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- /* Pond_Town.rms */
- /* ************************************ */
- /* INSTRUCTIONS */
- /* This map requires UserPatch 1.5 */
- /* This map DOES require WololoKingdoms */
- /* ************************************ */
- /* MECHANICS */
- /*
- Pond Town
- A key idea of this map is that there's a TC in a lake with a single connection out
- If you dock, it would close off that connection!
- At least if i could get it to work... But connection generation is too much big shallow :(
- */
- /* ************************************ */
- /* CHANGE LOG */
- /*
- The Dock (june-4-2019):
- - launch of The Dock (Modified from Toplos Sea)
- Pond_Town.rms (june 20 2019)
- - this is different from toplos sea, since that wasn't popular at all
- */
- /* ************************************ */
- #const DLC_MANGROVESHALLOW 11
- #const DLC_MANGROVEFOREST 20
- #const KOTH 40
- #const SPECIALTREE 413
- #const ATTR_TERRAIN_ID 53
- #const ATTR_UPGRADE_GRAPHIC 17
- #const DLC_MANGROVETREE 1144
- #const ICE_BEACH 37
- /* ****************************************************** */
- /* ************************************** */
- <PLAYER_SETUP>
- /* ************************************** */
- /* ****************************************************** */
- effect_amount SET_ATTRIBUTE GOLD ATTR_TERRAIN_ID 7
- effect_amount SET_ATTRIBUTE STONE ATTR_TERRAIN_ID 7
- effect_amount SET_ATTRIBUTE DEER ATTR_TERRAIN_ID 7
- effect_amount SET_ATTRIBUTE BOAR ATTR_TERRAIN_ID 7
- effect_amount SET_ATTRIBUTE SALMON ATTR_TERRAIN_ID 13
- effect_amount GAIA_UPGRADE_UNIT OAKTREE PINETREE 0
- effect_amount SET_ATTRIBUTE OAKTREE ATTR_TERRAIN_ID 0
- effect_amount SET_ATTRIBUTE BUILDING_CLASS ATTR_TERRAIN_ID 7
- effect_amount SET_ATTRIBUTE TOWER_CLASS ATTR_TERRAIN_ID 7
- effect_amount SET_ATTRIBUTE WALL_CLASS ATTR_TERRAIN_ID 7
- effect_amount SET_ATTRIBUTE GATE_CLASS ATTR_TERRAIN_ID 7
- random_placement
- /* ****************************************************** */
- /* ************************************** */
- <LAND_GENERATION>
- /* ************************************** */
- /* ****************************************************** */
- base_terrain SNOW_FOREST
- create_land {
- terrain_type SNOW
- land_percent 80
- base_size 0
- border_fuzziness 5
- start_random
- percent_chance 50
- left_border 12
- right_border 12
- percent_chance 50
- top_border 12
- bottom_border 12
- end_random
- }
- create_land {
- terrain_type WATER
- base_size 3
- land_percent 3
- land_position 50 50
- clumping_factor 99
- }
- create_player_lands
- {
- terrain_type DEEP_WATER
- base_size 10
- number_of_tiles 0
- clumping_factor 15
- border_fuzziness 15
- other_zone_avoidance_distance 7
- set_zone_randomly
- start_random
- percent_chance 50
- top_border 6
- bottom_border 6
- left_border 12
- right_border 12
- percent_chance 50
- top_border 12
- bottom_border 12
- left_border 6
- right_border 6
- end_random
- }
- /* for one player games make an extra land */
- if 1_PLAYER_GAME
- create_land {
- terrain_type DEEP_WATER
- base_size 10
- number_of_tiles 0
- clumping_factor 15
- border_fuzziness 15
- other_zone_avoidance_distance 7
- set_zone_randomly
- start_random
- percent_chance 50
- top_border 6
- bottom_border 6
- left_border 12
- right_border 12
- percent_chance 50
- top_border 12
- bottom_border 12
- left_border 6
- right_border 6
- end_random
- }
- endif
- /*
- EXTRA POND FOR EACH MAP SIZE
- TINY 1
- SMALL 1
- MEDIUM 2
- LARGE 2
- HUGE 3
- GIGANTIC 4
- */
- if TINY_MAP
- create_land {
- terrain_type WATER
- number_of_tiles 99
- other_zone_avoidance_distance 20
- }
- elseif SMALL_MAP
- create_land {
- terrain_type WATER
- number_of_tiles 99
- other_zone_avoidance_distance 20
- }
- elseif MEDIUM_MAP
- create_land {
- terrain_type WATER
- number_of_tiles 99
- other_zone_avoidance_distance 20
- }
- create_land {
- terrain_type WATER
- number_of_tiles 99
- other_zone_avoidance_distance 20
- }
- elseif LARGE_MAP
- create_land {
- terrain_type WATER
- number_of_tiles 99
- other_zone_avoidance_distance 20
- }
- create_land {
- terrain_type WATER
- number_of_tiles 99
- other_zone_avoidance_distance 20
- }
- elseif HUGE_MAP
- create_land {
- terrain_type WATER
- number_of_tiles 99
- other_zone_avoidance_distance 20
- }
- create_land {
- terrain_type WATER
- number_of_tiles 99
- other_zone_avoidance_distance 20
- }
- create_land {
- terrain_type WATER
- number_of_tiles 99
- other_zone_avoidance_distance 20
- }
- else /* Gigantic or Ludacrous.. not that i support ludicrous */
- create_land {
- terrain_type WATER
- number_of_tiles 99
- other_zone_avoidance_distance 20
- }
- create_land {
- terrain_type WATER
- number_of_tiles 99
- other_zone_avoidance_distance 20
- }
- create_land {
- terrain_type WATER
- number_of_tiles 99
- other_zone_avoidance_distance 20
- }
- create_land {
- terrain_type WATER
- number_of_tiles 99
- other_zone_avoidance_distance 20
- }
- endif
- /* ****************************************************** */
- /* ************************************** */
- <TERRAIN_GENERATION>
- /* ************************************** */
- /* ****************************************************** */
- create_terrain SHALLOW {
- base_terrain DEEP_WATER
- number_of_tiles 99
- number_of_clumps 99
- spacing_to_other_terrain_types 9
- }
- create_terrain SNOW {
- base_terrain DEEP_WATER
- number_of_tiles 999
- number_of_clumps 99
- set_avoid_player_start_areas
- }
- /* FOLLOWING SECTION IS BASED ON SCANDINAVIA TERRAIN_GENERATION */
- /* FROZEN LAKES */
- create_terrain ICE
- {
- base_terrain SNOW
- land_percent 4
- number_of_clumps 1
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_flat_terrain_only
- }
- create_terrain ICE
- {
- base_terrain SNOW
- land_percent 1
- number_of_clumps 1
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_flat_terrain_only
- }
- start_random
- percent_chance 50
- create_terrain ICE
- {
- base_terrain SNOW
- land_percent 1
- number_of_clumps 1
- spacing_to_other_terrain_types 1
- set_avoid_player_start_areas
- set_flat_terrain_only
- }
- end_random
- /* PRIMARY FOREST */
- create_terrain SNOW_FOREST
- {
- base_terrain SNOW
- spacing_to_other_terrain_types 5
- land_percent 12
- number_of_clumps 8
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- create_terrain SNOW_FOREST
- {
- base_terrain SNOW
- spacing_to_other_terrain_types 5
- land_percent 5
- number_of_clumps 20
- set_avoid_player_start_areas
- set_scale_by_groups
- }
- /* PRIMARY PATCH */
- create_terrain GRASS_SNOW
- {
- base_terrain SNOW
- number_of_clumps 20
- spacing_to_other_terrain_types 1
- land_percent 9
- set_scale_by_size
- }
- /* SECONDARY PATCH */
- create_terrain DIRT_SNOW
- {
- base_terrain SNOW
- number_of_clumps 24
- spacing_to_other_terrain_types 1
- land_percent 2
- set_scale_by_size
- }
- /* TERTIARY PATCH */
- create_terrain GRASS2
- {
- base_terrain GRASS_SNOW
- number_of_clumps 10
- spacing_to_other_terrain_types 1
- land_percent 2
- set_scale_by_size
- }
- create_terrain MED_WATER {
- base_terrain WATER
- spacing_to_other_terrain_types 0
- land_percent 2
- number_of_clumps 99
- }
- /* ****************************************************** */
- /* ************************************** */
- <OBJECTS_GENERATION>
- /* ************************************** */
- /* ****************************************************** */
- create_object TOWN_CENTER
- {
- set_place_for_every_player
- min_distance_to_players 0 /* do you still need min when you set max 0? */
- max_distance_to_players 0
- number_of_objects 1
- }
- create_object SHIPWRECK
- {
- set_place_for_every_player
- number_of_objects 1
- min_distance_to_players 10
- max_distance_to_players 10
- }
- create_object SEA_ROCKS_1
- {
- start_random
- percent_chance 50
- number_of_objects 1
- percent_chance 25
- number_of_objects 2
- percent_chance 25
- number_of_objects 0
- end_random
- if 1_PLAYER_GAME
- number_of_groups 1
- elseif 2_PLAYER_GAME
- number_of_groups 2
- elseif 3_PLAYER_GAME
- number_of_groups 3
- elseif 4_PLAYER_GAME
- number_of_groups 4
- elseif 5_PLAYER_GAME
- number_of_groups 5
- elseif 6_PLAYER_GAME
- number_of_groups 6
- elseif 7_PLAYER_GAME
- number_of_groups 7
- else
- number_of_groups 8
- endif
- temp_min_distance_group_placement 10
- min_distance_to_players 6
- max_distance_to_players 12
- terrain_to_place_on SHALLOW
- }
- create_object SEA_ROCKS_2
- {
- start_random
- percent_chance 50
- number_of_objects 1
- percent_chance 25
- number_of_objects 2
- percent_chance 25
- number_of_objects 0
- end_random
- if 1_PLAYER_GAME
- number_of_groups 1
- elseif 2_PLAYER_GAME
- number_of_groups 2
- elseif 3_PLAYER_GAME
- number_of_groups 3
- elseif 4_PLAYER_GAME
- number_of_groups 4
- elseif 5_PLAYER_GAME
- number_of_groups 5
- elseif 6_PLAYER_GAME
- number_of_groups 6
- elseif 7_PLAYER_GAME
- number_of_groups 7
- else
- number_of_groups 8
- endif
- temp_min_distance_group_placement 10
- min_distance_to_players 6
- max_distance_to_players 12
- terrain_to_place_on SHALLOW
- }
- create_object VILLAGER
- {
- set_place_for_every_player
- min_distance_to_players 6
- max_distance_to_players 6
- }
- /* **** 30k TREE **** */
- /* this could have been infinite but nah */
- create_object OAKTREE
- {
- set_place_for_every_player
- min_distance_to_players 0
- max_distance_to_players 0
- number_of_objects 1
- set_gaia_object_only
- resource_delta 0
- }
- create_object OAKTREE
- {
- number_of_objects 2
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 4
- max_distance_to_players 5
- min_distance_group_placement 2
- terrain_to_place_on SHALLOW
- }
- create_object OAKTREE
- {
- number_of_objects 3
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 6
- max_distance_to_players 8
- min_distance_group_placement 2
- terrain_to_place_on SHALLOW
- }
- create_object HAWK
- {
- number_of_objects 4
- set_scaling_to_map_size
- }
- /* NEAR FISH */
- create_object SALMON
- {
- set_place_for_every_player
- min_distance_to_players 4
- max_distance_to_players 8
- number_of_objects 5
- set_gaia_object_only
- terrain_to_place_on DEEP_WATER
- }
- /* FAR FISH */
- create_object SHORE_FISH
- {
- number_of_objects 4
- set_scaling_to_map_size
- set_gaia_object_only
- min_distance_group_placement 4
- terrain_to_place_on WATER
- }
- create_object SHORE_FISH
- {
- number_of_objects 4
- set_scaling_to_map_size
- set_gaia_object_only
- min_distance_group_placement 4
- terrain_to_place_on MED_WATER
- }
- create_object TUNA
- {
- number_of_objects 1
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 3
- terrain_to_place_on MED_WATER
- min_distance_group_placement 4
- }
- create_object TUNA
- {
- number_of_objects 2
- set_scaling_to_map_size
- set_gaia_object_only
- max_distance_to_other_zones 3
- terrain_to_place_on WATER
- min_distance_group_placement 4
- }
- /* FOLLOWING SECTION IS BASED ON SCANDINAVIA OBJECTS */
- create_object SCOUT
- {
- number_of_objects 1
- set_place_for_every_player
- min_distance_to_players 7
- max_distance_to_players 9
- }
- create_object RELIC
- {
- number_of_objects 5
- min_distance_to_players 25
- temp_min_distance_group_placement 20
- }
- /* SPECIAL STUFF FOR REGICIDE */
- if REGICIDE
- create_object VILLAGER
- {
- number_of_objects 7
- set_place_for_every_player
- min_distance_to_players 6
- max_distance_to_players 6
- }
- create_object KING
- {
- set_place_for_every_player
- min_distance_to_players 6
- max_distance_to_players 6
- }
- create_object CASTLE
- {
- set_place_for_every_player
- min_distance_to_players 10
- max_distance_to_players 10
- }
- endif
- /* NEAR GOLD */
- create_object GOLD
- {
- number_of_objects 7
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 12
- max_distance_to_players 16
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* MEDIUM GOLD */
- create_object GOLD
- {
- number_of_objects 4
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 18
- max_distance_to_players 26
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* FAR GOLD */
- create_object GOLD
- {
- number_of_objects 4
- group_placement_radius 3
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 25
- max_distance_to_players 35
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* NEAR STONE */
- create_object STONE
- {
- number_of_objects 5
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 14
- max_distance_to_players 18
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* FAR STONE */
- create_object STONE
- {
- number_of_objects 4
- group_placement_radius 2
- set_tight_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 20
- max_distance_to_players 26
- min_distance_group_placement 7
- max_distance_to_other_zones 7
- }
- /* BAA BAA */
- create_object SHEEP
- {
- number_of_objects 4
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 10
- max_distance_to_players 12
- }
- create_object SHEEP
- {
- number_of_objects 2
- number_of_groups 2
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 14
- max_distance_to_players 30
- }
- create_object DEER
- {
- number_of_objects 8
- group_variance 1
- group_placement_radius 3
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 14
- max_distance_to_players 30
- }
- create_object BOAR
- {
- number_of_objects 2
- set_loose_grouping
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 16
- max_distance_to_players 22
- }
- create_object BOAR
- {
- number_of_objects 1
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 16
- max_distance_to_players 22
- }
- create_object WOLF
- {
- number_of_objects 2
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 30
- max_distance_to_players 40
- }
- /* ****************************************************** */
- <ELEVATION_GENERATION>
- /* ****************************************************** */
- <CLIFF_GENERATION>
- /* ****************************************************** */
- <CONNECTION_GENERATION>
- create_connect_all_lands
- {
- replace_terrain DEEP_WATER SHALLOW
- replace_terrain SNOW SHALLOW
- replace_terrain GRASS_SNOW SHALLOW
- replace_terrain GRASS2 WATER
- replace_terrain SNOW_FOREST SHALLOW
- replace_terrain ICE SHALLOW
- terrain_cost BEACH 10
- /* ICE_BEACH, DEEP_WATER have low cost
- so that the shallow connection
- isn't always toward the enemy tc */
- terrain_cost ICE_BEACH 1
- terrain_cost SHALLOW 1
- terrain_cost DEEP_WATER 15
- terrain_cost SNOW 15
- terrain_cost GRASS_SNOW 15
- terrain_cost DIRT_SNOW 15
- terrain_cost GRASS2 15
- terrain_cost ICE 15
- terrain_cost SNOW_FOREST 15
- terrain_size SHALLOW 1 0
- }
- create_connect_all_players_land {
- replace_terrain GRASS SHALLOW
- replace_terrain BEACH SHALLOW
- }
- /*
- create_connect_all_lands
- {
- replace_terrain ICE DEEP_WATER
- replace_terrain SNOW DEEP_WATER
- replace_terrain GRASS_SNOW DEEP_WATER
- replace_terrain DIRT_SNOW DEEP_WATER
- replace_terrain GRASS2 DEEP_WATER
- replace_terrain ICE_BEACH SHALLOW
- terrain_cost ICE 15
- terrain_cost DEEP_WATER 15
- terrain_cost SNOW_FOREST 15
- terrain_cost SNOW 1
- terrain_cost GRASS_SNOW 1
- terrain_cost DIRT_SNOW 1
- terrain_cost GRASS2 1
- terrain_cost ICE_BEACH 1
- terrain_cost SHALLOW 1
- terrain_size DEEP_WATER 1 0
- }
- */
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