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conti pool river ponds scandi thingy

xth
Jun 28th, 2019
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  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 9 /* DIRT3 */
  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. /* ============================================
  151. ============================================
  152. ============================================ */
  153. #define COMMUNITY_GAME
  154. /* ============================================
  155. ============================================
  156. ============================================ */
  157.  
  158. random_placement
  159. if REGICIDE
  160. elseif LOW_RESOURCES
  161. if SUDDEN_DEATH
  162. else
  163. guard_state KING AMOUNT_GOLD 0 1
  164. effect_amount GAIA_SET_PLAYER_DATA DATA_MODE_FLAGS ATTR_SET 1
  165. endif
  166. effect_amount MOD_RESOURCE STARTING_WOOD ATTR_ADD 300
  167. effect_amount MOD_RESOURCE STARTING_FOOD ATTR_ADD 300
  168. effect_amount MOD_RESOURCE STARTING_GOLD ATTR_ADD -100
  169. effect_amount MOD_RESOURCE STARTING_STONE ATTR_ADD -50
  170. endif
  171. /* ************ */
  172. if SUDDEN_DEATH
  173. #const TOWN_CENTER 109
  174. #const RI_TOWN_CENTER 187
  175. guard_state TOWN_CENTER AMOUNT_GOLD 0 1
  176. effect_amount ENABLE_TECH RI_TOWN_CENTER ATTR_DISABLE 187
  177. endif
  178. /* ************ */
  179.  
  180. ai_info_map_type SCANDINAVIA 0 0 0
  181. /* ****************************************************** */
  182. effect_amount SET_ATTRIBUTE GOLD ATTR_TERRAIN_ID 7
  183. effect_amount SET_ATTRIBUTE STONE ATTR_TERRAIN_ID 7
  184. effect_amount SET_ATTRIBUTE DEER ATTR_TERRAIN_ID 7
  185. effect_amount SET_ATTRIBUTE BOAR ATTR_TERRAIN_ID 7
  186. effect_amount SET_ATTRIBUTE SALMON ATTR_TERRAIN_ID 13
  187.  
  188. /* In CTM #4 T90 said he wished transports were available in dark age
  189. I got you covered fam
  190. */
  191. effect_amount ENABLE_OBJECT TRANSPORT_SHIP ATTR_ENABLE 0
  192.  
  193.  
  194. effect_amount GAIA_UPGRADE_UNIT OAKTREE PINETREE 0
  195. effect_amount SET_ATTRIBUTE OAKTREE ATTR_TERRAIN_ID 0
  196.  
  197. effect_amount SET_ATTRIBUTE FARM_CLASS ATTR_TERRAIN_ID 7
  198.  
  199. effect_amount SET_ATTRIBUTE BUILDING_CLASS ATTR_TERRAIN_ID 7
  200.  
  201. effect_amount SET_ATTRIBUTE TOWER_CLASS ATTR_TERRAIN_ID 7
  202. effect_amount SET_ATTRIBUTE WALL_CLASS ATTR_TERRAIN_ID 7
  203. effect_amount SET_ATTRIBUTE GATE_CLASS ATTR_TERRAIN_ID 7
  204.  
  205. effect_amount SET_ATTRIBUTE GATE_CLASS ATTR_TERRAIN_ID 7
  206. effect_amount SET_ATTRIBUTE DOCK ATTR_TERRAIN_ID 6
  207. effect_amount SET_ATTRIBUTE DOCK_F ATTR_TERRAIN_ID 6
  208. effect_amount SET_ATTRIBUTE DOCK_C ATTR_TERRAIN_ID 6
  209. effect_amount SET_ATTRIBUTE DOCK_I ATTR_TERRAIN_ID 6
  210. if WOLOLOKINGDOMS
  211. effect_amount SET_ATTRIBUTE HARBOR ATTR_TERRAIN_ID 6
  212. endif
  213.  
  214.  
  215.  
  216. effect_amount SET_ATTRIBUTE MAP_REVEALER ATTR_LINE_OF_SIGHT 0
  217.  
  218.  
  219. /* ************************************** */
  220. <LAND_GENERATION>
  221. base_terrain DEEP_WATER
  222.  
  223. start_random
  224. percent_chance 50
  225. #define LEFT_RIGHT
  226. end_random
  227.  
  228. start_random
  229. percent_chance 50
  230. #define MELTED_MAP
  231. percent_chance 50
  232. #define FROZEN_MAP
  233. end_random
  234.  
  235. /* LOWLANDS */
  236. create_land {
  237. terrain_type DIRT_SNOW
  238. land_percent 100
  239. base_size 0
  240. border_fuzziness -99
  241. if LEFT_RIGHT
  242. top_border 4
  243. left_border 8
  244. right_border 8
  245. bottom_border 4
  246. else
  247. top_border 8
  248. left_border 4
  249. right_border 4
  250. bottom_border 8
  251. endif
  252. }
  253.  
  254. /* TWO POOLS */
  255. /*
  256. create_land {
  257. terrain_type MED_WATER
  258. base_size 6
  259. land_percent 4
  260. clumping_factor 99
  261. other_zone_avoidance_distance 10
  262. if LEFT_RIGHT
  263. top_border 32
  264. left_border 44
  265. right_border 44
  266. bottom_border 52
  267. land_position 50 36
  268. else
  269. top_border 44
  270. left_border 52
  271. right_border 32
  272. bottom_border 44
  273. land_position 64 50
  274. endif
  275. zone 1
  276. }
  277. create_land {
  278. terrain_type MED_WATER
  279. base_size 6
  280. land_percent 4
  281. clumping_factor 99
  282. other_zone_avoidance_distance 10
  283. if LEFT_RIGHT
  284. top_border 52
  285. left_border 44
  286. right_border 44
  287. bottom_border 32
  288. land_position 50 64
  289. else
  290. top_border 44
  291. left_border 32
  292. right_border 52
  293. bottom_border 44
  294. land_position 36 50
  295. endif
  296. zone 2
  297. }
  298. */
  299. create_land {
  300. terrain_type DEEP_WATER
  301. base_size 5
  302. number_of_tiles 0
  303. clumping_factor 99
  304. other_zone_avoidance_distance 5
  305. land_position 50 50
  306. zone 3
  307. }
  308.  
  309.  
  310. create_player_lands
  311. {
  312. terrain_type WATER
  313. base_size 11
  314. number_of_tiles 0
  315. clumping_factor 15
  316. border_fuzziness 15
  317. other_zone_avoidance_distance 7
  318. set_zone_randomly
  319. top_border 6
  320. left_border 6
  321. right_border 6
  322. bottom_border 6
  323. }
  324.  
  325. create_land {
  326. terrain_type DEEP_WATER
  327. land_position 1 1
  328. base_size 0
  329. number_of_tiles 0
  330. }
  331. create_land {
  332. terrain_type DEEP_WATER
  333. land_position 50 1
  334. base_size 0
  335. number_of_tiles 0
  336. }
  337. create_land {
  338. terrain_type DEEP_WATER
  339. land_position 99 1
  340. base_size 0
  341. number_of_tiles 0
  342. }
  343. create_land {
  344. terrain_type DEEP_WATER
  345. land_position 99 50
  346. base_size 0
  347. number_of_tiles 0
  348. }
  349. create_land {
  350. terrain_type DEEP_WATER
  351. land_position 99 99
  352. base_size 0
  353. number_of_tiles 0
  354. }
  355. create_land {
  356. terrain_type DEEP_WATER
  357. land_position 50 99
  358. base_size 0
  359. number_of_tiles 0
  360. }
  361. create_land {
  362. terrain_type DEEP_WATER
  363. land_position 1 99
  364. base_size 0
  365. number_of_tiles 0
  366. }
  367. create_land {
  368. terrain_type DEEP_WATER
  369. land_position 1 50
  370. base_size 0
  371. number_of_tiles 0
  372. }
  373. /* ****************************************************** */
  374. <ELEVATION_GENERATION>
  375. create_elevation 7 {
  376. base_terrain SNOW
  377. if TINY_MAP
  378. number_of_tiles 800
  379. number_of_clumps 25
  380. elseif SMALL_MAP
  381. number_of_tiles 1400
  382. number_of_clumps 25
  383. elseif MEDIUM_MAP
  384. number_of_tiles 1866
  385. number_of_clumps 25
  386. elseif LARGE_MAP
  387. number_of_tiles 2666
  388. number_of_clumps 25
  389. elseif HUGE_MAP
  390. number_of_tiles 3200
  391. number_of_clumps 25
  392. elseif GIGANTIC_MAP
  393. number_of_tiles 3866
  394. number_of_clumps 25
  395. elseif LUDIKRIS_MAP
  396. number_of_tiles 15333
  397. number_of_clumps 25
  398. endif
  399. }
  400.  
  401. /* ************************************** */
  402. <TERRAIN_GENERATION>
  403.  
  404. /* AVOID CLIFF */
  405.  
  406. /* Step 1: Surround cliffs in leaves
  407. this will also surround the player lakes and middle lake though */
  408.  
  409. create_terrain LEAVES {
  410. base_terrain DIRT_SNOW
  411. land_percent 99
  412. number_of_clumps 9999
  413. spacing_to_other_terrain_types 2
  414. }
  415.  
  416. /* step 2: Generate Cliff Terrain around cliffs only
  417. - put spacing = 1 to other terrains like the player lakes
  418. - so the only place it can spawn is next to cliff terrain */
  419.  
  420. create_terrain GRASS_CLIFF {
  421. base_terrain DIRT_SNOW
  422. land_percent 99
  423. number_of_clumps 9999
  424. spacing_to_other_terrain_types 1
  425. }
  426.  
  427. /* step 3: Fill the normal terrain with whatever it was before */
  428.  
  429. create_terrain DIRT_SNOW {
  430. base_terrain LEAVES
  431. land_percent 99
  432. number_of_clumps 9999
  433. }
  434.  
  435. /* finished cliffs terrain cleaning */
  436.  
  437. /* glaciers at sides of map = about 24% */
  438. create_terrain ICE {
  439. base_terrain SNOW
  440. land_percent 25
  441. number_of_clumps 99
  442. }
  443.  
  444. /* cover lowlands with snow */
  445. create_terrain SNOW {
  446. base_terrain DIRT_SNOW
  447. land_percent 80
  448. number_of_clumps 80
  449. }
  450.  
  451. /* Now working on the Players */
  452. /* SIMPLIFIED MOATS AND ROUNDING */
  453. /* repeat 4 times just to make sure it works */
  454. create_terrain SHALLOW {
  455. base_terrain WATER
  456. set_avoid_player_start_areas
  457. land_percent 10
  458. number_of_clumps 32
  459. }
  460. create_terrain SHALLOW {
  461. base_terrain WATER
  462. set_avoid_player_start_areas
  463. land_percent 3
  464. number_of_clumps 32
  465. }
  466. create_terrain SHALLOW {
  467. base_terrain WATER
  468. set_avoid_player_start_areas
  469. land_percent 2
  470. number_of_clumps 32
  471. }
  472. create_terrain SHALLOW {
  473. base_terrain WATER
  474. set_avoid_player_start_areas
  475. land_percent 1
  476. number_of_clumps 32
  477. }
  478. /* finished repeat */
  479.  
  480. /* create a big pool of shallows under the tc */
  481. create_terrain SHALLOW {
  482. base_terrain WATER
  483. land_percent 10
  484. number_of_clumps 32
  485. spacing_to_other_terrain_types 4
  486. }
  487.  
  488. /* put a snow tile under the tc so its a snowy tc
  489. note i can't use an actual snow tile
  490. because it gets replaced by connections
  491. so use a different terrain and replace it in
  492. create connect all lands
  493. */
  494. create_terrain DESERT
  495. {
  496. base_terrain SHALLOW
  497. spacing_to_other_terrain_types 6
  498. number_of_clumps 9999
  499. land_percent 99
  500. }
  501.  
  502. /* bring the snow closer to the shallows
  503. so they're not squares anymore
  504. this actually creates a weird shape
  505. Example.
  506. S = Shallow
  507. w = Water
  508.  
  509. S
  510. S S S
  511. - S S S -
  512. - - S S - - -
  513. S S - S S S - S S
  514. S S S S S S S S S S S
  515. S S S S S S S S S
  516. - S S S S - -
  517. - S S - -
  518. S S S
  519. S
  520.  
  521. I end up rounding the corners later anyway though
  522. but it looks cool in ASCII
  523.  
  524. */
  525. create_terrain SNOW {
  526. base_terrain WATER
  527. land_percent 10
  528. number_of_clumps 99
  529. spacing_to_other_terrain_types 1
  530. }
  531.  
  532. /* connections from inside shallows to outside */
  533. create_terrain SHALLOW {
  534. base_terrain WATER
  535. land_percent 10
  536. number_of_clumps 99
  537. spacing_to_other_terrain_types 1
  538. }
  539. create_terrain SHALLOW {
  540. base_terrain WATER
  541. land_percent 10
  542. number_of_clumps 99
  543. spacing_to_other_terrain_types 1
  544. }
  545. create_terrain SHALLOW {
  546. base_terrain WATER
  547. land_percent 10
  548. number_of_clumps 99
  549. spacing_to_other_terrain_types 1
  550. }
  551.  
  552. /* This final player terrain command rounds off player bases */
  553. create_terrain SNOW {
  554. base_terrain SHALLOW
  555. land_percent 10
  556. number_of_clumps 99
  557. set_avoid_player_start_areas
  558. }
  559. /* finished players */
  560.  
  561. /* PRIMARY FOREST */
  562.  
  563. create_terrain SNOW_FOREST
  564. {
  565. base_terrain SNOW
  566. spacing_to_other_terrain_types 5
  567. land_percent 12
  568. number_of_clumps 8
  569. set_avoid_player_start_areas
  570. set_scale_by_groups
  571. }
  572.  
  573. create_terrain SNOW_FOREST
  574. {
  575. base_terrain SNOW
  576. spacing_to_other_terrain_types 5
  577. land_percent 5
  578. number_of_clumps 20
  579. set_avoid_player_start_areas
  580. set_scale_by_groups
  581. }
  582.  
  583. /* PRIMARY PATCH */
  584.  
  585. create_terrain GRASS_SNOW
  586. {
  587. base_terrain SNOW
  588. number_of_clumps 20
  589. spacing_to_other_terrain_types 1
  590. land_percent 9
  591. set_scale_by_size
  592. }
  593.  
  594. /* SECONDARY PATCH */
  595.  
  596. create_terrain DIRT_SNOW
  597. {
  598. base_terrain SNOW
  599. number_of_clumps 24
  600. spacing_to_other_terrain_types 1
  601. land_percent 2
  602. set_scale_by_size
  603. }
  604.  
  605. /* TERTIARY PATCH */
  606.  
  607. create_terrain GRASS2
  608. {
  609. base_terrain GRASS_SNOW
  610. number_of_clumps 10
  611. spacing_to_other_terrain_types 1
  612. land_percent 2
  613. set_scale_by_size
  614. }
  615.  
  616. /* FROZEN LAKES */
  617.  
  618. create_terrain ICE
  619. {
  620. base_terrain SNOW
  621. land_percent 4
  622. number_of_clumps 1
  623. spacing_to_other_terrain_types 1
  624. set_avoid_player_start_areas
  625. set_flat_terrain_only
  626. }
  627.  
  628. create_terrain ICE
  629. {
  630. base_terrain SNOW
  631. land_percent 1
  632. number_of_clumps 1
  633. spacing_to_other_terrain_types 1
  634. set_avoid_player_start_areas
  635. set_flat_terrain_only
  636. }
  637.  
  638. start_random
  639. percent_chance 50
  640. create_terrain ICE
  641. {
  642. base_terrain SNOW
  643. land_percent 1
  644. number_of_clumps 1
  645. spacing_to_other_terrain_types 1
  646. set_avoid_player_start_areas
  647. set_flat_terrain_only
  648. }
  649. end_random
  650.  
  651.  
  652.  
  653.  
  654. /* clean up cliffs */
  655. create_terrain CLIFF_DIRT
  656. {
  657. base_terrain GRASS_CLIFF
  658. number_of_clumps 9999
  659. land_percent 99
  660. }
  661.  
  662. /* middle lake dockable */
  663. create_terrain WATER {
  664. base_terrain MED_WATER
  665. land_percent 4
  666. number_of_clumps 10
  667. }
  668. create_terrain MED_WATER {
  669. base_terrain WATER
  670. land_percent 2
  671. number_of_clumps 10
  672. spacing_to_other_terrain_types 2
  673. }
  674.  
  675. create_terrain DEEP_WATER {
  676. base_terrain MED_WATER
  677. spacing_to_other_terrain_types 1
  678. land_percent 1
  679. number_of_clumps 5
  680. }
  681.  
  682. if MELTED_MAP
  683. create_terrain GRASS {
  684. base_terrain SNOW
  685. land_percent 90
  686. number_of_clumps 10
  687. }
  688. create_terrain GRASS_SNOW {
  689. base_terrain GRASS
  690. land_percent 1
  691. number_of_clumps 10
  692. }
  693. create_terrain GRASS2 {
  694. base_terrain GRASS
  695. land_percent 1
  696. number_of_clumps 10
  697. }
  698. create_terrain DIRT_SNOW {
  699. base_terrain GRASS
  700. land_percent 1
  701. number_of_clumps 10
  702. }
  703. create_terrain PINE_FOREST {
  704. base_terrain SNOW_FOREST
  705. land_percent 12
  706. number_of_clumps 20
  707. }
  708. create_terrain SNOW {
  709. base_terrain ICE
  710. height_limits 0 0
  711. land_percent 10
  712. number_of_clumps 20
  713. spacing_to_other_terrain_types 1
  714. }
  715. create_terrain ICE {
  716. base_terrain SNOW
  717. land_percent 10
  718. number_of_clumps 20
  719. spacing_to_other_terrain_types 1
  720. }
  721. endif
  722.  
  723. /* ****************************************************** */
  724. /* ************************************** */
  725. <OBJECTS_GENERATION>
  726. /* ************************************** */
  727. /* ****************************************************** */
  728.  
  729. create_object TOWN_CENTER
  730. {
  731. set_place_for_every_player
  732. min_distance_to_players 0
  733. max_distance_to_players 0
  734. number_of_objects 1
  735. }
  736.  
  737. create_object SHIPWRECK
  738. {
  739. set_place_for_every_player
  740. number_of_objects 1
  741. min_distance_to_players 10
  742. max_distance_to_players 10
  743. }
  744.  
  745.  
  746. create_object SEA_ROCKS_1
  747. {
  748. start_random
  749. percent_chance 50
  750. number_of_objects 1
  751. percent_chance 25
  752. number_of_objects 2
  753. percent_chance 25
  754. number_of_objects 0
  755. end_random
  756. set_scaling_to_player_number
  757. temp_min_distance_group_placement 10
  758. min_distance_to_players 6
  759. max_distance_to_players 12
  760. terrain_to_place_on SHALLOW
  761. }
  762.  
  763. create_object SEA_ROCKS_2
  764. {
  765. start_random
  766. percent_chance 50
  767. number_of_objects 1
  768. percent_chance 25
  769. number_of_objects 2
  770. percent_chance 25
  771. number_of_objects 0
  772. end_random
  773. set_scaling_to_player_number
  774. temp_min_distance_group_placement 10
  775. min_distance_to_players 6
  776. max_distance_to_players 12
  777. terrain_to_place_on SHALLOW
  778. }
  779.  
  780. create_object VILLAGER
  781. {
  782. set_place_for_every_player
  783. min_distance_to_players 6
  784. max_distance_to_players 6
  785. }
  786.  
  787.  
  788.  
  789. create_object OAKTREE
  790. {
  791. number_of_objects 2
  792. set_gaia_object_only
  793. set_place_for_every_player
  794. min_distance_to_players 4
  795. max_distance_to_players 5
  796. min_distance_group_placement 1
  797. terrain_to_place_on SHALLOW
  798. }
  799. create_object OAKTREE
  800. {
  801. number_of_objects 3
  802. set_gaia_object_only
  803. set_place_for_every_player
  804. min_distance_to_players 6
  805. max_distance_to_players 8
  806. min_distance_group_placement 1
  807. terrain_to_place_on SHALLOW
  808. }
  809.  
  810. create_object HAWK
  811. {
  812. number_of_objects 4
  813. set_scaling_to_map_size
  814. }
  815.  
  816. create_object SALMON
  817. {
  818. set_place_for_every_player
  819. min_distance_to_players 8
  820. max_distance_to_players 8
  821. number_of_objects 1
  822. temp_min_distance_group_placement 3
  823. min_distance_group_placement 1
  824. set_gaia_object_only
  825. }
  826.  
  827.  
  828. create_object SCOUT
  829. {
  830. number_of_objects 1
  831. set_place_for_every_player
  832. min_distance_to_players 7
  833. max_distance_to_players 9
  834. }
  835.  
  836. create_object RELIC
  837. {
  838. number_of_objects 5
  839. min_distance_to_players 25
  840. temp_min_distance_group_placement 20
  841. }
  842.  
  843. /* middle lake */
  844. create_object SHORE_FISH
  845. {
  846. if COMMUNITY_GAME
  847. number_of_objects 99
  848. temp_min_distance_group_placement 4
  849. else
  850. number_of_objects 12
  851. temp_min_distance_group_placement 5
  852. endif
  853. min_distance_group_placement 1
  854. set_scaling_to_player_number
  855. set_gaia_object_only
  856. }
  857.  
  858.  
  859. /* SPECIAL STUFF FOR REGICIDE */
  860.  
  861. if REGICIDE
  862. create_object VILLAGER
  863. {
  864. number_of_objects 7
  865. set_place_for_every_player
  866. min_distance_to_players 6
  867. max_distance_to_players 6
  868. }
  869.  
  870. create_object KING
  871. {
  872. set_place_for_every_player
  873. min_distance_to_players 6
  874. max_distance_to_players 6
  875. }
  876.  
  877. create_object CASTLE
  878. {
  879. set_place_for_every_player
  880. min_distance_to_players 10
  881. max_distance_to_players 10
  882. }
  883.  
  884. elseif LOW_RESOURCES
  885. if SUDDEN_DEATH
  886. create_object VILLAGER
  887. {
  888. number_of_objects 7
  889. set_place_for_every_player
  890. min_distance_to_players 6
  891. max_distance_to_players 6
  892. }
  893. else
  894. create_object VILLAGER
  895. {
  896. number_of_objects 7
  897. set_place_for_every_player
  898. min_distance_to_players 6
  899. max_distance_to_players 6
  900. }
  901. create_object KING
  902. {
  903. set_place_for_every_player
  904. min_distance_to_players 6
  905. max_distance_to_players 6
  906. }
  907. create_object CASTLE
  908. {
  909. set_place_for_every_player
  910. min_distance_to_players 10
  911. max_distance_to_players 10
  912. }
  913. endif
  914. endif
  915.  
  916. if COMMUNITY_GAME /* to capture the monumentin grand
  917. theft monument or
  918. rush other players :t90evil: */
  919. create_object TRANSPORT_SHIP {
  920. number_of_objects 1
  921. min_distance_to_players 6
  922. max_distance_to_players 6
  923. set_place_for_every_player
  924. }
  925. endif
  926.  
  927. if COMMUNITY_GAME
  928. create_object SALMON
  929. {
  930. number_of_objects 99
  931. set_gaia_object_only
  932. min_distance_group_placement 1
  933. temp_min_distance_group_placement 10
  934. terrain_to_place_on SHALLOW
  935. min_distance_to_players 13
  936. max_distance_to_other_zones 3
  937. }
  938. endif
  939.  
  940.  
  941. if COMMUNITY_GAME
  942. create_object MARLIN1
  943. {
  944. if MEDIUM_MAP
  945. number_of_objects 2
  946. elseif LARGE_MAP
  947. number_of_objects 3
  948. elseif HUGE_MAP
  949. number_of_objects 4
  950. elseif GIGANTIC_MAP
  951. number_of_objects 5
  952. else
  953. number_of_objects 1
  954. endif
  955. set_gaia_object_only
  956. min_distance_group_placement 3
  957. temp_min_distance_group_placement 6
  958. terrain_to_place_on DEEP_WATER
  959. }
  960. endif
  961.  
  962. create_object PERCH
  963. {
  964. if COMMUNITY_GAME
  965. number_of_objects 99
  966. else
  967. number_of_objects 1
  968. endif
  969. set_scaling_to_player_number
  970. set_gaia_object_only
  971. min_distance_group_placement 7
  972. }
  973.  
  974. /* prevents things from spawning on shallows */
  975. create_object MAP_REVEALER
  976. {
  977. terrain_to_place_on SHALLOW
  978. min_distance_group_placement 3
  979. number_of_objects 9999
  980. set_gaia_object_only
  981. }
  982.  
  983. /* NEAR GOLD */
  984.  
  985. create_object GOLD
  986. {
  987. number_of_objects 7
  988. group_placement_radius 3
  989. set_tight_grouping
  990. set_gaia_object_only
  991. set_place_for_every_player
  992. min_distance_to_players 12
  993. max_distance_to_players 16
  994. min_distance_group_placement 7
  995. max_distance_to_other_zones 7
  996. }
  997.  
  998. /* MEDIUM GOLD */
  999.  
  1000. create_object GOLD
  1001. {
  1002. number_of_objects 4
  1003. group_placement_radius 3
  1004. set_tight_grouping
  1005. set_gaia_object_only
  1006. set_place_for_every_player
  1007. min_distance_to_players 18
  1008. max_distance_to_players 26
  1009. min_distance_group_placement 7
  1010. max_distance_to_other_zones 7
  1011. }
  1012.  
  1013.  
  1014. /* FAR GOLD */
  1015.  
  1016. create_object GOLD
  1017. {
  1018. number_of_objects 4
  1019. group_placement_radius 3
  1020. set_tight_grouping
  1021. set_gaia_object_only
  1022. set_place_for_every_player
  1023. min_distance_to_players 25
  1024. max_distance_to_players 35
  1025. min_distance_group_placement 7
  1026. max_distance_to_other_zones 7
  1027. }
  1028.  
  1029. /* NEAR STONE */
  1030.  
  1031. create_object STONE
  1032. {
  1033. number_of_objects 5
  1034. group_placement_radius 2
  1035. set_tight_grouping
  1036. set_gaia_object_only
  1037. set_place_for_every_player
  1038. min_distance_to_players 14
  1039. max_distance_to_players 18
  1040. min_distance_group_placement 7
  1041. max_distance_to_other_zones 7
  1042. }
  1043.  
  1044. /* FAR STONE */
  1045.  
  1046. create_object STONE
  1047. {
  1048. number_of_objects 4
  1049. group_placement_radius 2
  1050. set_tight_grouping
  1051. set_gaia_object_only
  1052. set_place_for_every_player
  1053. min_distance_to_players 20
  1054. max_distance_to_players 26
  1055. min_distance_group_placement 7
  1056. max_distance_to_other_zones 7
  1057. }
  1058.  
  1059.  
  1060. /* BAA BAA */
  1061.  
  1062. create_object SHEEP
  1063. {
  1064. number_of_objects 4
  1065. set_loose_grouping
  1066. set_gaia_object_only
  1067. set_place_for_every_player
  1068. min_distance_to_players 10
  1069. max_distance_to_players 12
  1070. }
  1071.  
  1072. create_object SHEEP
  1073. {
  1074. number_of_objects 2
  1075. number_of_groups 2
  1076. set_loose_grouping
  1077. set_gaia_object_only
  1078. set_place_for_every_player
  1079. min_distance_to_players 14
  1080. max_distance_to_players 30
  1081. }
  1082.  
  1083. create_object DEER
  1084. {
  1085. number_of_objects 8
  1086. group_variance 1
  1087. group_placement_radius 3
  1088. set_loose_grouping
  1089. set_gaia_object_only
  1090. set_place_for_every_player
  1091. min_distance_to_players 14
  1092. max_distance_to_players 30
  1093. }
  1094.  
  1095. create_object BOAR
  1096. {
  1097. number_of_objects 2
  1098. set_loose_grouping
  1099. set_gaia_object_only
  1100. set_place_for_every_player
  1101. min_distance_to_players 16
  1102. max_distance_to_players 22
  1103. }
  1104.  
  1105. create_object BOAR
  1106. {
  1107. number_of_objects 1
  1108. set_gaia_object_only
  1109. set_place_for_every_player
  1110. min_distance_to_players 16
  1111. max_distance_to_players 22
  1112. }
  1113.  
  1114.  
  1115. create_object WOLF
  1116. {
  1117. if COMMUNITY_GAME
  1118. number_of_objects 4
  1119. group_placement_radius 6
  1120. set_loose_grouping
  1121. else
  1122. number_of_objects 2
  1123. endif
  1124. set_gaia_object_only
  1125. set_place_for_every_player
  1126. min_distance_to_players 30
  1127. max_distance_to_players 40
  1128. }
  1129.  
  1130. /* ****************************************************** */
  1131. <CLIFF_GENERATION>
  1132. min_length_of_cliff 3
  1133. max_length_of_cliff 4
  1134.  
  1135. if TINY_MAP
  1136. min_number_of_cliffs 5
  1137. max_number_of_cliffs 5
  1138. elseif SMALL_MAP
  1139. min_number_of_cliffs 7
  1140. max_number_of_cliffs 7
  1141. elseif MEDIUM_MAP
  1142. min_number_of_cliffs 10
  1143. max_number_of_cliffs 10
  1144. elseif LARGE_MAP
  1145. min_number_of_cliffs 14
  1146. max_number_of_cliffs 14
  1147. elseif HUGE_MAP
  1148. min_number_of_cliffs 17
  1149. max_number_of_cliffs 17
  1150. elseif GIGANTIC_MAP
  1151. min_number_of_cliffs 21
  1152. max_number_of_cliffs 21
  1153. elseif LUDIKRIS_MAP
  1154. min_number_of_cliffs 82
  1155. max_number_of_cliffs 82
  1156. endif
  1157.  
  1158. /* ****************************************************** */
  1159. <CONNECTION_GENERATION>
  1160.  
  1161. create_connect_teams_lands
  1162. {
  1163. replace_terrain GRASS2 SHALLOW
  1164. replace_terrain SNOW SHALLOW
  1165. replace_terrain GRASS_SNOW SHALLOW
  1166. replace_terrain DIRT_SNOW SHALLOW
  1167. replace_terrain ICE SHALLOW
  1168. replace_terrain SNOW_FOREST SHALLOW
  1169.  
  1170. if MELTED_MAP
  1171. replace_terrain GRASS SHALLOW
  1172. replace_terrain PINE_FOREST SHALLOW
  1173. terrain_cost GRASS 7
  1174. terrain_cost PINE_FOREST 9
  1175. endif
  1176. terrain_cost WATER 7
  1177. terrain_cost MED_WATER 7
  1178. terrain_cost ICE 7
  1179. terrain_cost SNOW_FOREST 7
  1180. terrain_cost GRASS2 2
  1181. terrain_cost SNOW 2
  1182. terrain_cost GRASS_SNOW 2
  1183. terrain_cost BEACH 4
  1184. terrain_cost ICEBEACH 4
  1185. terrain_cost GRASS_CLIFF 15
  1186. terrain_cost CLIFF_DIRT 15
  1187. terrain_cost DIRT 15
  1188. terrain_size WATER 2 1
  1189. terrain_size MED_WATER 2 1
  1190. terrain_size ICE 2 1
  1191. terrain_size GRASS 1 0
  1192. terrain_size SNOW 1 0
  1193. terrain_size GRASS_SNOW 1 0
  1194. terrain_size DIRT_SNOW 1 0
  1195. terrain_size GRASS2 1 0
  1196. terrain_size LEAVES 1 0
  1197. terrain_size JUNGLE 1 0
  1198. terrain_size FOREST 1 0
  1199. terrain_size SNOW_FOREST 1 0
  1200. terrain_size DESERT 0 0
  1201. terrain_size ROAD2 0 0
  1202. terrain_size SHALLOW 0 0
  1203.  
  1204. }
  1205.  
  1206. create_connect_all_lands {
  1207. replace_terrain SNOW SHALLOW
  1208. replace_terrain GRASS_SNOW SHALLOW
  1209. replace_terrain GRASS2 SHALLOW
  1210. replace_terrain DIRT_SNOW SHALLOW
  1211. replace_terrain ICE SHALLOW
  1212. replace_terrain SNOW_FOREST SHALLOW
  1213. if MELTED_MAP
  1214. replace_terrain GRASS SHALLOW
  1215. replace_terrain PINE_FOREST SHALLOW
  1216. endif
  1217. terrain_cost GRASS_CLIFF 15
  1218. terrain_cost CLIFF_DIRT 15
  1219. terrain_cost SNOW 7
  1220. terrain_cost GRASS_SNOW 7
  1221. terrain_cost DIRT_SNOW 7
  1222. terrain_cost SHALLOW 5
  1223. terrain_cost GRASS2 7
  1224. terrain_cost DEEP_WATER 1
  1225. terrain_cost MED_WATER 1
  1226. terrain_cost WATER 1
  1227. terrain_cost ICE 7
  1228. terrain_cost ICEBEACH 7
  1229. terrain_cost BEACH 1
  1230. terrain_cost SNOW_FOREST 9
  1231. if MELTED_MAP
  1232. terrain_cost GRASS 7
  1233. terrain_cost PINE_FOREST 9
  1234. endif
  1235. terrain_size SHALLOW 0 0
  1236. }
  1237.  
  1238. /* snowy tc, must come after any replace terrain that touches snow */
  1239. create_connect_all_lands {
  1240. if FROZEN_MAP
  1241. replace_terrain DESERT SNOW
  1242. replace_terrain BEACH ICEBEACH
  1243. elseif MELTED_MAP
  1244. replace_terrain DESERT GRASS2
  1245. replace_terrain BEACH ICEBEACH
  1246. endif
  1247. terrain_cost BEACH 1
  1248. terrain_cost ICEBEACH 15
  1249. terrain_cost SHALLOW 15
  1250. terrain_size ICEBEACH 5 0
  1251. }
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