. elseif MEDIUM_MAP
  14337. min_number_of_cliffs 11
  14338. max_number_of_cliffs 13
  14339. elseif LARGE_MAP
  14340. min_number_of_cliffs 15
  14341. max_number_of_cliffs 17
  14342. elseif HUGE_MAP
  14343. min_number_of_cliffs 19
  14344. max_number_of_cliffs 21
  14345. elseif GIGANTIC_MAP
  14346. min_number_of_cliffs 23
  14347. max_number_of_cliffs 25
  14348. endif
  14349. min_length_cliff 5
  14350. max_length_cliff 10
  14351. min_distance_cliff 15
  14352.  
  14353. elseif SY_CROSS
  14354.  
  14355. <CLIFF_GENERATION>
  14356.  
  14357. if TINY_MAP
  14358. min_number_of_cliffs 5
  14359. max_number_of_cliffs 7
  14360. min_length_of_cliff 5
  14361. max_length_of_cliff 8
  14362. min_distance_cliff 20
  14363. elseif SMALL_MAP
  14364. min_number_of_cliffs 9
  14365. max_number_of_cliffs 11
  14366. min_length_of_cliff 5
  14367. max_length_of_cliff 8
  14368. min_distance_cliff 20
  14369. elseif MEDIUM_MAP
  14370. min_number_of_cliffs 13
  14371. max_number_of_cliffs 15
  14372. min_length_of_cliff 5
  14373. max_length_of_cliff 8
  14374. min_distance_cliff 20
  14375. elseif LARGE_MAP
  14376. min_number_of_cliffs 17
  14377. max_number_of_cliffs 19
  14378. min_length_of_cliff 5
  14379. max_length_of_cliff 8
  14380. min_distance_cliff 20
  14381. elseif HUGE_MAP
  14382. min_number_of_cliffs 21
  14383. max_number_of_cliffs 23
  14384. min_length_of_cliff 5
  14385. max_length_of_cliff 8
  14386. min_distance_cliff 20
  14387. elseif GIGANTIC_MAP
  14388. min_number_of_cliffs 25
  14389. max_number_of_cliffs 27
  14390. min_length_of_cliff 5
  14391. max_length_of_cliff 8
  14392. min_distance_cliff 20
  14393. endif
  14394.  
  14395. elseif SY_CONTINENTAL
  14396.  
  14397. <ELEVATION_GENERATION>
  14398.  
  14399. create_elevation 7
  14400. {
  14401. if ALPINE_MAP
  14402. base_terrain GRASS2
  14403. elseif ASIAN_MAP
  14404. base_terrain GRASS2
  14405. else
  14406. base_terrain GRASS
  14407. endif
  14408. number_of_clumps 14
  14409. number_of_tiles 2000
  14410. set_scale_by_groups
  14411. set_scale_by_size
  14412. }
  14413.  
  14414. <CLIFF_GENERATION>
  14415.  
  14416. min_number_of_cliffs 5
  14417. max_number_of_cliffs 8
  14418. min_length_of_cliff 4
  14419. max_length_of_cliff 10
  14420. cliff_curliness 10
  14421. min_distance_cliffs 3
  14422.  
  14423.  
  14424. /* ****************************************************** */
  14425. <CONNECTION_GENERATION>
  14426. create_connect_all_players_land
  14427. {
  14428. replace_terrain WATER SHALLOW
  14429. replace_terrain MED_WATER SHALLOW
  14430. replace_terrain DEEP_WATER SHALLOW
  14431. terrain_cost WATER 7
  14432. terrain_cost MED_WATER 9
  14433. terrain_cost DEEP_WATER 15
  14434. terrain_cost FOREST 7
  14435. terrain_cost BAMBOO 7
  14436. terrain_cost PALM_DESERT 7
  14437. terrain_cost PINE_FOREST 7
  14438. terrain_cost SHALLOW 3
  14439. terrain_cost DESERT 1
  14440. terrain_cost DIRT2 2
  14441. terrain_cost DIRT3 3
  14442. terrain_cost GRASS 2
  14443. terrain_cost GRASS2 2
  14444. terrain_cost GRASS3 2
  14445. terrain_cost BEACH 7
  14446. terrain_size WATER 3 1
  14447. terrain_size MED_WATER 3 1
  14448. terrain_size DEEP_WATER 3 1
  14449. terrain_size GRASS2 0 0
  14450. terrain_size GRASS3 0 0
  14451. terrain_size GRASS 0 0
  14452. terrain_size FOREST 0 0
  14453. terrain_size BAMBOO 0 0
  14454. terrain_size PINE_FOREST 0 0
  14455. terrain_size PALM_DESERT 0 0
  14456. terrain_size DESERT 0 0
  14457. terrain_size DIRT2 0 0
  14458. terrain_size DIRT3 0 0
  14459. }
  14460.  
  14461. elseif SY_CLIFFYARENA
  14462.  
  14463. if MODE_1
  14464.  
  14465. <CLIFF_GENERATION>
  14466. min_number_of_cliffs 30
  14467. max_number_of_cliffs 60
  14468. min_length_of_cliff 5
  14469. max_length_of_cliff 15
  14470. max_distance_cliffs 10
  14471.  
  14472. elseif MODE_2
  14473.  
  14474. <CLIFF_GENERATION>
  14475. min_number_of_cliffs 15
  14476. max_number_of_cliffs 30
  14477. min_length_of_cliff 5
  14478. max_length_of_cliff 15
  14479. max_distance_cliffs 15
  14480.  
  14481. endif
  14482.  
  14483. if TINY_MAP
  14484. start_random
  14485. percent_chance 100
  14486. <OBJECTS_GENERATION>
  14487. create_object WALL
  14488. {
  14489. number_of_objects 9999
  14490. set_place_for_every_player
  14491. min_distance_to_players 18
  14492. max_distance_to_players 22
  14493. }
  14494. end_random
  14495. else
  14496. start_random
  14497. percent_chance 90
  14498. <OBJECTS_GENERATION>
  14499. create_object WALL
  14500. {
  14501. number_of_objects 9999
  14502. set_place_for_every_player
  14503. min_distance_to_players 18
  14504. max_distance_to_players 22
  14505. }
  14506. end_random
  14507. endif
  14508.  
  14509. elseif SY_DRY_ARABIA
  14510.  
  14511. /* ****************************************************** */
  14512.  
  14513. <ELEVATION_GENERATION>
  14514.  
  14515. create_elevation 7
  14516. {
  14517. if DESERT_MAP
  14518. base_terrain DIRT
  14519. else
  14520. base_terrain GRASS3
  14521. endif
  14522. number_of_clumps 20
  14523. number_of_tiles 6000
  14524. set_scale_by_groups
  14525. set_scale_by_size
  14526. }
  14527.  
  14528. /* ****************************************************** */
  14529. <CLIFF_GENERATION>
  14530. min_number_of_cliffs 10
  14531. max_number_of_cliffs 15
  14532. min_length_of_cliff 3
  14533. max_length_of_cliff 10
  14534.  
  14535. elseif SY_HIPPOS_BELLY
  14536.  
  14537. /* ****************************************************** */
  14538. <ELEVATION_GENERATION>
  14539.  
  14540. create_elevation 7
  14541. {
  14542. base_terrain DIRT
  14543. number_of_clumps 30
  14544. number_of_tiles 9500
  14545. set_scale_by_groups
  14546. set_scale_by_size
  14547. spacing 4
  14548. }
  14549.  
  14550. <CONNECTION_GENERATION>
  14551. create_connect_all_players_land
  14552. {
  14553. replace_terrain WATER GRASS2
  14554. replace_terrain BEACH GRASS2
  14555. terrain_cost WATER 40
  14556. terrain_cost FOREST 1
  14557. terrain_cost PINE_FOREST 1
  14558. terrain_cost SHALLOW 1
  14559. terrain_cost GRASS 3
  14560. terrain_cost GRASS2 1
  14561. terrain_cost GRASS3 3
  14562. terrain_cost BEACH 40
  14563. terrain_size WATER 15 0
  14564. terrain_size BEACH 7 0
  14565. terrain_size GRASS 0 0
  14566. terrain_size GRASS2 0 0
  14567. terrain_size GRASS3 0 0
  14568. terrain_size FOREST 0 0
  14569. terrain_size PINE_FOREST 0 0
  14570. }
  14571.  
  14572. elseif SY_HIDEOUT
  14573.  
  14574. <ELEVATION_GENERATION>
  14575.  
  14576. create_elevation 4
  14577. {
  14578. base_terrain GRASS
  14579. number_of_clumps 15
  14580. number_of_tiles 800
  14581. set_scale_by_groups
  14582. set_scale_by_size
  14583. }
  14584.  
  14585. create_elevation 4
  14586. {
  14587. base_terrain DIRT
  14588. number_of_clumps 15
  14589. number_of_tiles 800
  14590. set_scale_by_groups
  14591. set_scale_by_size
  14592. }
  14593.  
  14594. elseif SY_JDGROSSROX
  14595.  
  14596. start_random
  14597. percent_chance 20
  14598.  
  14599. <ELEVATION_GENERATION>
  14600.  
  14601. create_elevation 7
  14602. {
  14603. base_terrain GRASS2
  14604. number_of_clumps 15
  14605. number_of_tiles 8000
  14606. set_scale_by_groups
  14607. set_scale_by_size
  14608. }
  14609. end_random
  14610.  
  14611.  
  14612. elseif SY_LAND_NOMAD
  14613.  
  14614. <ELEVATION_GENERATION>
  14615. create_elevation 7
  14616. {
  14617. base_terrain GRASS
  14618. number_of_clumps 30
  14619. number_of_tiles 2000
  14620. set_scale_by_groups
  14621. set_scale_by_size
  14622. }
  14623.  
  14624. /* **************************************** */
  14625. <CLIFF_GENERATION>
  14626.  
  14627.  
  14628. /* Cliffs */
  14629. min_number_of_cliffs 7
  14630. max_number_of_cliffs 10
  14631. min_length_of_cliff 8
  14632. max_length_of_cliff 12
  14633. cliff_curliness 10
  14634. min_distance_cliffs 4
  14635.  
  14636.  
  14637. elseif SY_MFOPLATEAU
  14638.  
  14639. <ELEVATION_GENERATION>
  14640.  
  14641. create_elevation 7
  14642. {
  14643. base_terrain DIRT3
  14644. number_of_clumps 80
  14645. number_of_tiles 64000
  14646. set_scale_by_groups
  14647. set_scale_by_size
  14648. }
  14649.  
  14650. elseif SY_NOMAD
  14651.  
  14652. /* ****************************************************** */
  14653.  
  14654. <ELEVATION_GENERATION>
  14655.  
  14656. create_elevation 7
  14657. {
  14658. if DESERT_MAP
  14659. base_terrain DIRT
  14660. elseif ALPINE_MAP
  14661. base_terrain GRASS2
  14662. elseif FROZEN_MAP
  14663. base_terrain SNOW
  14664. elseif ASIAN_MAP
  14665. base_terrain GRASS2
  14666. else
  14667. base_terrain GRASS
  14668. endif
  14669. number_of_clumps 14
  14670. number_of_tiles 2000
  14671. set_scale_by_groups
  14672. set_scale_by_size
  14673. }
  14674.  
  14675. /* ****************************************************** */
  14676. <CONNECTION_GENERATION>
  14677. create_connect_all_players_land
  14678. {
  14679. if FROZEN_MAP
  14680. replace_terrain WATER ICE
  14681. replace_terrain MED_WATER ICE
  14682. replace_terrain DEEP_WATER ICE
  14683. else
  14684. replace_terrain WATER SHALLOW
  14685. replace_terrain MED_WATER SHALLOW
  14686. replace_terrain DEEP_WATER SHALLOW
  14687. endif
  14688. terrain_cost WATER 7
  14689. terrain_cost MED_WATER 9
  14690. terrain_cost DEEP_WATER 15
  14691. terrain_cost FOREST 7
  14692. terrain_cost PINE_FOREST 7
  14693. terrain_cost PALM_DESERT 7
  14694. terrain_cost SNOW_FOREST 7
  14695. terrain_cost JUNGLE 7
  14696. terrain_cost SHALLOW 3
  14697. terrain_cost DESERT 2
  14698. terrain_cost DIRT 2
  14699. terrain_cost DIRT2 2
  14700. terrain_cost DIRT3 2
  14701. terrain_cost DIRT_SNOW 2
  14702. terrain_cost GRASS 2
  14703. terrain_cost GRASS2 2
  14704. terrain_cost GRASS3 2
  14705. terrain_cost GRASS_SNOW 2
  14706. terrain_cost SNOW 2
  14707. terrain_cost BEACH 7
  14708. terrain_size WATER 2 1
  14709. terrain_size MED_WATER 2 1
  14710. terrain_size DEEP_WATER 2 1
  14711. terrain_size GRASS 0 0
  14712. terrain_size GRASS2 0 0
  14713. terrain_size GRASS3 0 0
  14714. terrain_size GRASS_SNOW 0 0
  14715. terrain_size SNOW 0 0
  14716. terrain_size DIRT 0 0
  14717. terrain_size DIRT2 0 0
  14718. terrain_size DIRT3 0 0
  14719. terrain_size DIRT_SNOW 0 0
  14720. terrain_size SNOW_FOREST 0 0
  14721. terrain_size FOREST 0 0
  14722. terrain_size PINE_FOREST 0 0
  14723. terrain_size PALM_DESERT 0 0
  14724. terrain_size JUNGLE 0 0
  14725. terrain_size DESERT 0 0
  14726. }
  14727.  
  14728. elseif SY_PILGRIMS
  14729.  
  14730. /* ****************************************************** */
  14731. <ELEVATION_GENERATION>
  14732.  
  14733. elseif SY_PONDARENA
  14734.  
  14735. create_object WALL
  14736. {
  14737. number_of_objects 9999
  14738. set_place_for_every_player
  14739. min_distance_to_players 20
  14740. max_distance_to_players 22
  14741. }
  14742.  
  14743. elseif SY_RAFT
  14744.  
  14745. <CONNECTION_GENERATION>
  14746. create_connect_all_players_land
  14747. {
  14748. replace_terrain WATER SHALLOW
  14749. terrain_cost WATER 4
  14750. terrain_cost MED_WATER 2
  14751. terrain_size WATER 3 1
  14752. terrain_size MED_WATER 1 1
  14753. terrain_cost GRASS 2
  14754. terrain_cost FOREST 7
  14755. terrain_cost BEACH 4
  14756. terrain_size GRASS 0 0
  14757. terrain_size FOREST 0 0
  14758. }
  14759.  
  14760. elseif SY_SEIZE_THE_HUMP
  14761.  
  14762. <ELEVATION_GENERATION>
  14763. create_elevation 5
  14764. {
  14765. base_terrain DIRT3
  14766. number_of_clumps 20
  14767. number_of_tiles 8000
  14768. set_scale_by_groups
  14769. set_scale_by_size
  14770. }
  14771.  
  14772. create_elevation 7
  14773. {
  14774. base_terrain DIRT3
  14775. number_of_clumps 6
  14776. number_of_tiles 3000
  14777. set_scale_by_groups
  14778. set_scale_by_size
  14779. }
  14780.  
  14781. /* End of Engine. */
  14782.  
  14783. endif
  14784.  
  14785. /* End */
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