xth

JUN 24 Two Pools Pondtown RMS Version 1

xth
Jun 25th, 2019
68
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 27.87 KB | None | 0 0
  1. /* Pond_Town.rms */
  2.  
  3. /* ************************************ */
  4.  
  5. /* INSTRUCTIONS */
  6.  
  7. /* This map requires UserPatch 1.5 */
  8.  
  9. /* ************************************ */
  10.  
  11. /* MECHANICS */
  12. /*
  13.  
  14. (NOTE low resources is used to activate regicide resources)
  15. (NOTE low resources wont spawn KING,CASTLE in SUDDEN DEATH)
  16.  
  17. Pond Town
  18. Players start inside a pond.
  19. there's a lake in the middle.
  20. Players are connected to the lake by shallows and beach.
  21. Everyone can build on shallows, beach and ice.
  22. You still need to find normal land to build farms.
  23.  
  24. Resources are based mostly on Scandinavia
  25. Two sides of the map are frozen glaciers instead of water as in
  26. Scandinavia. Resources can spawn on ice/shallows as well.
  27.  
  28. */
  29.  
  30. /* ************************************ */
  31.  
  32. /*
  33. Change since last version
  34. Pondtown_v3.rms ( JUN 23 )
  35. - starting pond has more shallows, less water
  36. - fixed some bugs with guard state in the sudden death ver
  37. - and regicide/low resource resources in the normal ver
  38.  
  39. TP@Pondtown.rms ( JUN 24 )
  40. - VERSION 3.1
  41. - Connections now avoid Cliffs correctly
  42. - Team members have a higher chance of navigable rivers between them
  43. Slightly bugged, sometimes the water will still prefer going to the middle instead.
  44. - Farms can now be built on Shallows, Beaches and Ice terrain
  45. - added a spring/summer map (MELTED_MAP) featuring more grass, less snow
  46. - Players now start with only one salmon instead of 3
  47. to encourage going to the middle, and reduce the chance of being walled off
  48.  
  49. */
  50.  
  51. /* TODOS and NOTES
  52. NOTE: Is there an AI that can play this map?
  53.  
  54. TODO: Test Regicide/Low Resource starts with villagers instead of fishing ships
  55. I think starting with fishing ships is funner, but I'm not totally sure
  56. TODO(IMPORTANT): Bring the chance of connections between team members closer to 100%
  57. TODO(IMPORTANT): Balance the number of starting fish.
  58. Currently start with 1 Salmon and some rndom num shorefish
  59. Unsure how to balance. Feedback or opinions needed.
  60.  
  61. TODO(FEATURE-CREEP): Make a test version of the map where you can't build on Shallows
  62. I would need to use terrain_to_place_on TERRAIN
  63. to avoid gold/stone spawning in shallows or in the glaciers
  64. since players could no longer build there...
  65.  
  66. TODO(FEATURE-CREEP): Nomad Start
  67. What's the point of having those TC ponds with a nomad start?
  68.  
  69. TODO(MAYBE)
  70.  
  71. NOTE(DO-IT-YOURSELF): HD SUPPORT (LAZY)
  72. The easy solution is using Mangrove Shallows instead of shallows
  73. You won't be able to combine gamemodes
  74.  
  75. NOTE(DO-IT-YOURSELF): HD SUPPORT (NO EXPANSIONS) (HARD)
  76. It sounds hard
  77.  
  78. */
  79. /* ************************
  80. ************************
  81. Remember to Define the constant
  82. SUDDEN DEATH
  83. and change the mapname
  84. eg. Normalmap = MapName.rms
  85. Suddendeathmap = SD_MapName.rms
  86. ************************
  87. ************************
  88. ********************* */
  89.  
  90. #const SCANDANAVIA 25
  91. #const ENABLE_TECH 7
  92. #const ATTR_DISABLE 0
  93. #const SET_ATTRIBUTE 0
  94. #const ATTR_TERRAIN_ID 53
  95. #const ATTR_UPGRADE_GRAPHIC 17
  96.  
  97. #const ICEBEACH 37
  98. #const CLIFF_DIRT 6 /* DIRT */
  99. #const GRASS_CLIFF 16 /* CLIFF TERRAIN */
  100.  
  101. #const PERCH 53 /* FISHX */
  102.  
  103. #const SHORE_FISH 69
  104.  
  105.  
  106. #const GAIA_UPGRADE_UNIT -4
  107.  
  108. #const FARM_CLASS 949
  109.  
  110. #const BUILDING_CLASS 903
  111. #const TOWER_CLASS 952
  112. #const WALL_CLASS 927
  113. #const GATE_CLASS 939
  114. #const DOCK_F 133
  115. #const DOCK_C 47
  116. #const DOCK_I 51
  117.  
  118. if UP_EXTENSION if DLC_MANGROVEFOREST
  119. #define WOLOLOKINGDOMS
  120. #const HARBOR 1189 /* MALAY */
  121. endif endif
  122.  
  123. /* ****************************************************** */
  124. /* ************************************** */
  125. <PLAYER_SETUP>
  126. #const AMOUNT_FOOD 0
  127. #const AMOUNT_WOOD 1
  128. #const AMOUNT_STONE 2
  129. #const AMOUNT_GOLD 3
  130. #const STARTING_FOOD 91
  131. #const STARTING_WOOD 92
  132. #const STARTING_STONE 93
  133. #const STARTING_GOLD 94
  134. #const MOD_RESOURCE 1
  135. #const ATTR_SET 0
  136. #const ATTR_ADD 1
  137.  
  138. #const DATA_MODE_FLAGS 1
  139. #const GAIA_SET_PLAYER_DATA -10
  140.  
  141.  
  142. /* ============================================
  143. ============================================
  144. ============================================ */
  145. /* define SUDDEN_DEATH */
  146. /* ============================================
  147. ============================================
  148. ============================================ */
  149.  
  150. random_placement
  151. if REGICIDE
  152. elseif LOW_RESOURCES
  153. if SUDDEN_DEATH
  154. else
  155. guard_state KING AMOUNT_GOLD 0 1
  156. effect_amount GAIA_SET_PLAYER_DATA DATA_MODE_FLAGS ATTR_SET 1
  157. endif
  158. effect_amount MOD_RESOURCE STARTING_WOOD ATTR_ADD 300
  159. effect_amount MOD_RESOURCE STARTING_FOOD ATTR_ADD 300
  160. effect_amount MOD_RESOURCE STARTING_GOLD ATTR_ADD -100
  161. effect_amount MOD_RESOURCE STARTING_STONE ATTR_ADD -50
  162. endif
  163. /* ************ */
  164. if SUDDEN_DEATH
  165. #const TOWN_CENTER 109
  166. #const RI_TOWN_CENTER 187
  167. guard_state TOWN_CENTER AMOUNT_GOLD 0 1
  168. effect_amount ENABLE_TECH RI_TOWN_CENTER ATTR_DISABLE 187
  169. endif
  170. /* ************ */
  171.  
  172. ai_info_map_type SCANDINAVIA 0 0 0
  173. /* ****************************************************** */
  174. effect_amount SET_ATTRIBUTE GOLD ATTR_TERRAIN_ID 7
  175. effect_amount SET_ATTRIBUTE STONE ATTR_TERRAIN_ID 7
  176. effect_amount SET_ATTRIBUTE DEER ATTR_TERRAIN_ID 7
  177. effect_amount SET_ATTRIBUTE BOAR ATTR_TERRAIN_ID 7
  178. effect_amount SET_ATTRIBUTE SALMON ATTR_TERRAIN_ID 13
  179.  
  180.  
  181. effect_amount GAIA_UPGRADE_UNIT OAKTREE PINETREE 0
  182. effect_amount SET_ATTRIBUTE OAKTREE ATTR_TERRAIN_ID 0
  183.  
  184. effect_amount SET_ATTRIBUTE FARM_CLASS ATTR_TERRAIN_ID 7
  185.  
  186. effect_amount SET_ATTRIBUTE BUILDING_CLASS ATTR_TERRAIN_ID 7
  187.  
  188. effect_amount SET_ATTRIBUTE TOWER_CLASS ATTR_TERRAIN_ID 7
  189. effect_amount SET_ATTRIBUTE WALL_CLASS ATTR_TERRAIN_ID 7
  190. effect_amount SET_ATTRIBUTE GATE_CLASS ATTR_TERRAIN_ID 7
  191.  
  192. effect_amount SET_ATTRIBUTE GATE_CLASS ATTR_TERRAIN_ID 7
  193. effect_amount SET_ATTRIBUTE DOCK ATTR_TERRAIN_ID 6
  194. effect_amount SET_ATTRIBUTE DOCK_F ATTR_TERRAIN_ID 6
  195. effect_amount SET_ATTRIBUTE DOCK_C ATTR_TERRAIN_ID 6
  196. effect_amount SET_ATTRIBUTE DOCK_I ATTR_TERRAIN_ID 6
  197. if WOLOLOKINGDOMS
  198. effect_amount SET_ATTRIBUTE HARBOR ATTR_TERRAIN_ID 6
  199. endif
  200.  
  201.  
  202.  
  203.  
  204.  
  205. /* ************************************** */
  206. <LAND_GENERATION>
  207. base_terrain SNOW
  208.  
  209. start_random
  210. percent_chance 50
  211. #define LEFT_RIGHT_12
  212. end_random
  213.  
  214. start_random
  215. percent_chance 50
  216. #define MELTED_MAP
  217. percent_chance 50
  218. #define FROZEN_MAP
  219. end_random
  220.  
  221. /* LOWLANDS */
  222. create_land {
  223. terrain_type DIRT_SNOW /* GRASS3 isn't used anywhere else */
  224. land_percent 80
  225. base_size 0
  226. border_fuzziness 5
  227. if LEFT_RIGHT_12
  228. top_border 0
  229. left_border 12
  230. right_border 12
  231. bottom_border 0
  232. else
  233. top_border 12
  234. left_border 0
  235. right_border 0
  236. bottom_border 12
  237. endif
  238. }
  239.  
  240. /* MIDDLE LAKE */
  241. create_land {
  242. terrain_type MED_WATER
  243. base_size 3
  244. land_percent 3
  245. /* by borders there would be 3.36% land remaining */
  246. land_position 50 50
  247. clumping_factor 99
  248. other_zone_avoidance_distance 3
  249. if LEFT_RIGHT_12
  250. top_border 36
  251. left_border 44
  252. right_border 44
  253. bottom_border 36
  254. else
  255. top_border 36
  256. left_border 44
  257. right_border 44
  258. bottom_border 36
  259. endif
  260. }
  261.  
  262.  
  263. create_player_lands
  264. {
  265. terrain_type WATER
  266. base_size 11
  267. number_of_tiles 0
  268. clumping_factor 15
  269. border_fuzziness 15
  270. other_zone_avoidance_distance 7
  271. set_zone_randomly
  272. if LEFT_RIGHT_12
  273. top_border 6
  274. left_border 12
  275. right_border 12
  276. bottom_border 6
  277. else
  278. top_border 12
  279. left_border 6
  280. right_border 6
  281. bottom_border 12
  282. endif
  283. }
  284.  
  285. /* for one player games make an extra land */
  286. if 1_PLAYER_GAME
  287. create_land {
  288. terrain_type WATER
  289. base_size 11
  290. number_of_tiles 0
  291. clumping_factor 15
  292. border_fuzziness 15
  293. other_zone_avoidance_distance 7
  294. set_zone_randomly
  295. if LEFT_RIGHT_12
  296. top_border 6
  297. left_border 12
  298. right_border 12
  299. bottom_border 6
  300. else
  301. top_border 12
  302. left_border 6
  303. right_border 6
  304. bottom_border 12
  305. endif
  306. }
  307. endif
  308.  
  309. /* ****************************************************** */
  310. <ELEVATION_GENERATION>
  311. create_elevation 7 {
  312. base_terrain SNOW
  313. if TINY_MAP
  314. number_of_tiles 1400
  315. number_of_clumps 20
  316. elseif SMALL_MAP
  317. number_of_tiles 2100
  318. number_of_clumps 20
  319. elseif MEDIUM_MAP
  320. number_of_tiles 2800
  321. number_of_clumps 20
  322. elseif LARGE_MAP
  323. number_of_tiles 4000
  324. number_of_clumps 20
  325. elseif HUGE_MAP
  326. number_of_tiles 4800
  327. number_of_clumps 20
  328. elseif GIGANTIC_MAP
  329. number_of_tiles 5800
  330. number_of_clumps 20
  331. elseif LUDIKRIS_MAP
  332. number_of_tiles 23000
  333. number_of_clumps 20
  334. endif
  335. }
  336.  
  337. /* ************************************** */
  338. <TERRAIN_GENERATION>
  339.  
  340. /* AVOID CLIFF */
  341.  
  342. /* Step 1: Surround cliffs in leaves
  343. this will also surround the player lakes and middle lake though */
  344.  
  345. create_terrain LEAVES {
  346. base_terrain DIRT_SNOW
  347. land_percent 99
  348. number_of_clumps 9999
  349. spacing_to_other_terrain_types 2
  350. }
  351.  
  352. /* step 2: Generate Cliff Terrain around cliffs only
  353. - put spacing = 1 to other terrains like the player lakes
  354. - so the only place it can spawn is next to cliff terrain */
  355.  
  356. create_terrain GRASS_CLIFF {
  357. base_terrain DIRT_SNOW
  358. land_percent 99
  359. number_of_clumps 9999
  360. spacing_to_other_terrain_types 1
  361. }
  362.  
  363. /* step 3: Fill the normal terrain with whatever it was before */
  364.  
  365. create_terrain DIRT_SNOW {
  366. base_terrain LEAVES
  367. land_percent 99
  368. number_of_clumps 9999
  369. }
  370.  
  371. /* finished cliffs terrain cleaning */
  372.  
  373. /* glaciers at sides of map = about 24% */
  374. create_terrain ICE {
  375. base_terrain SNOW
  376. land_percent 25
  377. number_of_clumps 99
  378. }
  379.  
  380. /* cover lowlands with snow */
  381. create_terrain SNOW {
  382. base_terrain DIRT_SNOW
  383. land_percent 80
  384. number_of_clumps 80
  385. }
  386.  
  387. /* Now working on the Players */
  388. /* SIMPLIFIED MOATS AND ROUNDING */
  389. /* repeat 4 times just to make sure it works */
  390. create_terrain SHALLOW {
  391. base_terrain WATER
  392. set_avoid_player_start_areas
  393. land_percent 10
  394. number_of_clumps 32
  395. }
  396. create_terrain SHALLOW {
  397. base_terrain WATER
  398. set_avoid_player_start_areas
  399. land_percent 3
  400. number_of_clumps 32
  401. }
  402. create_terrain SHALLOW {
  403. base_terrain WATER
  404. set_avoid_player_start_areas
  405. land_percent 2
  406. number_of_clumps 32
  407. }
  408. create_terrain SHALLOW {
  409. base_terrain WATER
  410. set_avoid_player_start_areas
  411. land_percent 1
  412. number_of_clumps 32
  413. }
  414. /* finished repeat */
  415.  
  416. /* create a big pool of shallows under the tc */
  417. create_terrain SHALLOW {
  418. base_terrain WATER
  419. land_percent 10
  420. number_of_clumps 32
  421. spacing_to_other_terrain_types 4
  422. }
  423.  
  424. /* put a snow tile under the tc so its a snowy tc
  425. note i can't use an actual snow tile
  426. because it gets replaced by connections
  427. so use a different terrain and replace it in
  428. create connect all lands
  429. */
  430. create_terrain DESERT
  431. {
  432. base_terrain SHALLOW
  433. spacing_to_other_terrain_types 6
  434. number_of_clumps 9999
  435. land_percent 99
  436. }
  437.  
  438. /* bring the snow closer to the shallows
  439. so they're not squares anymore
  440. this actually creates a weird shape
  441. Example.
  442. S = Shallow
  443. w = Water
  444.  
  445. S
  446. S S S
  447. - S S S -
  448. - - S S - - -
  449. S S - S S S - S S
  450. S S S S S S S S S S S
  451. S S S S S S S S S
  452. - S S S S - -
  453. - S S - -
  454. S S S
  455. S
  456.  
  457. I end up rounding the corners later anyway though
  458. but it looks cool in ASCII
  459.  
  460. */
  461. create_terrain SNOW {
  462. base_terrain WATER
  463. land_percent 10
  464. number_of_clumps 99
  465. spacing_to_other_terrain_types 1
  466. }
  467.  
  468. /* connections from inside shallows to outside */
  469. create_terrain SHALLOW {
  470. base_terrain WATER
  471. land_percent 10
  472. number_of_clumps 99
  473. spacing_to_other_terrain_types 1
  474. }
  475. create_terrain SHALLOW {
  476. base_terrain WATER
  477. land_percent 10
  478. number_of_clumps 99
  479. spacing_to_other_terrain_types 1
  480. }
  481. create_terrain SHALLOW {
  482. base_terrain WATER
  483. land_percent 10
  484. number_of_clumps 99
  485. spacing_to_other_terrain_types 1
  486. }
  487.  
  488. /* This final player terrain command rounds off player bases */
  489. create_terrain SNOW {
  490. base_terrain SHALLOW
  491. land_percent 10
  492. number_of_clumps 99
  493. set_avoid_player_start_areas
  494. }
  495. /* finished players */
  496.  
  497. /* PRIMARY FOREST */
  498.  
  499. create_terrain SNOW_FOREST
  500. {
  501. base_terrain SNOW
  502. spacing_to_other_terrain_types 5
  503. land_percent 12
  504. number_of_clumps 8
  505. set_avoid_player_start_areas
  506. set_scale_by_groups
  507. }
  508.  
  509. create_terrain SNOW_FOREST
  510. {
  511. base_terrain SNOW
  512. spacing_to_other_terrain_types 5
  513. land_percent 5
  514. number_of_clumps 20
  515. set_avoid_player_start_areas
  516. set_scale_by_groups
  517. }
  518.  
  519. /* PRIMARY PATCH */
  520.  
  521. create_terrain GRASS_SNOW
  522. {
  523. base_terrain SNOW
  524. number_of_clumps 20
  525. spacing_to_other_terrain_types 1
  526. land_percent 9
  527. set_scale_by_size
  528. }
  529.  
  530. /* SECONDARY PATCH */
  531.  
  532. create_terrain DIRT_SNOW
  533. {
  534. base_terrain SNOW
  535. number_of_clumps 24
  536. spacing_to_other_terrain_types 1
  537. land_percent 2
  538. set_scale_by_size
  539. }
  540.  
  541. /* TERTIARY PATCH */
  542.  
  543. create_terrain GRASS2
  544. {
  545. base_terrain GRASS_SNOW
  546. number_of_clumps 10
  547. spacing_to_other_terrain_types 1
  548. land_percent 2
  549. set_scale_by_size
  550. }
  551.  
  552. /* FROZEN LAKES */
  553.  
  554. create_terrain ICE
  555. {
  556. base_terrain SNOW
  557. land_percent 4
  558. number_of_clumps 1
  559. spacing_to_other_terrain_types 1
  560. set_avoid_player_start_areas
  561. set_flat_terrain_only
  562. }
  563.  
  564. create_terrain ICE
  565. {
  566. base_terrain SNOW
  567. land_percent 1
  568. number_of_clumps 1
  569. spacing_to_other_terrain_types 1
  570. set_avoid_player_start_areas
  571. set_flat_terrain_only
  572. }
  573.  
  574. start_random
  575. percent_chance 50
  576. create_terrain ICE
  577. {
  578. base_terrain SNOW
  579. land_percent 1
  580. number_of_clumps 1
  581. spacing_to_other_terrain_types 1
  582. set_avoid_player_start_areas
  583. set_flat_terrain_only
  584. }
  585. end_random
  586.  
  587.  
  588.  
  589.  
  590. /* clean up cliffs */
  591. /* tbh this looks worse than cliff terrain
  592. create_terrain CLIFF_DIRT
  593. {
  594. base_terrain GRASS_CLIFF
  595. number_of_clumps 9999
  596. land_percent 99
  597. }
  598. */
  599. /* middle lake dockable */
  600. create_terrain WATER {
  601. base_terrain MED_WATER
  602. land_percent 4
  603. number_of_clumps 10
  604. }
  605. create_terrain MED_WATER {
  606. base_terrain WATER
  607. land_percent 2
  608. number_of_clumps 10
  609. spacing_to_other_terrain_types 2
  610. }
  611.  
  612. create_terrain DEEP_WATER {
  613. base_terrain MED_WATER
  614. spacing_to_other_terrain_types 1
  615. land_percent 1
  616. number_of_clumps 5
  617. }
  618.  
  619. if MELTED_MAP
  620. create_terrain GRASS {
  621. base_terrain SNOW
  622. land_percent 90
  623. number_of_clumps 10
  624. }
  625. create_terrain GRASS_SNOW {
  626. base_terrain GRASS
  627. land_percent 1
  628. number_of_clumps 10
  629. }
  630. create_terrain GRASS2 {
  631. base_terrain GRASS
  632. land_percent 1
  633. number_of_clumps 10
  634. }
  635. create_terrain DIRT_SNOW {
  636. base_terrain GRASS
  637. land_percent 1
  638. number_of_clumps 10
  639. }
  640. create_terrain PINE_FOREST {
  641. base_terrain SNOW_FOREST
  642. land_percent 12
  643. number_of_clumps 20
  644. }
  645. create_terrain SNOW {
  646. base_terrain ICE
  647. height_limits 0 0
  648. land_percent 10
  649. number_of_clumps 20
  650. spacing_to_other_terrain_types 1
  651. }
  652. create_terrain ICE {
  653. base_terrain SNOW
  654. land_percent 10
  655. number_of_clumps 20
  656. spacing_to_other_terrain_types 1
  657. }
  658. endif
  659.  
  660. /* ****************************************************** */
  661. /* ************************************** */
  662. <OBJECTS_GENERATION>
  663. /* ************************************** */
  664. /* ****************************************************** */
  665.  
  666. create_object TOWN_CENTER
  667. {
  668. set_place_for_every_player
  669. min_distance_to_players 0
  670. max_distance_to_players 0
  671. number_of_objects 1
  672. }
  673.  
  674. create_object SHIPWRECK
  675. {
  676. set_place_for_every_player
  677. number_of_objects 1
  678. min_distance_to_players 10
  679. max_distance_to_players 10
  680. }
  681.  
  682.  
  683. create_object SEA_ROCKS_1
  684. {
  685. start_random
  686. percent_chance 50
  687. number_of_objects 1
  688. percent_chance 25
  689. number_of_objects 2
  690. percent_chance 25
  691. number_of_objects 0
  692. end_random
  693. if 1_PLAYER_GAME
  694. number_of_groups 1
  695. elseif 2_PLAYER_GAME
  696. number_of_groups 2
  697. elseif 3_PLAYER_GAME
  698. number_of_groups 3
  699. elseif 4_PLAYER_GAME
  700. number_of_groups 4
  701. elseif 5_PLAYER_GAME
  702. number_of_groups 5
  703. elseif 6_PLAYER_GAME
  704. number_of_groups 6
  705. elseif 7_PLAYER_GAME
  706. number_of_groups 7
  707. else
  708. number_of_groups 8
  709. endif
  710. temp_min_distance_group_placement 10
  711. min_distance_to_players 6
  712. max_distance_to_players 12
  713. terrain_to_place_on SHALLOW
  714. }
  715.  
  716. create_object SEA_ROCKS_2
  717. {
  718. start_random
  719. percent_chance 50
  720. number_of_objects 1
  721. percent_chance 25
  722. number_of_objects 2
  723. percent_chance 25
  724. number_of_objects 0
  725. end_random
  726. if 1_PLAYER_GAME
  727. number_of_groups 1
  728. elseif 2_PLAYER_GAME
  729. number_of_groups 2
  730. elseif 3_PLAYER_GAME
  731. number_of_groups 3
  732. elseif 4_PLAYER_GAME
  733. number_of_groups 4
  734. elseif 5_PLAYER_GAME
  735. number_of_groups 5
  736. elseif 6_PLAYER_GAME
  737. number_of_groups 6
  738. elseif 7_PLAYER_GAME
  739. number_of_groups 7
  740. else
  741. number_of_groups 8
  742. endif
  743. temp_min_distance_group_placement 10
  744. min_distance_to_players 6
  745. max_distance_to_players 12
  746. terrain_to_place_on SHALLOW
  747. }
  748.  
  749. create_object VILLAGER
  750. {
  751. set_place_for_every_player
  752. min_distance_to_players 6
  753. max_distance_to_players 6
  754. }
  755.  
  756.  
  757.  
  758. create_object OAKTREE
  759. {
  760. number_of_objects 2
  761. set_gaia_object_only
  762. set_place_for_every_player
  763. min_distance_to_players 4
  764. max_distance_to_players 5
  765. min_distance_group_placement 1
  766. terrain_to_place_on SHALLOW
  767. }
  768. create_object OAKTREE
  769. {
  770. number_of_objects 3
  771. set_gaia_object_only
  772. set_place_for_every_player
  773. min_distance_to_players 6
  774. max_distance_to_players 8
  775. min_distance_group_placement 1
  776. terrain_to_place_on SHALLOW
  777. }
  778.  
  779. create_object HAWK
  780. {
  781. number_of_objects 4
  782. set_scaling_to_map_size
  783. }
  784.  
  785. create_object SALMON
  786. {
  787. set_place_for_every_player
  788. min_distance_to_players 8
  789. max_distance_to_players 8
  790. number_of_objects 1
  791. temp_min_distance_group_placement 3
  792. min_distance_group_placement 1
  793. set_gaia_object_only
  794. }
  795.  
  796. create_object SCOUT
  797. {
  798. number_of_objects 1
  799. set_place_for_every_player
  800. min_distance_to_players 7
  801. max_distance_to_players 9
  802. }
  803.  
  804. create_object RELIC
  805. {
  806. number_of_objects 5
  807. min_distance_to_players 25
  808. temp_min_distance_group_placement 20
  809. }
  810.  
  811. /* SPECIAL STUFF FOR REGICIDE */
  812.  
  813. if REGICIDE
  814. create_object FISHING_SHIP
  815. {
  816. number_of_objects 7
  817. set_place_for_every_player
  818. min_distance_to_players 6
  819. max_distance_to_players 6
  820. }
  821.  
  822. create_object KING
  823. {
  824. set_place_for_every_player
  825. min_distance_to_players 6
  826. max_distance_to_players 6
  827. }
  828.  
  829. create_object CASTLE
  830. {
  831. set_place_for_every_player
  832. min_distance_to_players 10
  833. max_distance_to_players 10
  834. }
  835.  
  836. elseif LOW_RESOURCES
  837. if SUDDEN_DEATH
  838.  
  839. create_object FISHING_SHIP
  840. {
  841. number_of_objects 7
  842. set_place_for_every_player
  843. min_distance_to_players 6
  844. max_distance_to_players 6
  845. }
  846.  
  847. else
  848. create_object FISHING_SHIP
  849. {
  850. number_of_objects 7
  851. set_place_for_every_player
  852. min_distance_to_players 6
  853. max_distance_to_players 6
  854. }
  855.  
  856. create_object KING
  857. {
  858. set_place_for_every_player
  859. min_distance_to_players 6
  860. max_distance_to_players 6
  861. }
  862. create_object CASTLE
  863. {
  864. set_place_for_every_player
  865. min_distance_to_players 10
  866. max_distance_to_players 10
  867. }
  868. endif
  869. endif
  870.  
  871. /* middle lake */
  872. create_object SHORE_FISH
  873. {
  874. number_of_objects 12
  875. set_scaling_to_player_number
  876. set_gaia_object_only
  877. temp_min_distance_group_placement 5
  878. }
  879.  
  880. create_object PERCH
  881. {
  882. number_of_objects 1
  883. set_scaling_to_player_number
  884. set_gaia_object_only
  885. terrain_to_place_on DEEP_WATER
  886. min_distance_group_placement 2
  887. }
  888.  
  889.  
  890. /* NEAR GOLD */
  891.  
  892. create_object GOLD
  893. {
  894. number_of_objects 7
  895. group_placement_radius 3
  896. set_tight_grouping
  897. set_gaia_object_only
  898. set_place_for_every_player
  899. min_distance_to_players 12
  900. max_distance_to_players 16
  901. min_distance_group_placement 7
  902. max_distance_to_other_zones 7
  903. }
  904.  
  905. /* MEDIUM GOLD */
  906.  
  907. create_object GOLD
  908. {
  909. number_of_objects 4
  910. group_placement_radius 3
  911. set_tight_grouping
  912. set_gaia_object_only
  913. set_place_for_every_player
  914. min_distance_to_players 18
  915. max_distance_to_players 26
  916. min_distance_group_placement 7
  917. max_distance_to_other_zones 7
  918. }
  919.  
  920.  
  921. /* FAR GOLD */
  922.  
  923. create_object GOLD
  924. {
  925. number_of_objects 4
  926. group_placement_radius 3
  927. set_tight_grouping
  928. set_gaia_object_only
  929. set_place_for_every_player
  930. min_distance_to_players 25
  931. max_distance_to_players 35
  932. min_distance_group_placement 7
  933. max_distance_to_other_zones 7
  934. }
  935.  
  936. /* NEAR STONE */
  937.  
  938. create_object STONE
  939. {
  940. number_of_objects 5
  941. group_placement_radius 2
  942. set_tight_grouping
  943. set_gaia_object_only
  944. set_place_for_every_player
  945. min_distance_to_players 14
  946. max_distance_to_players 18
  947. min_distance_group_placement 7
  948. max_distance_to_other_zones 7
  949. }
  950.  
  951. /* FAR STONE */
  952.  
  953. create_object STONE
  954. {
  955. number_of_objects 4
  956. group_placement_radius 2
  957. set_tight_grouping
  958. set_gaia_object_only
  959. set_place_for_every_player
  960. min_distance_to_players 20
  961. max_distance_to_players 26
  962. min_distance_group_placement 7
  963. max_distance_to_other_zones 7
  964. }
  965.  
  966. /* BAA BAA */
  967.  
  968. create_object SHEEP
  969. {
  970. number_of_objects 4
  971. set_loose_grouping
  972. set_gaia_object_only
  973. set_place_for_every_player
  974. min_distance_to_players 10
  975. max_distance_to_players 12
  976. }
  977.  
  978. create_object SHEEP
  979. {
  980. number_of_objects 2
  981. number_of_groups 2
  982. set_loose_grouping
  983. set_gaia_object_only
  984. set_place_for_every_player
  985. min_distance_to_players 14
  986. max_distance_to_players 30
  987. }
  988.  
  989. create_object DEER
  990. {
  991. number_of_objects 8
  992. group_variance 1
  993. group_placement_radius 3
  994. set_loose_grouping
  995. set_gaia_object_only
  996. set_place_for_every_player
  997. min_distance_to_players 14
  998. max_distance_to_players 30
  999. }
  1000.  
  1001. create_object BOAR
  1002. {
  1003. number_of_objects 2
  1004. set_loose_grouping
  1005. set_gaia_object_only
  1006. set_place_for_every_player
  1007. min_distance_to_players 16
  1008. max_distance_to_players 22
  1009. }
  1010.  
  1011. create_object BOAR
  1012. {
  1013. number_of_objects 1
  1014. set_gaia_object_only
  1015. set_place_for_every_player
  1016. min_distance_to_players 16
  1017. max_distance_to_players 22
  1018. }
  1019.  
  1020. create_object WOLF
  1021. {
  1022. number_of_objects 2
  1023. set_gaia_object_only
  1024. set_place_for_every_player
  1025. min_distance_to_players 30
  1026. max_distance_to_players 40
  1027. }
  1028.  
  1029.  
  1030. /* ****************************************************** */
  1031. <CLIFF_GENERATION>
  1032. if TINY_MAP
  1033. min_number_of_cliffs 5
  1034. max_number_of_cliffs 5
  1035. elseif SMALL_MAP
  1036. min_number_of_cliffs 7
  1037. max_number_of_cliffs 7
  1038. elseif MEDIUM_MAP
  1039. min_number_of_cliffs 10
  1040. max_number_of_cliffs 10
  1041. elseif LARGE_MAP
  1042. min_number_of_cliffs 14
  1043. max_number_of_cliffs 14
  1044. elseif HUGE_MAP
  1045. min_number_of_cliffs 17
  1046. max_number_of_cliffs 17
  1047. elseif GIGANTIC_MAP
  1048. min_number_of_cliffs 21
  1049. max_number_of_cliffs 21
  1050. elseif LUDIKRIS_MAP
  1051. min_number_of_cliffs 82
  1052. max_number_of_cliffs 82
  1053. endif
  1054. /* ****************************************************** */
  1055. <CONNECTION_GENERATION>
  1056.  
  1057. create_connect_teams_lands
  1058. {
  1059. replace_terrain GRASS2 SHALLOW
  1060. replace_terrain SNOW SHALLOW
  1061. replace_terrain GRASS_SNOW SHALLOW
  1062. replace_terrain DIRT_SNOW SHALLOW
  1063. replace_terrain ICE SHALLOW
  1064. replace_terrain SNOW_FOREST SHALLOW
  1065.  
  1066. if MELTED_MAP
  1067. replace_terrain GRASS SHALLOW
  1068. replace_terrain PINE_FOREST SHALLOW
  1069. terrain_cost GRASS 7
  1070. terrain_cost PINE_FOREST 9
  1071. endif
  1072. terrain_cost WATER 7
  1073. terrain_cost MED_WATER 7
  1074. terrain_cost ICE 7
  1075. terrain_cost SNOW_FOREST 7
  1076. terrain_cost GRASS2 2
  1077. terrain_cost SNOW 2
  1078. terrain_cost GRASS_SNOW 2
  1079. terrain_cost BEACH 4
  1080. terrain_cost ICEBEACH 4
  1081. terrain_cost GRASS_CLIFF 15
  1082. terrain_cost CLIFF_DIRT 15
  1083. terrain_cost DIRT 15
  1084. terrain_size WATER 2 1
  1085. terrain_size MED_WATER 2 1
  1086. terrain_size ICE 2 1
  1087. terrain_size GRASS 1 0
  1088. terrain_size SNOW 1 0
  1089. terrain_size GRASS_SNOW 1 0
  1090. terrain_size DIRT_SNOW 1 0
  1091. terrain_size GRASS2 1 0
  1092. terrain_size GRASS3 1 0
  1093. terrain_size LEAVES 1 0
  1094. terrain_size JUNGLE 1 0
  1095. terrain_size FOREST 1 0
  1096. terrain_size SNOW_FOREST 1 0
  1097. terrain_size DESERT 0 0
  1098. terrain_size ROAD2 0 0
  1099. terrain_size SHALLOW 0 0
  1100.  
  1101. }
  1102.  
  1103. create_connect_all_lands {
  1104. replace_terrain SNOW SHALLOW
  1105. replace_terrain GRASS_SNOW SHALLOW
  1106. replace_terrain GRASS2 SHALLOW
  1107. replace_terrain DIRT_SNOW SHALLOW
  1108. replace_terrain ICE SHALLOW
  1109. replace_terrain SNOW_FOREST SHALLOW
  1110. if MELTED_MAP
  1111. replace_terrain GRASS SHALLOW
  1112. replace_terrain PINE_FOREST SHALLOW
  1113. endif
  1114. terrain_cost GRASS_CLIFF 15
  1115. terrain_cost CLIFF_DIRT 15
  1116. terrain_cost SNOW 7
  1117. terrain_cost GRASS_SNOW 7
  1118. terrain_cost DIRT_SNOW 7
  1119. terrain_cost SHALLOW 5
  1120. terrain_cost GRASS2 7
  1121. terrain_cost DEEP_WATER 1
  1122. terrain_cost MED_WATER 1
  1123. terrain_cost WATER 1
  1124. terrain_cost ICE 7
  1125. terrain_cost ICEBEACH 7
  1126. terrain_cost BEACH 1
  1127. terrain_cost SNOW_FOREST 9
  1128. if MELTED_MAP
  1129. terrain_cost GRASS 7
  1130. terrain_cost PINE_FOREST 9
  1131. endif
  1132. terrain_size SHALLOW 0 0
  1133. }
  1134.  
  1135. /* snowy tc, must come after any replace terrain that touches snow */
  1136. create_connect_all_lands {
  1137. if FROZEN_MAP
  1138. replace_terrain DESERT SNOW
  1139. replace_terrain BEACH ICEBEACH
  1140. elseif MELTED_MAP
  1141. replace_terrain DESERT GRASS2
  1142. replace_terrain BEACH ICEBEACH
  1143. endif
  1144. terrain_cost BEACH 1
  1145. terrain_cost ICEBEACH 15
  1146. terrain_cost SHALLOW 15
  1147. terrain_size ICEBEACH 5 0
  1148. }
Add Comment
Please, Sign In to add comment