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- /* Pond_Town.rms */
- /* ************************************ */
- /* INSTRUCTIONS */
- /* This map requires UserPatch 1.5 */
- /* ************************************ */
- /* MECHANICS */
- /*
- (NOTE low resources is used to activate regicide resources)
- (NOTE low resources wont spawn KING,CASTLE in SUDDEN DEATH)
- Pond Town
- Players start inside a pond.
- there's a lake in the middle.
- Players are connected to the lake by shallows and beach.
- Everyone can build on shallows, beach and ice.
- You still need to find normal land to build farms.
- Resources are based mostly on Scandinavia
- Two sides of the map are frozen glaciers instead of water as in
- Scandinavia. Resources can spawn on ice/shallows as well.
- */
- /* ************************************ */
- /*
- Change since last version
- Pondtown_v3.rms ( JUN 23 )
- - starting pond has more shallows, less water
- - fixed some bugs with guard state in the sudden death ver
- - and regicide/low resource resources in the normal ver
- TP@Pondtown.rms ( JUN 24 )
- - VERSION 3.1
- - Connections now avoid Cliffs correctly
- - Team members have a higher chance of navigable rivers between them
- Slightly bugged, sometimes the water will still prefer going to the middle instead.
- - Farms can now be built on Shallows, Beaches and Ice terrain
- - added a spring/summer map (MELTED_MAP) featuring more grass, less snow
- - Players now start with only one salmon instead of 3
- to encourage going to the middle, and reduce the chance of being walled off
- */
- /* TODOS and NOTES
- NOTE: Is there an AI that can play this map?
- TODO: Test Regicide/Low Resource starts with villagers instead of fishing ships
- I think starting with fishing ships is funner, but I'm not totally sure
- TODO(IMPORTANT): Bring the chance of connections between team members closer to 100%
- TODO(IMPORTANT): Balance the number of starting fish.
- Currently start with 1 Salmon and some rndom num shorefish
- Unsure how to balance. Feedback or opinions needed.
- TODO(FEATURE-CREEP): Make a test version of the map where you can't build on Shallows
- I would need to use terrain_to_place_on TERRAIN
- to avoid gold/stone spawning in shallows or in the glaciers
- since players could no longer build there...
- TODO(FEATURE-CREEP): Nomad Start
- What's the point of having those TC ponds with a nomad start?
- TODO(MAYBE)
- NOTE(DO-IT-YOURSELF): HD SUPPORT (LAZY)
- The easy solution is using Mangrove Shallows instead of shallows
- You won't be able to combine gamemodes
- NOTE(DO-IT-YOURSELF): HD SUPPORT (NO EXPANSIONS) (HARD)
- It sounds hard
- */
- /* ************************
- ************************
- Remember to Define the constant
- SUDDEN DEATH
- and change the mapname
- eg. Normalmap = MapName.rms
- Suddendeathmap = SD_MapName.rms
- ************************
- ************************
- ********************* */
- #const SCANDANAVIA 25
- #const ENABLE_TECH 7
- #const ATTR_DISABLE 0
- #const SET_ATTRIBUTE 0
- #const ATTR_TERRAIN_ID 53
- #const ATTR_UPGRADE_GRAPHIC 17
- #const ICEBEACH 37
- #const CLIFF_DIRT 9 /* DIRT3 */
- #const GRASS_CLIFF 16 /* CLIFF TERRAIN */
- #const PERCH 53 /* FISHX */
- #const SHORE_FISH 69
- #const GAIA_UPGRADE_UNIT -4
- #const FARM_CLASS 949
- #const BUILDING_CLASS 903
- #const TOWER_CLASS 952
- #const WALL_CLASS 927
- #const GATE_CLASS 939
- #const DOCK_F 133
- #const DOCK_C 47
- #const DOCK_I 51
- if UP_EXTENSION if DLC_MANGROVEFOREST
- #define WOLOLOKINGDOMS
- #const HARBOR 1189 /* MALAY */
- endif endif
- /* ****************************************************** */
- /* ************************************** */
- <PLAYER_SETUP>
- #const AMOUNT_FOOD 0
- #const AMOUNT_WOOD 1
- #const AMOUNT_STONE 2
- #const AMOUNT_GOLD 3
- #const STARTING_FOOD 91
- #const STARTING_WOOD 92
- #const STARTING_STONE 93
- #const STARTING_GOLD 94
- #const MOD_RESOURCE 1
- #const ATTR_SET 0
- #const ATTR_ADD 1
- #const DATA_MODE_FLAGS 1
- #const GAIA_SET_PLAYER_DATA -10
- /* ============================================
- ============================================
- ============================================ */
- /* define SUDDEN_DEATH */
- /* ============================================
- ============================================
- ============================================ */
- /* ============================================
- ============================================
- ============================================ */
- #define COMMUNITY_GAME
- /* ============================================
- ============================================
- ============================================ */
- random_placement
- if REGICIDE
- elseif LOW_RESOURCES
- if SUDDEN_DEATH
- else
- guard_state KING AMOUNT_GOLD 0 1
- effect_amount GAIA_SET_PLAYER_DATA DATA_MODE_FLAGS ATTR_SET 1
- endif
- effect_amount MOD_RESOURCE STARTING_WOOD ATTR_ADD 300
- effect_amount MOD_RESOURCE STARTING_FOOD ATTR_ADD 300
- effect_amount MOD_RESOURCE STARTING_GOLD ATTR_ADD -100
- effect_amount MOD_RESOURCE STARTING_STONE ATTR_ADD -50
- endif
- /* ************ */
- if SUDDEN_DEATH
- #const TOWN_CENTER 109
- #const RI_TOWN_CENTER 187
- guard_state TOWN_CENTER AMOUNT_GOLD 0 1
- effect_amount ENABLE_TECH RI_TOWN_CENTER ATTR_DISABLE 187
- endif
- /* ************ */
- ai_info_map_type SCANDINAVIA 0 0 0
- /* ****************************************************** */
- 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
- /* In CTM #4 T90 said he wished transports were available in dark age
- I got you covered fam
- */
- effect_amount ENABLE_OBJECT TRANSPORT_SHIP ATTR_ENABLE 0
- effect_amount GAIA_UPGRADE_UNIT OAKTREE PINETREE 0
- effect_amount SET_ATTRIBUTE OAKTREE ATTR_TERRAIN_ID 0
- effect_amount SET_ATTRIBUTE FARM_CLASS ATTR_TERRAIN_ID 7
- 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
- effect_amount SET_ATTRIBUTE GATE_CLASS ATTR_TERRAIN_ID 7
- effect_amount SET_ATTRIBUTE DOCK ATTR_TERRAIN_ID 6
- effect_amount SET_ATTRIBUTE DOCK_F ATTR_TERRAIN_ID 6
- effect_amount SET_ATTRIBUTE DOCK_C ATTR_TERRAIN_ID 6
- effect_amount SET_ATTRIBUTE DOCK_I ATTR_TERRAIN_ID 6
- if WOLOLOKINGDOMS
- effect_amount SET_ATTRIBUTE HARBOR ATTR_TERRAIN_ID 6
- endif
- effect_amount SET_ATTRIBUTE MAP_REVEALER ATTR_LINE_OF_SIGHT 0
- /* ************************************** */
- <LAND_GENERATION>
- base_terrain DEEP_WATER
- start_random
- percent_chance 50
- #define LEFT_RIGHT
- end_random
- start_random
- percent_chance 50
- #define MELTED_MAP
- percent_chance 50
- #define FROZEN_MAP
- end_random
- /* LOWLANDS */
- create_land {
- terrain_type DIRT_SNOW
- land_percent 100
- base_size 0
- border_fuzziness -99
- if LEFT_RIGHT
- top_border 4
- left_border 8
- right_border 8
- bottom_border 4
- else
- top_border 8
- left_border 4
- right_border 4
- bottom_border 8
- endif
- }
- /* TWO POOLS */
- /*
- create_land {
- terrain_type MED_WATER
- base_size 6
- land_percent 4
- clumping_factor 99
- other_zone_avoidance_distance 10
- if LEFT_RIGHT
- top_border 32
- left_border 44
- right_border 44
- bottom_border 52
- land_position 50 36
- else
- top_border 44
- left_border 52
- right_border 32
- bottom_border 44
- land_position 64 50
- endif
- zone 1
- }
- create_land {
- terrain_type MED_WATER
- base_size 6
- land_percent 4
- clumping_factor 99
- other_zone_avoidance_distance 10
- if LEFT_RIGHT
- top_border 52
- left_border 44
- right_border 44
- bottom_border 32
- land_position 50 64
- else
- top_border 44
- left_border 32
- right_border 52
- bottom_border 44
- land_position 36 50
- endif
- zone 2
- }
- */
- create_land {
- terrain_type DEEP_WATER
- base_size 5
- number_of_tiles 0
- clumping_factor 99
- other_zone_avoidance_distance 5
- land_position 50 50
- zone 3
- }
- create_player_lands
- {
- terrain_type WATER
- base_size 11
- number_of_tiles 0
- clumping_factor 15
- border_fuzziness 15
- other_zone_avoidance_distance 7
- set_zone_randomly
- top_border 6
- left_border 6
- right_border 6
- bottom_border 6
- }
- create_land {
- terrain_type DEEP_WATER
- land_position 1 1
- base_size 0
- number_of_tiles 0
- }
- create_land {
- terrain_type DEEP_WATER
- land_position 50 1
- base_size 0
- number_of_tiles 0
- }
- create_land {
- terrain_type DEEP_WATER
- land_position 99 1
- base_size 0
- number_of_tiles 0
- }
- create_land {
- terrain_type DEEP_WATER
- land_position 99 50
- base_size 0
- number_of_tiles 0
- }
- create_land {
- terrain_type DEEP_WATER
- land_position 99 99
- base_size 0
- number_of_tiles 0
- }
- create_land {
- terrain_type DEEP_WATER
- land_position 50 99
- base_size 0
- number_of_tiles 0
- }
- create_land {
- terrain_type DEEP_WATER
- land_position 1 99
- base_size 0
- number_of_tiles 0
- }
- create_land {
- terrain_type DEEP_WATER
- land_position 1 50
- base_size 0
- number_of_tiles 0
- }
- /* ****************************************************** */
- <ELEVATION_GENERATION>
- create_elevation 7 {
- base_terrain SNOW
- if TINY_MAP
- number_of_tiles 800
- number_of_clumps 25
- elseif SMALL_MAP
- number_of_tiles 1400
- number_of_clumps 25
- elseif MEDIUM_MAP
- number_of_tiles 1866
- number_of_clumps 25
- elseif LARGE_MAP
- number_of_tiles 2666
- number_of_clumps 25
- elseif HUGE_MAP
- number_of_tiles 3200
- number_of_clumps 25
- elseif GIGANTIC_MAP
- number_of_tiles 3866
- number_of_clumps 25
- elseif LUDIKRIS_MAP
- number_of_tiles 15333
- number_of_clumps 25
- endif
- }
- /* ************************************** */
- <TERRAIN_GENERATION>
- /* AVOID CLIFF */
- /* Step 1: Surround cliffs in leaves
- this will also surround the player lakes and middle lake though */
- create_terrain LEAVES {
- base_terrain DIRT_SNOW
- land_percent 99
- number_of_clumps 9999
- spacing_to_other_terrain_types 2
- }
- /* step 2: Generate Cliff Terrain around cliffs only
- - put spacing = 1 to other terrains like the player lakes
- - so the only place it can spawn is next to cliff terrain */
- create_terrain GRASS_CLIFF {
- base_terrain DIRT_SNOW
- land_percent 99
- number_of_clumps 9999
- spacing_to_other_terrain_types 1
- }
- /* step 3: Fill the normal terrain with whatever it was before */
- create_terrain DIRT_SNOW {
- base_terrain LEAVES
- land_percent 99
- number_of_clumps 9999
- }
- /* finished cliffs terrain cleaning */
- /* glaciers at sides of map = about 24% */
- create_terrain ICE {
- base_terrain SNOW
- land_percent 25
- number_of_clumps 99
- }
- /* cover lowlands with snow */
- create_terrain SNOW {
- base_terrain DIRT_SNOW
- land_percent 80
- number_of_clumps 80
- }
- /* Now working on the Players */
- /* SIMPLIFIED MOATS AND ROUNDING */
- /* repeat 4 times just to make sure it works */
- create_terrain SHALLOW {
- base_terrain WATER
- set_avoid_player_start_areas
- land_percent 10
- number_of_clumps 32
- }
- create_terrain SHALLOW {
- base_terrain WATER
- set_avoid_player_start_areas
- land_percent 3
- number_of_clumps 32
- }
- create_terrain SHALLOW {
- base_terrain WATER
- set_avoid_player_start_areas
- land_percent 2
- number_of_clumps 32
- }
- create_terrain SHALLOW {
- base_terrain WATER
- set_avoid_player_start_areas
- land_percent 1
- number_of_clumps 32
- }
- /* finished repeat */
- /* create a big pool of shallows under the tc */
- create_terrain SHALLOW {
- base_terrain WATER
- land_percent 10
- number_of_clumps 32
- spacing_to_other_terrain_types 4
- }
- /* put a snow tile under the tc so its a snowy tc
- note i can't use an actual snow tile
- because it gets replaced by connections
- so use a different terrain and replace it in
- create connect all lands
- */
- create_terrain DESERT
- {
- base_terrain SHALLOW
- spacing_to_other_terrain_types 6
- number_of_clumps 9999
- land_percent 99
- }
- /* bring the snow closer to the shallows
- so they're not squares anymore
- this actually creates a weird shape
- Example.
- S = Shallow
- w = Water
- S
- S S S
- - S S S -
- - - S S - - -
- S S - S S S - S S
- S S S S S S S S S S S
- S S S S S S S S S
- - S S S S - -
- - S S - -
- S S S
- S
- I end up rounding the corners later anyway though
- but it looks cool in ASCII
- */
- create_terrain SNOW {
- base_terrain WATER
- land_percent 10
- number_of_clumps 99
- spacing_to_other_terrain_types 1
- }
- /* connections from inside shallows to outside */
- create_terrain SHALLOW {
- base_terrain WATER
- land_percent 10
- number_of_clumps 99
- spacing_to_other_terrain_types 1
- }
- create_terrain SHALLOW {
- base_terrain WATER
- land_percent 10
- number_of_clumps 99
- spacing_to_other_terrain_types 1
- }
- create_terrain SHALLOW {
- base_terrain WATER
- land_percent 10
- number_of_clumps 99
- spacing_to_other_terrain_types 1
- }
- /* This final player terrain command rounds off player bases */
- create_terrain SNOW {
- base_terrain SHALLOW
- land_percent 10
- number_of_clumps 99
- set_avoid_player_start_areas
- }
- /* finished players */
- /* 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
- }
- /* 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
- /* clean up cliffs */
- create_terrain CLIFF_DIRT
- {
- base_terrain GRASS_CLIFF
- number_of_clumps 9999
- land_percent 99
- }
- /* middle lake dockable */
- create_terrain WATER {
- base_terrain MED_WATER
- land_percent 4
- number_of_clumps 10
- }
- create_terrain MED_WATER {
- base_terrain WATER
- land_percent 2
- number_of_clumps 10
- spacing_to_other_terrain_types 2
- }
- create_terrain DEEP_WATER {
- base_terrain MED_WATER
- spacing_to_other_terrain_types 1
- land_percent 1
- number_of_clumps 5
- }
- if MELTED_MAP
- create_terrain GRASS {
- base_terrain SNOW
- land_percent 90
- number_of_clumps 10
- }
- create_terrain GRASS_SNOW {
- base_terrain GRASS
- land_percent 1
- number_of_clumps 10
- }
- create_terrain GRASS2 {
- base_terrain GRASS
- land_percent 1
- number_of_clumps 10
- }
- create_terrain DIRT_SNOW {
- base_terrain GRASS
- land_percent 1
- number_of_clumps 10
- }
- create_terrain PINE_FOREST {
- base_terrain SNOW_FOREST
- land_percent 12
- number_of_clumps 20
- }
- create_terrain SNOW {
- base_terrain ICE
- height_limits 0 0
- land_percent 10
- number_of_clumps 20
- spacing_to_other_terrain_types 1
- }
- create_terrain ICE {
- base_terrain SNOW
- land_percent 10
- number_of_clumps 20
- spacing_to_other_terrain_types 1
- }
- endif
- /* ****************************************************** */
- /* ************************************** */
- <OBJECTS_GENERATION>
- /* ************************************** */
- /* ****************************************************** */
- create_object TOWN_CENTER
- {
- set_place_for_every_player
- min_distance_to_players 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
- set_scaling_to_player_number
- 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
- set_scaling_to_player_number
- 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
- }
- 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 1
- 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 1
- terrain_to_place_on SHALLOW
- }
- create_object HAWK
- {
- number_of_objects 4
- set_scaling_to_map_size
- }
- create_object SALMON
- {
- set_place_for_every_player
- min_distance_to_players 8
- max_distance_to_players 8
- number_of_objects 1
- temp_min_distance_group_placement 3
- min_distance_group_placement 1
- set_gaia_object_only
- }
- 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
- }
- /* middle lake */
- create_object SHORE_FISH
- {
- if COMMUNITY_GAME
- number_of_objects 99
- temp_min_distance_group_placement 4
- else
- number_of_objects 12
- temp_min_distance_group_placement 5
- endif
- min_distance_group_placement 1
- set_scaling_to_player_number
- set_gaia_object_only
- }
- /* 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
- }
- elseif LOW_RESOURCES
- if SUDDEN_DEATH
- create_object VILLAGER
- {
- number_of_objects 7
- set_place_for_every_player
- min_distance_to_players 6
- max_distance_to_players 6
- }
- else
- 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
- endif
- if COMMUNITY_GAME /* to capture the monumentin grand
- theft monument or
- rush other players :t90evil: */
- create_object TRANSPORT_SHIP {
- number_of_objects 1
- min_distance_to_players 6
- max_distance_to_players 6
- set_place_for_every_player
- }
- endif
- if COMMUNITY_GAME
- create_object SALMON
- {
- number_of_objects 99
- set_gaia_object_only
- min_distance_group_placement 1
- temp_min_distance_group_placement 10
- terrain_to_place_on SHALLOW
- min_distance_to_players 13
- max_distance_to_other_zones 3
- }
- endif
- if COMMUNITY_GAME
- create_object MARLIN1
- {
- if MEDIUM_MAP
- number_of_objects 2
- elseif LARGE_MAP
- number_of_objects 3
- elseif HUGE_MAP
- number_of_objects 4
- elseif GIGANTIC_MAP
- number_of_objects 5
- else
- number_of_objects 1
- endif
- set_gaia_object_only
- min_distance_group_placement 3
- temp_min_distance_group_placement 6
- terrain_to_place_on DEEP_WATER
- }
- endif
- create_object PERCH
- {
- if COMMUNITY_GAME
- number_of_objects 99
- else
- number_of_objects 1
- endif
- set_scaling_to_player_number
- set_gaia_object_only
- min_distance_group_placement 7
- }
- /* prevents things from spawning on shallows */
- create_object MAP_REVEALER
- {
- terrain_to_place_on SHALLOW
- min_distance_group_placement 3
- number_of_objects 9999
- set_gaia_object_only
- }
- /* 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
- {
- if COMMUNITY_GAME
- number_of_objects 4
- group_placement_radius 6
- set_loose_grouping
- else
- number_of_objects 2
- endif
- set_gaia_object_only
- set_place_for_every_player
- min_distance_to_players 30
- max_distance_to_players 40
- }
- /* ****************************************************** */
- <CLIFF_GENERATION>
- min_length_of_cliff 3
- max_length_of_cliff 4
- if TINY_MAP
- min_number_of_cliffs 5
- max_number_of_cliffs 5
- elseif SMALL_MAP
- min_number_of_cliffs 7
- max_number_of_cliffs 7
- elseif MEDIUM_MAP
- min_number_of_cliffs 10
- max_number_of_cliffs 10
- elseif LARGE_MAP
- min_number_of_cliffs 14
- max_number_of_cliffs 14
- elseif HUGE_MAP
- min_number_of_cliffs 17
- max_number_of_cliffs 17
- elseif GIGANTIC_MAP
- min_number_of_cliffs 21
- max_number_of_cliffs 21
- elseif LUDIKRIS_MAP
- min_number_of_cliffs 82
- max_number_of_cliffs 82
- endif
- /* ****************************************************** */
- <CONNECTION_GENERATION>
- create_connect_teams_lands
- {
- replace_terrain GRASS2 SHALLOW
- replace_terrain SNOW SHALLOW
- replace_terrain GRASS_SNOW SHALLOW
- replace_terrain DIRT_SNOW SHALLOW
- replace_terrain ICE SHALLOW
- replace_terrain SNOW_FOREST SHALLOW
- if MELTED_MAP
- replace_terrain GRASS SHALLOW
- replace_terrain PINE_FOREST SHALLOW
- terrain_cost GRASS 7
- terrain_cost PINE_FOREST 9
- endif
- terrain_cost WATER 7
- terrain_cost MED_WATER 7
- terrain_cost ICE 7
- terrain_cost SNOW_FOREST 7
- terrain_cost GRASS2 2
- terrain_cost SNOW 2
- terrain_cost GRASS_SNOW 2
- terrain_cost BEACH 4
- terrain_cost ICEBEACH 4
- terrain_cost GRASS_CLIFF 15
- terrain_cost CLIFF_DIRT 15
- terrain_cost DIRT 15
- terrain_size WATER 2 1
- terrain_size MED_WATER 2 1
- terrain_size ICE 2 1
- terrain_size GRASS 1 0
- terrain_size SNOW 1 0
- terrain_size GRASS_SNOW 1 0
- terrain_size DIRT_SNOW 1 0
- terrain_size GRASS2 1 0
- terrain_size LEAVES 1 0
- terrain_size JUNGLE 1 0
- terrain_size FOREST 1 0
- terrain_size SNOW_FOREST 1 0
- terrain_size DESERT 0 0
- terrain_size ROAD2 0 0
- terrain_size SHALLOW 0 0
- }
- create_connect_all_lands {
- replace_terrain SNOW SHALLOW
- replace_terrain GRASS_SNOW SHALLOW
- replace_terrain GRASS2 SHALLOW
- replace_terrain DIRT_SNOW SHALLOW
- replace_terrain ICE SHALLOW
- replace_terrain SNOW_FOREST SHALLOW
- if MELTED_MAP
- replace_terrain GRASS SHALLOW
- replace_terrain PINE_FOREST SHALLOW
- endif
- terrain_cost GRASS_CLIFF 15
- terrain_cost CLIFF_DIRT 15
- terrain_cost SNOW 7
- terrain_cost GRASS_SNOW 7
- terrain_cost DIRT_SNOW 7
- terrain_cost SHALLOW 5
- terrain_cost GRASS2 7
- terrain_cost DEEP_WATER 1
- terrain_cost MED_WATER 1
- terrain_cost WATER 1
- terrain_cost ICE 7
- terrain_cost ICEBEACH 7
- terrain_cost BEACH 1
- terrain_cost SNOW_FOREST 9
- if MELTED_MAP
- terrain_cost GRASS 7
- terrain_cost PINE_FOREST 9
- endif
- terrain_size SHALLOW 0 0
- }
- /* snowy tc, must come after any replace terrain that touches snow */
- create_connect_all_lands {
- if FROZEN_MAP
- replace_terrain DESERT SNOW
- replace_terrain BEACH ICEBEACH
- elseif MELTED_MAP
- replace_terrain DESERT GRASS2
- replace_terrain BEACH ICEBEACH
- endif
- terrain_cost BEACH 1
- terrain_cost ICEBEACH 15
- terrain_cost SHALLOW 15
- terrain_size ICEBEACH 5 0
- }
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