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- /*
- Runestones by Chrazini
- Created: 10-05-2021
- Updated: 18-08-2021
- Version: 2.3
- BSV: 9.1.1
- Compatibility: Definitive Edition
- */
- /*
- DM TreadMill Crane for All by xThomas
- Created: Dec 15, 2021
- Modified: Dec 15, 2021
- Version: 1.0
- */
- #includeXS TreadmillCrane.xs
- /* ------------------------------------------ */
- /* ------------ General Settings ------------ */
- /* ------------------------------------------ */
- #define THEME_EUROPEAN
- #define COLLAPSE
- /* #define DEBUG_MODE */
- /* #define TERRAIN_DEBUGGING */
- /* ---------------------------------------- */
- /* ------------ Nomad Settings ------------ */
- /* ---------------------------------------- */
- /* #define NOMAD_MAP */
- /* #define SCATTERED_VILLAGERS */
- #define NOMAD_UNIT
- /* ----------------------------------------------------- */
- /* ------------ Spawn & Generation Settings ------------ */
- /* ----------------------------------------------------- */
- /* #define CENTRALISE_SPAWN */
- /* #define RESTRICTED_SPAWN */
- /* #define CLOSE_PROXIMITY */
- /* #define ENABLE_WALLS */
- /* #define CORNER_PIECES */
- /* ------------------------------------------------ */
- /* ------------ Miscellaneous Settings ------------ */
- /* ------------------------------------------------ */
- #define REGICIDE_BUILDING
- /* #define REGICIDE_QUEEN */
- #define BALANCED_RELICS
- /* #define SAFE_LUREABLE */
- /* #define LUREABLE_INDICATOR */
- #define MAJOR_UNGULATE
- /* #define LEGACY_CODE */
- #define ENABLE_EDGE
- /* #define MODE_TOGGLE */
- /* ---------------------------------------------- */
- /* ------------ Empire Wars Settings ------------ */
- /* ---------------------------------------------- */
- /* #define ESCALATION_MODE */
- #define ENABLE_FORAGERS
- /* #define ENABLE_HUNTERS */
- /* #define ENABLE_FISHERMEN */
- /* #define ENABLE_DOCK */
- #define OVERWRITES
- if OVERWRITES
- #const O_STRAGGLER 1053
- endif
- #define MAP_CONSTANTS
- if MAP_CONSTANTS
- #const LUMBERJACK_TERRAIN 76
- #const BEACH_TERRAIN 2
- #const SPAWN_FOREST 20
- #const SPAWN_TERRAIN 76
- #const BASE_FOREST 20
- #const BASE_TERRAIN 76
- #const BASE_BLEND_A 100
- #const BASE_BLEND_B 9
- #const BASE_BLEND_C 70
- #const STRAGGLER_FOREST 19
- #const MIDDLE_PLACEHOLDER 0
- #const MIDDLE_TERRAIN 70
- endif
- #define THEME_CONSTANTS
- if THEME_CONSTANTS
- start_random
- percent_chance 50 #define TWO_A
- percent_chance 50 #define TWO_B
- end_random
- start_random
- percent_chance 33 #define THREE_A
- percent_chance 34 #define THREE_B
- percent_chance 33 #define THREE_C
- end_random
- start_random
- percent_chance 25 #define FOUR_A
- percent_chance 25 #define FOUR_B
- percent_chance 25 #define FOUR_C
- percent_chance 25 #define FOUR_D
- end_random
- start_random
- percent_chance 20 #define FIVE_A
- percent_chance 20 #define FIVE_B
- percent_chance 20 #define FIVE_C
- percent_chance 20 #define FIVE_D
- percent_chance 20 #define FIVE_E
- end_random
- start_random
- percent_chance 17 #define SIX_A
- percent_chance 16 #define SIX_B
- percent_chance 17 #define SIX_C
- percent_chance 17 #define SIX_D
- percent_chance 16 #define SIX_E
- percent_chance 17 #define SIX_F
- end_random
- start_random
- percent_chance 14 #define SEVEN_A
- percent_chance 15 #define SEVEN_B
- percent_chance 14 #define SEVEN_C
- percent_chance 14 #define SEVEN_D
- percent_chance 14 #define SEVEN_E
- percent_chance 15 #define SEVEN_F
- percent_chance 14 #define SEVEN_G
- end_random
- if THEME_CUSTOM
- elseif THEME_EUROPEAN
- #const WATER_A 1 /* Normal Shallow Water */
- #const WATER_B 23 /* Normal Medium Water */
- #const WATER_C 22 /* Normal Deep Water */
- #const TERRAIN_SHALLOWS 4 /* Normal Shallows */
- #const TERRAIN_RESTRICT 40 /* Rock Terrain */
- #const TERRAIN_ROAD 75 /* Fungus Road */
- #const S_STRAGGLER 1053 /* Bush B */
- #const O_STRAGGLER 411 /* Oak Tree */
- #const SHRUB 59 /* Berry Bush */
- if TWO_A
- #const HERDABLE_A 594 /* Sheep */
- #const HERDABLE_B 1245 /* Pig */
- elseif TWO_B
- #const HERDABLE_A 1245 /* Pig */
- #const HERDABLE_B 594 /* Sheep */
- endif
- #const UNGULATE_A 65 /* Deer */
- #const UNGULATE_B 65 /* Deer */
- #const LUREABLE_A 48 /* Boar */
- #const LUREABLE_B 48 /* Boar */
- #define INDICATOR_GRASS
- if TWO_A
- #const PREDATOR_A 126 /* Wolf */
- #const PREDATOR_B 486 /* Bear */
- elseif TWO_B
- #const PREDATOR_A 486 /* Bear */
- #const PREDATOR_B 126 /* Wolf */
- endif
- #const NERITIC_A 69 /* Shore Fish */
- if TWO_A
- #const AQUATIC_A 456 /* Salmon */
- #const AQUATIC_B 457 /* Tuna */
- elseif TWO_B
- #const AQUATIC_A 457 /* Tuna */
- #const AQUATIC_B 456 /* Salmon */
- endif
- if TWO_A
- #const BIRD_A 96 /* Hawk */
- #const BIRD_B 1056 /* Falcon */
- elseif TWO_B
- #const BIRD_A 1056 /* Falcon */
- #const BIRD_B 96 /* Hawk */
- endif
- if THREE_A
- #const NOMAD_SCOUT 814 /* Player Horse A */
- elseif THREE_B
- #const NOMAD_SCOUT 1602 /* Player Horse C */
- elseif THREE_C
- #const NOMAD_SCOUT 1606 /* Player Horse E */
- endif
- #const WILDLIFE 835 /* Wild Horse */
- elseif THEME_ALPINE
- #const WATER_A 1 /* Normal Shallow Water */
- #const WATER_B 23 /* Normal Medium Water */
- #const WATER_C 22 /* Normal Deep Water */
- #const TERRAIN_SHALLOWS 4 /* Normal Shallows */
- #const TERRAIN_RESTRICT 40 /* Rock Terrain */
- #const TERRAIN_ROAD 75 /* Fungus Road */
- #const S_STRAGGLER 350 /* Pine Tree */
- #const O_STRAGGLER 1053 /* Bush B */
- #const SHRUB 59 /* Berry Bush */
- if SIX_A
- #const HERDABLE_A 594 /* Sheep */
- #const HERDABLE_B 1243 /* Goose */
- elseif SIX_B
- #const HERDABLE_A 594 /* Sheep */
- #const HERDABLE_B 1245 /* Pig */
- elseif SIX_C
- #const HERDABLE_A 1243 /* Goose */
- #const HERDABLE_B 594 /* Sheep */
- elseif SIX_D
- #const HERDABLE_A 1243 /* Goose */
- #const HERDABLE_B 1245 /* Pig */
- elseif SIX_E
- #const HERDABLE_A 1245 /* Pig */
- #const HERDABLE_B 594 /* Sheep */
- elseif SIX_F
- #const HERDABLE_A 1245 /* Pig */
- #const HERDABLE_B 1243 /* Goose */
- endif
- if THREE_A
- #const UNGULATE_A 1239 /* Ibex */
- #const UNGULATE_B 65 /* Deer */
- elseif THREE_B
- #const UNGULATE_A 65 /* Deer */
- #const UNGULATE_B 1239 /* Ibex */
- elseif THREE_C
- #const UNGULATE_A 1239 /* Ibex */
- #const UNGULATE_B 1239 /* Ibex */
- endif
- #const LUREABLE_A 48 /* Boar */
- #const LUREABLE_B 48 /* Boar */
- #define INDICATOR_GRASS
- if TWO_A
- #const PREDATOR_A 126 /* Wolf */
- #const PREDATOR_B 486 /* Bear */
- elseif TWO_B
- #const PREDATOR_A 486 /* Bear */
- #const PREDATOR_B 126 /* Wolf */
- endif
- #const NERITIC_A 69 /* Shore Fish */
- if TWO_A
- #const AQUATIC_A 456 /* Salmon */
- #const AQUATIC_B 457 /* Tuna */
- elseif TWO_B
- #const AQUATIC_A 457 /* Tuna */
- #const AQUATIC_B 456 /* Salmon */
- endif
- if TWO_A
- #const BIRD_A 1056 /* Falcon */
- #const BIRD_B 96 /* Hawk */
- elseif TWO_B
- #const BIRD_A 96 /* Hawk */
- #const BIRD_B 1056 /* Falcon */
- endif
- if THREE_A
- #const NOMAD_SCOUT 814 /* Player Horse A */
- elseif THREE_B
- #const NOMAD_SCOUT 1602 /* Player Horse C */
- elseif THREE_C
- #const NOMAD_SCOUT 1606 /* Player Horse E */
- endif
- #const WILDLIFE 835 /* Wild Horse */
- elseif THEME_AMERICAN
- #const WATER_A 1 /* Normal Shallow Water */
- #const WATER_B 23 /* Normal Medium Water */
- #const WATER_C 22 /* Normal Deep Water */
- #const TERRAIN_SHALLOWS 4 /* Normal Shallows */
- #const TERRAIN_RESTRICT 40 /* Rock Terrain */
- #const TERRAIN_ROAD 75 /* Fungus Road */
- #const S_STRAGGLER 414 /* Jungle Tree */
- #const O_STRAGGLER 1146 /* Rainforest Tree */
- #const SHRUB 59 /* Berry Bush */
- if TWO_A
- #const HERDABLE_A 833 /* Turkey */
- #const HERDABLE_B 305 /* Llama */
- elseif TWO_B
- #const HERDABLE_A 305 /* Llama */
- #const HERDABLE_B 833 /* Turkey */
- endif
- #const UNGULATE_A 65 /* Deer */
- #const UNGULATE_B 65 /* Deer */
- #const LUREABLE_A 822 /* Javelina */
- #const LUREABLE_B 822 /* Javelina */
- #const PREDATOR_A 812 /* Jaguar */
- #const PREDATOR_B 812 /* Jaguar */
- #const NERITIC_A 69 /* Shore Fish */
- if TWO_A
- #const AQUATIC_A 458 /* Snapper */
- #const AQUATIC_B 457 /* Tuna */
- elseif TWO_B
- #const AQUATIC_A 457 /* Tuna */
- #const AQUATIC_B 458 /* Snapper */
- endif
- if TWO_A
- #const BIRD_A 816 /* Macaw */
- #const BIRD_B 96 /* Hawk */
- elseif TWO_B
- #const BIRD_A 816 /* Macaw */
- #const BIRD_B 816 /* Macaw */
- endif
- if THREE_A
- #const NOMAD_SCOUT 814 /* Player Horse A */
- elseif THREE_B
- #const NOMAD_SCOUT 1602 /* Player Horse C */
- elseif THREE_C
- #const NOMAD_SCOUT 1606 /* Player Horse E */
- endif
- #const WILDLIFE 835
- elseif THEME_COLD
- #const WATER_A 1 /* Normal Shallow Water */
- #const WATER_B 23 /* Normal Medium Water */
- #const WATER_C 22 /* Normal Deep Water */
- #const TERRAIN_SHALLOWS 26 /* Passable Ice */
- #const TERRAIN_RESTRICT 35 /* Impassable Ice */
- #const TERRAIN_ROAD 38 /* Snow Road */
- #const S_STRAGGLER 1054 /* Snow Bush */
- #const O_STRAGGLER 413 /* Snow Pine */
- #const SHRUB 59 /* Berry Bush */
- if SIX_A
- #const HERDABLE_A 594 /* Sheep */
- #const HERDABLE_B 1245 /* Pig */
- elseif SIX_B
- #const HERDABLE_A 594 /* Sheep */
- #const HERDABLE_B 705 /* Cow */
- elseif SIX_C
- #const HERDABLE_A 1245 /* Pig */
- #const HERDABLE_B 594 /* Sheep */
- elseif SIX_D
- #const HERDABLE_A 1245 /* Pig */
- #const HERDABLE_B 705 /* Cow */
- elseif SIX_E
- #const HERDABLE_A 705 /* Cow */
- #const HERDABLE_B 594 /* Sheep */
- #define FAT_HERDABLE
- elseif SIX_F
- #const HERDABLE_A 705 /* Cow */
- #const HERDABLE_B 1245 /* Pig */
- #define FAT_HERDABLE
- endif
- #const UNGULATE_A 1239 /* Ibex */
- #const UNGULATE_B 1239 /* Ibex */
- #const LUREABLE_A 48 /* Boar */
- #const LUREABLE_B 48 /* Boar */
- #define INDICATOR_SKELETON
- if SIX_A
- #const PREDATOR_A 126 /* Wolf */
- #const PREDATOR_B 486 /* Bear */
- elseif SIX_B
- #const PREDATOR_A 126 /* Wolf */
- #const PREDATOR_B 1241 /* Snow Leopard */
- elseif SIX_C
- #const PREDATOR_A 486 /* Bear */
- #const PREDATOR_B 126 /* Wolf */
- elseif SIX_D
- #const PREDATOR_A 486 /* Bear */
- #const PREDATOR_B 1241 /* Snow Leopard */
- elseif SIX_E
- #const PREDATOR_A 1241 /* Snow Leopard */
- #const PREDATOR_B 126 /* Wolf */
- elseif SIX_F
- #const PREDATOR_A 1241 /* Snow Leopard */
- #const PREDATOR_B 486 /* Bear */
- endif
- #const NERITIC_A 69 /* Shore Fish */
- if TWO_A
- #const AQUATIC_A 456 /* Salmon */
- #const AQUATIC_B 457 /* Tuna */
- elseif TWO_B
- #const AQUATIC_A 457 /* Tuna */
- #const AQUATIC_B 456 /* Salmon */
- endif
- if TWO_A
- #const BIRD_A 1056 /* Falcon */
- #const BIRD_B 96 /* Hawk */
- elseif TWO_B
- #const BIRD_A 96 /* Hawk */
- #const BIRD_B 1056 /* Falcon */
- endif
- #const NOMAD_SCOUT 1356 /* Player Horse B */
- #const WILDLIFE 1356 /* Wild Horse */
- elseif THEME_AUTUMN_COLD
- #const WATER_A 1 /* Normal Shallow Water */
- #const WATER_B 23 /* Normal Medium Water */
- #const WATER_C 22 /* Normal Deep Water */
- #const TERRAIN_SHALLOWS 26 /* Passable Ice */
- #const TERRAIN_RESTRICT 35 /* Impassable Ice */
- #const TERRAIN_ROAD 38 /* Snow Road */
- #const S_STRAGGLER 1054 /* Snow Bush */
- #const O_STRAGGLER 1249 /* Snow Autumn Tree */
- #const SHRUB 59 /* Berry Bush */
- if SIX_A
- #const HERDABLE_A 594 /* Sheep */
- #const HERDABLE_B 1245 /* Pig */
- elseif SIX_B
- #const HERDABLE_A 594 /* Sheep */
- #const HERDABLE_B 705 /* Cow */
- elseif SIX_C
- #const HERDABLE_A 1245 /* Pig */
- #const HERDABLE_B 594 /* Sheep */
- elseif SIX_D
- #const HERDABLE_A 1245 /* Pig */
- #const HERDABLE_B 705 /* Cow */
- elseif SIX_E
- #const HERDABLE_A 705 /* Cow */
- #const HERDABLE_B 594 /* Sheep */
- #define FAT_HERDABLE
- elseif SIX_F
- #const HERDABLE_A 705 /* Cow */
- #const HERDABLE_B 1245 /* Pig */
- #define FAT_HERDABLE
- endif
- if THREE_A
- #const UNGULATE_A 1239 /* Ibex */
- #const UNGULATE_B 65 /* Deer */
- elseif THREE_B
- #const UNGULATE_A 65 /* Deer */
- #const UNGULATE_B 1239 /* Ibex */
- elseif THREE_C
- #const UNGULATE_A 1239 /* Ibex */
- #const UNGULATE_B 1239 /* Ibex */
- endif
- #const LUREABLE_A 48 /* Boar */
- #const LUREABLE_B 48 /* Boar */
- #define INDICATOR_SKELETON
- if SIX_A
- #const PREDATOR_A 126 /* Wolf */
- #const PREDATOR_B 486 /* Bear */
- elseif SIX_B
- #const PREDATOR_A 126 /* Wolf */
- #const PREDATOR_B 1241 /* Snow Leopard */
- elseif SIX_C
- #const PREDATOR_A 486 /* Bear */
- #const PREDATOR_B 126 /* Wolf */
- elseif SIX_D
- #const PREDATOR_A 486 /* Bear */
- #const PREDATOR_B 1241 /* Snow Leopard */
- elseif SIX_E
- #const PREDATOR_A 1241 /* Snow Leopard */
- #const PREDATOR_B 126 /* Wolf */
- elseif SIX_F
- #const PREDATOR_A 1241 /* Snow Leopard */
- #const PREDATOR_B 486 /* Bear */
- endif
- #const NERITIC_A 69 /* Shore Fish */
- if TWO_A
- #const AQUATIC_A 456 /* Salmon */
- #const AQUATIC_B 457 /* Tuna */
- elseif TWO_B
- #const AQUATIC_A 457 /* Tuna */
- #const AQUATIC_B 456 /* Salmon */
- endif
- if TWO_A
- #const BIRD_A 1056 /* Falcon */
- #const BIRD_B 96 /* Hawk */
- elseif TWO_B
- #const BIRD_A 96 /* Hawk */
- #const BIRD_B 1056 /* Falcon */
- endif
- #const NOMAD_SCOUT 1356 /* Player Horse B */
- #const WILDLIFE 1356 /* Wild Horse */
- elseif THEME_ASIAN
- #define COMBINE_UNGULATE
- #const WATER_A 1 /* Normal Shallow Water */
- #const WATER_B 23 /* Normal Medium Water */
- #const WATER_C 22 /* Normal Deep Water */
- #const TERRAIN_SHALLOWS 4 /* Normal Shallows */
- #const TERRAIN_RESTRICT 40 /* Rock Terrain */
- #const TERRAIN_ROAD 25 /* Broken Road */
- #const S_STRAGGLER 348 /* Bamboo Tree */
- #const O_STRAGGLER 348 /* Bamboo Tree */
- if TWO_A
- #const SHRUB 59 /* Berry Bush */
- elseif TWO_B
- #const SHRUB 1059 /* Fruit Bush */
- endif
- if SIX_A
- #const HERDABLE_A 594 /* Sheep */
- #const HERDABLE_B 1243 /* Goose */
- elseif SIX_B
- #const HERDABLE_A 594 /* Sheep */
- #const HERDABLE_B 1245 /* Pig */
- elseif SIX_C
- #const HERDABLE_A 1243 /* Goose */
- #const HERDABLE_B 594 /* Sheep */
- elseif SIX_D
- #const HERDABLE_A 1243 /* Goose */
- #const HERDABLE_B 1245 /* Pig */
- elseif SIX_E
- #const HERDABLE_A 1245 /* Pig */
- #const HERDABLE_B 594 /* Sheep */
- elseif SIX_F
- #const HERDABLE_A 1245 /* Pig */
- #const HERDABLE_B 1243 /* Goose */
- endif
- if TWO_A
- #const UNGULATE_A 1239 /* Ibex */
- #const UNGULATE_B 65 /* Deer */
- elseif TWO_B
- #const UNGULATE_A 65 /* Deer */
- #const UNGULATE_B 1239 /* Ibex */
- endif
- #const LUREABLE_A 48 /* Boar */
- #const LUREABLE_B 48 /* Boar */
- #define INDICATOR_GRASS
- #const PREDATOR_A 1137 /* Tiger */
- #const PREDATOR_B 1137 /* Tiger */
- if TWO_A
- #const NERITIC_A 69 /* Shore Fish */
- elseif TWO_B
- #const NERITIC_A 1141 /* Box Turtles */
- endif
- if TWO_A
- #const AQUATIC_A 456 /* Salmon */
- #const AQUATIC_B 455 /* Dorado */
- elseif TWO_B
- #const AQUATIC_A 455 /* Dorado */
- #const AQUATIC_B 456 /* Salmon */
- endif
- if SIX_A
- #const BIRD_A 96 /* Hawk */
- #const BIRD_B 816 /* Macaw */
- elseif SIX_B
- #const BIRD_A 96 /* Hawk */
- #const BIRD_B 1056 /* Falcon */
- elseif SIX_C
- #const BIRD_A 816 /* Macaw */
- #const BIRD_B 96 /* Hawk */
- elseif SIX_D
- #const BIRD_A 816 /* Macaw */
- #const BIRD_B 1056 /* Falcon */
- elseif SIX_E
- #const BIRD_A 1056 /* Falcon */
- #const BIRD_B 96 /* Hawk */
- elseif SIX_F
- #const BIRD_A 1056 /* Falcon */
- #const BIRD_B 816 /* Macaw */
- endif
- if THREE_A
- #const NOMAD_SCOUT 814 /* Player Horse A */
- elseif THREE_B
- #const NOMAD_SCOUT 1602 /* Player Horse C */
- elseif THREE_C
- #const NOMAD_SCOUT 1606 /* Player Horse E */
- endif
- if TWO_A
- #const WILDLIFE 835 /* Wild Horse */
- elseif TWO_B
- #const WILDLIFE 884 /* Wild Camel */
- endif
- elseif THEME_AFRICAN
- #define COMBINE_UNGULATE
- #const WATER_A 1 /* Normal Shallow Water */
- #const WATER_B 23 /* Normal Medium Water */
- #const WATER_C 22 /* Normal Deep Water */
- #const TERRAIN_SHALLOWS 4 /* Normal Shallows */
- #const TERRAIN_RESTRICT 46 /* Quicksand */
- #const TERRAIN_ROAD 78 /* Desert Road */
- #const S_STRAGGLER 1051 /* Dragon Tree */
- #const O_STRAGGLER 1051 /* Dragon Tree */
- #const SHRUB 1059 /* Fruit Bush */
- #const HERDABLE_A 1060 /* Goat */
- #const HERDABLE_B 1060 /* Goat */
- if TWO_A
- #const UNGULATE_A 1019 /* Zebra */
- #const UNGULATE_B 1026 /* Ostrich */
- elseif TWO_B
- #const UNGULATE_A 1026 /* Ostrich */
- #const UNGULATE_B 1019 /* Zebra */
- endif
- if TWO_A
- #const LUREABLE_A 1301 /* Elephant */
- #const LUREABLE_B 1139 /* Rhino */
- elseif TWO_B
- #const LUREABLE_A 1139 /* Rhino */
- #const LUREABLE_B 1301 /* Elephant */
- endif
- #define INDICATOR_SKELETON
- #const PREDATOR_A 1029 /* Lion */
- #const PREDATOR_B 1029 /* Lion */
- if TWO_A
- #const NERITIC_A 69 /* Shore Fish */
- elseif TWO_B
- #const NERITIC_A 1141 /* Box Turtles */
- endif
- if TWO_A
- #const AQUATIC_A 457 /* Tuna */
- #const AQUATIC_B 455 /* Dorado */
- elseif TWO_B
- #const AQUATIC_A 455 /* Dorado */
- #const AQUATIC_B 457 /* Tuna */
- endif
- if TWO_A
- #const BIRD_A 1028 /* Stork */
- #const BIRD_B 917 /* Vulture */
- elseif TWO_B
- #const BIRD_A 917 /* Vulture */
- #const BIRD_B 1028 /* Stork */
- endif
- #const NOMAD_SCOUT 1237 /* Player Dromedary */
- #const WILDLIFE 884 /* Wild Camel */
- elseif THEME_EASTERN
- #define COMBINE_UNGULATE
- #const WATER_A 1 /* Normal Shallow Water */
- #const WATER_B 23 /* Normal Medium Water */
- #const WATER_C 22 /* Normal Deep Water */
- #const TERRAIN_SHALLOWS 4 /* Normal Shallows */
- #const TERRAIN_RESTRICT 46 /* Quicksand */
- #const TERRAIN_ROAD 78 /* Desert Road */
- #const S_STRAGGLER 351 /* Palm Tree */
- #const O_STRAGGLER 351 /* Palm Tree */
- #const SHRUB 1059 /* Fruit Bush */
- #const HERDABLE_A 1060 /* Goat */
- if TWO_A
- #const UNGULATE_A 1019 /* Zebra */
- #const UNGULATE_B 1026 /* Ostrich */
- elseif TWO_B
- #const UNGULATE_A 1026 /* Ostrich */
- #const UNGULATE_B 1019 /* Zebra */
- endif
- if TWO_A
- #const LUREABLE_A 1301 /* Elephant */
- #const LUREABLE_B 1139 /* Rhino */
- elseif TWO_B
- #const LUREABLE_A 1139 /* Rhino */
- #const LUREABLE_B 1301 /* Elephant */
- endif
- #define INDICATOR_SKELETON
- #const PREDATOR_A 1029 /* Lion */
- #const PREDATOR_B 1029 /* Lion */
- if TWO_A
- #const NERITIC_A 69 /* Shore Fish */
- elseif TWO_B
- #const NERITIC_A 1141 /* Box Turtles */
- endif
- if TWO_A
- #const AQUATIC_A 455 /* Dorado */
- #const AQUATIC_B 53 /* Perch */
- elseif TWO_B
- #const AQUATIC_A 53 /* Perch */
- #const AQUATIC_B 455 /* Dorado */
- endif
- #const BIRD_A 917 /* Vulture */
- #const BIRD_B 1028 /* Stork */
- #const NOMAD_SCOUT 1237 /* Player Dromedary */
- #const WILDLIFE 884 /* Wild Camel */
- elseif THEME_TROPICAL
- #const WATER_A 58 /* Azure Shallow Water */
- #const WATER_B 23 /* Normal Medium Water */
- #const WATER_C 57 /* Azure Deep Water */
- #const TERRAIN_SHALLOWS 59 /* Azure Shallows */
- #const TERRAIN_RESTRICT 40 /* Rock Terrain */
- #const TERRAIN_ROAD 61 /* Jungle Road */
- #const S_STRAGGLER 1146 /* Rainforest Tree */
- #const O_STRAGGLER 414 /* Jungle Tree */
- if TWO_A
- #const SHRUB 59 /* Berry Bush */
- elseif TWO_B
- #const SHRUB 1059 /* Fruit Bush */
- endif
- #const HERDABLE_A 1142 /* Water Buffalo */
- #const HERDABLE_B 1142 /* Water Buffalo */
- #const UNGULATE_A 65 /* Deer */
- #const UNGULATE_B 65 /* Deer */
- if TWO_A
- #const LUREABLE_A 1301 /* Elephant */
- #const LUREABLE_B 1139 /* Rhino */
- elseif TWO_B
- #const LUREABLE_A 1139 /* Rhino */
- #const LUREABLE_B 1301 /* Elephant */
- endif
- #define INDICATOR_GRASS
- if TWO_A
- #const PREDATOR_A 1137 /* Tiger */
- #const PREDATOR_B 1135 /* Komodo Dragon */
- elseif TWO_B
- #const PREDATOR_A 1135 /* Komodo Dragon */
- #const PREDATOR_B 1137 /* Tiger */
- endif
- if TWO_A
- #const NERITIC_A 69 /* Shore Fish */
- elseif TWO_B
- #const NERITIC_A 1141 /* Box Turtles */
- endif
- if TWO_A
- #const AQUATIC_A 456 /* Salmon */
- #const AQUATIC_B 455 /* Dorado */
- elseif TWO_B
- #const AQUATIC_A 455 /* Dorado */
- #const AQUATIC_B 456 /* Salmon */
- endif
- if TWO_A
- #const BIRD_A 816 /* Macaw */
- #const BIRD_B 1028 /* Stork */
- elseif TWO_B
- #const BIRD_A 1028 /* Stork */
- #const BIRD_B 816 /* Macaw */
- endif
- if THREE_A
- #const NOMAD_SCOUT 814 /* Player Horse A */
- elseif THREE_B
- #const NOMAD_SCOUT 1602 /* Player Horse C */
- elseif THREE_C
- #const NOMAD_SCOUT 1606 /* Player Horse E */
- endif
- #const WILDLIFE 835 /* Wild Horse */
- elseif THEME_MANGROVE
- #const WATER_A 58 /* Azure Shallow Water */
- #const WATER_B 23 /* Normal Medium Water */
- #const WATER_C 57 /* Azure Deep Water */
- #const TERRAIN_SHALLOWS 59 /* Azure Shallows */
- #const TERRAIN_RESTRICT 40 /* Rock Terrain */
- #const TERRAIN_ROAD 61 /* Jungle Road */
- #const S_STRAGGLER 1146 /* Rainforest Tree */
- #const O_STRAGGLER 1144 /* Mangrove Tree */
- if TWO_A
- #const SHRUB 59 /* Berry Bush */
- elseif TWO_B
- #const SHRUB 1059 /* Fruit Bush */
- endif
- #const HERDABLE_A 1142 /* Water Buffalo */
- #const HERDABLE_B 1142 /* Water Buffalo */
- #const UNGULATE_A 65 /* Deer */
- #const UNGULATE_B 65 /* Deer */
- if TWO_A
- #const LUREABLE_A 1301 /* Elephant */
- #const LUREABLE_B 1139 /* Rhino */
- elseif TWO_B
- #const LUREABLE_A 1139 /* Rhino */
- #const LUREABLE_B 1301 /* Elephant */
- endif
- #define INDICATOR_PLANT
- if SIX_A
- #const PREDATOR_A 1031 /* Crocodile */
- #const PREDATOR_A 1135 /* Komodo Dragon */
- elseif SIX_B
- #const PREDATOR_A 1031 /* Crocodile */
- #const PREDATOR_A 1137 /* Tiger */
- elseif SIX_C
- #const PREDATOR_A 1135 /* Komodo Dragon */
- #const PREDATOR_A 1031 /* Crocodile */
- elseif SIX_D
- #const PREDATOR_A 1135 /* Komodo Dragon */
- #const PREDATOR_A 1137 /* Tiger */
- elseif SIX_E
- #const PREDATOR_A 1137 /* Tiger */
- #const PREDATOR_A 1031 /* Crocodile */
- elseif SIX_F
- #const PREDATOR_A 1137 /* Tiger */
- #const PREDATOR_A 1135 /* Komodo Dragon */
- endif
- if TWO_A
- #const NERITIC_A 69 /* Shore Fish */
- elseif TWO_B
- #const NERITIC_A 1141 /* Box Turtles */
- endif
- if TWO_A
- #const AQUATIC_A 456 /* Salmon */
- #const AQUATIC_B 455 /* Dorado */
- elseif TWO_B
- #const AQUATIC_A 455 /* Dorado */
- #const AQUATIC_B 456 /* Salmon */
- endif
- if TWO_A
- #const BIRD_A 816 /* Macaw */
- #const BIRD_B 1028 /* Stork */
- elseif TWO_B
- #const BIRD_A 1028 /* Stork */
- #const BIRD_B 816 /* Macaw */
- endif
- if THREE_A
- #const NOMAD_SCOUT 814 /* Player Horse A */
- elseif THREE_B
- #const NOMAD_SCOUT 1602 /* Player Horse C */
- elseif THREE_C
- #const NOMAD_SCOUT 1606 /* Player Horse E */
- endif
- #const WILDLIFE 835 /* Wild Horse */
- elseif THEME_DEAD
- #const WATER_A 1 /* Normal Shallow Water */
- #const WATER_B 23 /* Normal Medium Water */
- #const WATER_C 22 /* Normal Deep Water */
- #const TERRAIN_SHALLOWS 4 /* Normal Shallows */
- #const TERRAIN_RESTRICT 40 /* Rock Terrain */
- #const TERRAIN_ROAD 25 /* Broken Road */
- #const S_STRAGGLER 1250 /* Dead Tree */
- #const O_STRAGGLER 1250 /* Dead Tree */
- #const SHRUB 59 /* Berry Bush */
- if SIX_A
- #const HERDABLE_A 594 /* Sheep */
- #const HERDABLE_B 1243 /* Goose */
- elseif SIX_B
- #const HERDABLE_A 594 /* Sheep */
- #const HERDABLE_B 1245 /* Pig */
- elseif SIX_C
- #const HERDABLE_A 1243 /* Goose */
- #const HERDABLE_B 594 /* Sheep */
- elseif SIX_D
- #const HERDABLE_A 1243 /* Goose */
- #const HERDABLE_B 1245 /* Pig */
- elseif SIX_E
- #const HERDABLE_A 1245 /* Pig */
- #const HERDABLE_B 594 /* Sheep */
- elseif SIX_F
- #const HERDABLE_A 1245 /* Pig */
- #const HERDABLE_B 1243 /* Goose */
- endif
- #const UNGULATE_A 65 /* Deer */
- #const UNGULATE_B 65 /* Deer */
- #const LUREABLE_A 48 /* Boar */
- #const LUREABLE_B 48 /* Boar */
- #define INDICATOR_SKELETON
- if TWO_A
- #const PREDATOR_A 126 /* Wolf */
- #const PREDATOR_B 486 /* Bear */
- elseif TWO_B
- #const PREDATOR_A 486 /* Bear */
- #const PREDATOR_B 126 /* Wolf */
- endif
- #const NERITIC_A 69 /* Shore Fish */
- if TWO_A
- #const AQUATIC_A 456 /* Salmon */
- #const AQUATIC_B 457 /* Tuna */
- elseif TWO_B
- #const AQUATIC_A 457 /* Tuna */
- #const AQUATIC_B 456 /* Salmon */
- endif
- if TWO_A
- #const BIRD_A 96 /* Hawk */
- #const BIRD_B 1056 /* Falcon */
- elseif TWO_B
- #const BIRD_A 1056 /* Falcon */
- #const BIRD_B 96 /* Hawk */
- endif
- if THREE_A
- #const NOMAD_SCOUT 814 /* Player Horse A */
- elseif THREE_B
- #const NOMAD_SCOUT 1602 /* Player Horse C */
- elseif THREE_C
- #const NOMAD_SCOUT 1606 /* Player Horse E */
- endif
- #const WILDLIFE 835 /* Wild Horse */
- elseif THEME_AUTUMN
- #const WATER_A 1 /* Normal Shallow Water */
- #const WATER_B 23 /* Normal Medium Water */
- #const WATER_C 22 /* Normal Deep Water */
- #const TERRAIN_SHALLOWS 4 /* Normal Shallows */
- #const TERRAIN_RESTRICT 40 /* Rock Terrain */
- #const TERRAIN_ROAD 103 /* Gravel Road */
- #const S_STRAGGLER 1248 /* Autumn Tree */
- #const O_STRAGGLER 1248 /* Autumn Tree */
- #const SHRUB 59 /* Berry Bush */
- if SIX_A
- #const HERDABLE_A 594 /* Sheep */
- #const HERDABLE_B 1243 /* Goose */
- elseif SIX_B
- #const HERDABLE_A 594 /* Sheep */
- #const HERDABLE_B 1245 /* Pig */
- elseif SIX_C
- #const HERDABLE_A 1243 /* Goose */
- #const HERDABLE_B 594 /* Sheep */
- elseif SIX_D
- #const HERDABLE_A 1243 /* Goose */
- #const HERDABLE_B 1245 /* Pig */
- elseif SIX_E
- #const HERDABLE_A 1245 /* Pig */
- #const HERDABLE_B 594 /* Sheep */
- elseif SIX_F
- #const HERDABLE_A 1245 /* Pig */
- #const HERDABLE_B 1243 /* Goose */
- endif
- if TWO_A
- #const UNGULATE_A 1239 /* Ibex */
- #const UNGULATE_B 65 /* Deer */
- elseif TWO_B
- #const UNGULATE_A 65 /* Deer */
- #const UNGULATE_B 1239 /* Ibex */
- endif
- #const LUREABLE_A 48 /* Boar */
- #const LUREABLE_B 48 /* Boar */
- #define INDICATOR_GRASS
- if TWO_A
- #const PREDATOR_A 126 /* Wolf */
- #const PREDATOR_B 486 /* Bear */
- elseif TWO_B
- #const PREDATOR_A 486 /* Bear */
- #const PREDATOR_B 126 /* Wolf */
- endif
- #const NERITIC_A 69 /* Shore Fish */
- if TWO_A
- #const AQUATIC_A 456 /* Salmon */
- #const AQUATIC_B 457 /* Tuna */
- elseif TWO_B
- #const AQUATIC_A 457 /* Tuna */
- #const AQUATIC_B 456 /* Salmon */
- endif
- if TWO_A
- #const BIRD_A 1056 /* Falcon */
- #const BIRD_B 96 /* Hawk */
- elseif TWO_B
- #const BIRD_A 96 /* Hawk */
- #const BIRD_B 1056 /* Falcon */
- endif
- if THREE_A
- #const NOMAD_SCOUT 814 /* Player Horse A */
- elseif THREE_B
- #const NOMAD_SCOUT 1602 /* Player Horse C */
- elseif THREE_C
- #const NOMAD_SCOUT 1606 /* Player Horse E */
- endif
- #const WILDLIFE 835 /* Wild Horse */
- endif
- endif
- #define CUSTOM_CONSTANTS
- if CUSTOM_CONSTANTS
- #define SECURE_FOREST
- if SECURE_FOREST
- #const ORIGIN_PLACEHOLDER 68
- #const PLACEHOLDER_TERRAIN 64
- #const PLACEHOLDER_FOREST 65
- #const REPLACE_A 84
- #const REPLACE_B 85
- #const REPLACE_C 86
- #const REPLACE_D 87
- #const REPLACE_E 33
- #const REPLACE_F 34
- #const REPLACE_G 44
- #const REPLACE_H 62
- endif
- #define TERRAIN_CONSTANTS /* ---- Defining Terrains ---- */
- if TERRAIN_CONSTANTS
- #const GRASS_A 0
- #const WATER_SHALLOW 1
- #const BEACH 2
- #const DIRT_C 3
- #const SHALLOW 4
- #const UNDERBRUSH 5
- #const DIRT_A 6
- #const FARMLAND 7
- #const FARMLAND_DEAD 8
- #const GRASS_C 9
- #const FOREST_OAK 10
- #const DIRT_B 11
- #const GRASS_B 12
- #const FOREST_PALM 13
- #const DESERT 14
- #const WATER_NOBEACH 15
- #const GRASS_ALT 16
- #const FOREST_JUNGLE 17
- #const FOREST_BAMBOO 18
- #const FOREST_PINE 19
- #const FOREST_OAK_BUSH 20
- #const FOREST_SNOW 21
- #const WATER_DEEP 22
- #const WATER_MEDIUM 23
- #const ROAD 24
- #const ROAD_BROKEN 25
- #const ICE_SAILABLE 26
- #const FOUNDATION 27
- #const WATER_WALKABLE 28
- #const FARMLAND_EMPTY 29
- #const FARMLAND_SEEDS 30
- #const FARMLAND_SPROUTS 31
- #const SNOW 32
- #const DIRT_SNOW 33 /* Obsolete */
- #const GRASS_SNOW 34 /* Obsolete */
- #const ICE 35
- #const FOUNDATION_SNOW 36
- #const ICE_BEACH 37
- #const ROAD_SNOW 38 /* Obsolete */
- #const ROAD_FUNGUS 39 /* Obsolete & Doesn't Blend */
- #const ROCK_TERRAIN 40
- #const SAVANNAH 41
- #const SAVANNAH_GRASS 42
- #const ROAD_DESERT_ALT 43 /* Obsolete */
- #const MOORLAND_ALT 44 /* Obsolete */
- #const CRACKED_SAND 45
- #const QUICKSAND 46
- #const BLACK_TERRAIN 47
- #const FOREST_DRAGON 48
- #const FOREST_BAOBAB 49
- #const FOREST_ACACIA 50
- #const BEACH_GRASS 51
- #const BEACH_DARK 52
- #const BEACH_BRIGHT 53
- #const MANGROVE_SHALLOW 54
- #const FOREST_MANGROVE 55
- #const FOREST_RAIN 56
- #const WATER_OCEAN 57
- #const WATER_AZURE 58
- #const SHALLOW_AZURE 59
- #const GRASS_JUNGLE 60
- #const ROAD_JUNGLE 61 /* Obsolete */
- #const LEAVES_JUNGLE 62 /* Obsolete */
- #const RICE_FARMLAND 63
- #const RICE_FARMLAND_DEAD 64
- #const RICE_FARMLAND_EMPTY 65
- #const RICE_FARMLAND_SEEDS 66
- #const RICE_FARMLAND_SPROUTS 67
- #const GRAVEL 70
- #const UNDERBRUSH_LEAVES 71
- #const UNDERBRUSH_SNOW 72
- #const SNOW_LIGHT 73
- #const SNOW_STRONG 74
- #const ROAD_FUNGUS 75
- #const DIRT_MUD 76
- #const UNDERBRUSH_JUNGLE 77
- #const ROAD_DESERT 78 /* Doesn't Blend */
- #const BEACH_UNSAILABLE 79
- #const BEACH_WET_UNSAILABLE 80
- #const BEACH_GRAVEL_UNSAILABLE 81
- #const BEACH_ROCK_UNSAILABLE 82
- #const GRASS_RAINFOREST 83
- #const FOREST_MEDITERRANEAN 88
- #const FOREST_BUSH 89
- #const FOREST_REEDS_SHALLOWS 90
- #const FOREST_REEDS_BEACH 91
- #const FOREST_REEDS 92
- #const WATER_GREEN 95
- #const WATER_BROWN 96
- #const GRASS_DRY 100
- #const BOGLAND 101
- #const GRAVEL_DESERT 102
- #const ROAD_GRAVEL_ALT 103 /* Doesn't Blend */
- #const FOREST_AUTUMN 104
- #const FOREST_AUTUMN_SNOW 105
- #const FOREST_DEAD 106
- #const BEACH_WET 107
- #const BEACH_GRAVEL 108
- #const BEACH_ROCK 109
- #const FOREST_BIRCH 110
- #const SHALLOW_SWAMP 111
- endif
- #define WILD_ANIMALS /* ---- All Animal Types ---- */
- if WILD_ANIMALS
- #const SHEEP 594 /* Contains 100 food */
- #const TURKEY 833 /* Contains 100 food */
- #const LLAMA 305 /* Contains 100 food */
- #const COW 705 /* Contains 150 food - bigger LOS */
- #const COW_BLACK 1596
- #const COW_SPOT 1598
- #const COW_BROWN 1600
- #const GOAT 1060 /* Contains 100 food */
- #const BUFFALO 1142 /* Contains 150 food - bigger LOS */
- #const GOOSE 1243 /* Contains 100 food */
- #const PIG 1245 /* Contains 100 food */
- #const DEER 65 /* Contains 140 food */
- #const OSTRICH 1026 /* Contains 140 food */
- #const ZEBRA 1019 /* Contains 140 food */
- #const IBEX 1239 /* Contains 140 food */
- #const BOAR 48 /* Contains 340 food */
- #const JAVELINA 822 /* Contains 340 food */
- #const BOAR_IRON 810 /* Contains 700 food and is gathered insanely fast */
- #const ELEPHANT 1301 /* Contains 400 food */
- #const RHINO 1139 /* Contains 400 food */
- #const WOLF 126
- #const WOLF_DIRE 89 /* Has 100 HP, but low attack */
- #const WOLF_RABID 202 /* Slighty stronger wolves that pursue villagers from far away */
- #const JAGUAR 812
- #const BEAR 486
- #const TIGER 1137
- #const LION 1029
- #const CROCODILE 1031
- #const KOMODO_DRAGON 1135
- #const SNOW_LEOPARD 1241
- #const HAWK 96
- #const MACAW 816 /* Habitat is rainforests and even savanna */
- #const DOG 862
- #const VULTURE 1305 /* Found in grasslands and deserts - avoids heavily forested areas */
- #const STORK 1028 /* Found in Africa and in marshes, swamps and grasslands - avoids heavily forested areas */
- #const FALCON 1056 /* Found in deserts, mangroves, tundra, dry forests and mountains */
- #const SEAGULLS 303 /* Will not fly around like other birds. Will stay in a patch of 3x3 tiles */
- #const SHORE_FISH 69 /* Contains 200 food */
- #const BOX_TURTLES 1141 /* Contains 200 food */
- #const FISH_SNAPPER 458 /* Contains 225 food */
- #const FISH_TUNA 457 /* Contains 225 food */
- #const FISH_SALMON 456 /* Contains 225 food */
- #const FISH_PERCH 53 /* Contains 200 food */
- #const FISH_DORADO 455 /* Contains 225 food */
- #const FISH_MARLIN_A 450 /* Contains 350 food */
- #const FISH_MARLIN_B 451 /* Contains 350 food */
- #const FISH_DOLPHIN 61 /* Contains 350 food */
- #const FISH_EXTRA 459 /* Contains 225 food - named FISH5 with salmon appearance */
- endif
- #define RESOURCE_OBJECTS /* ---- Miscellaneous Resources ---- */
- if RESOURCE_OBJECTS
- #const TREE_OAK 411
- #const TREE_PALM 351
- #const TREE_JUNGLE 414
- #const TREE_BAMBOO 348
- #const TREE_PINE 350
- #const TREE_SNOWY 413
- #const TREE_DRAGON 1051
- #const TREE_BAOBAB 1052
- #const TREE_ACACIA 1063
- #const TREE_MANGROVE 1144
- #const TREE_RAIN 1146
- #const TREE_AUTUMN 1248
- #const TREE_AUTUMN_SNOW 1249
- #const TREE_DEAD 1250
- #const TREE_CYPRESS 1347
- #const TREE_ITALIAN 1348
- #const TREE_OLIVE 1349
- #const TREE_REEDS 1350 /* Contains 50 wood */
- #const BUSH_A 302 /* Contains 100 wood */
- #const BUSH_B 1053 /* Contains 100 wood */
- #const BUSH_SNOW 1054 /* Contains 100 wood */
- #const OAK_A 399
- #const OAK_B 400
- #const OAK_C 401
- #const OAK_D 402 /* Short oak tree. Multiple branches and sort of look like a bushes */
- #const OAK_E 403
- #const OAK_F 404 /* A dead oak trees */
- #const OAK_G 405 /* A tree with orange leavess */
- #const OAK_H 406 /* Identical to OAK_G, but with green leaves */
- #const OAK_I 407 /* Wide dead tree */
- #const OAK_J 408
- #const OAK_K 409
- #const OAK_L 410
- #const BERRY_BUSH 59 /* Standard forage bush that contains 125 food */
- #const FRUIT_BUSH 1059 /* Fruit variation of the forage bush and contains 125 food */
- #const GOLD_MINE 66 /* Standard gold mine that contains 800 gold. */
- #const GOLD_ROCK 841 /* Rock that turns into a gold mine once it reaches zero hit points. The rock has 200 hitpoints, and villagers do 12 damage per swing. Once it turns into a stone mine, it behaves likes normal. */
- #const GOLD_PILE 252 /* Gold mine with only one gold, it can be altered with resource_delta, however. It is offset by half a tile both vertically and horizontally and it is completely unsolid. */
- #const STONE_MINE 102 /* Standard stone mine that contains 800 gold. */
- #const STONE_ROCK 839 /* Rock that turns into a stone mine once it reaches zero hit points. The rock has 200 hitpoints, and villagers do 12 damage per swing. Once it turns into a stone mine, it behaves likes normal. */
- #const STONE_PILE 248 /* Stone mine with only one stone, it can be altered with resource_delta, however. It is offset by half a tile both vertically and horizontally and it is completely unsolid. */
- #const FOOD_PILE 262 /* Forage bush with only one food, it can be altered with resource_delta, however. It is offset by half a tile both vertically and horizontally and it is completely unsolid. */
- #const WOOD_PILE 253 /* Stump that can be chopped for one wood, it can be altered with resource_delta, however. It is completely unsolid. */
- endif
- #define UNIT_CONSTANTS /* ---- Miscellaneous Units ---- */
- if UNIT_CONSTANTS
- #const HORSE_A 814 /* Original Horse */
- #const HORSE_B 1356
- #const HORSE_C 1602
- #const HORSE_D 1604
- #const HORSE_E 1606
- #const CAMEL_A 897 /* Original Camel */
- #const CAMEL_B 1237 /* Bactrian Camel */
- /* Villagers */
- #const VILLAGER 83
- #const VILLAGER_FEMALE 293
- #const BUILDER_FEMALE 212
- #const BUILDER_MALE 118
- #const REPAIRER_FEMALE 222
- #const REPAIRER_MALE 156
- #const FARMER_FEMALE 214
- #const FARMER_MALE 259
- #const FISHER_FEMALE 57
- #const FISHER_MALE 56
- #const FORAGER_FEMALE 354
- #const FORAGER_MALE 120
- #const GOLD_MINER_FEMALE 581
- #const GOLD_MINER_MALE 579
- #const STONE_MINER_FEMALE 220
- #const STONE_MINER_MALE 124
- #const HUNTER_FEMALE 216
- #const HUNTER_MALE 122
- #const LUMBERJACK_FEMALE 218
- #const LUMBERJACK_MALE 123
- #const SHEPERD_FEMALE 590
- #const SHEPERD_MALE 592
- /* Infantry Units */
- #const MILITIA 74
- #const MAN_AT_ARMS 75
- #const LONG_SWORDSMAN 77
- #const TWO_HANDED_SWORDSMAN 473
- #const CHAMPION 567
- #const SPEARMAN 93
- #const PIKEMAN 358
- #const HALBERDIER 359
- #const EAGLE_SCOUT 751
- #const EAGLE_WARRIOR 753
- #const ELITE_EAGLE_WARRIOR 752
- #const CONDOTTIERO 184
- /* Ranged Units */
- #const ARCHER 4
- #const CROSSBOWMAN 24
- #const ARBALESTER 492
- #const SKIRMISHER 7
- #const ELITE_SKIRMISHER 6
- #const IMPERIAL_SKIRMISHER 1155
- #const CAVALRY_ARCHER 39
- #const HEAVY_CAVALRY_ARCHER 474
- #const SLINGER 185
- #const HAND_CANNONEER 5
- #const GENITOUR 583
- #const ELITE_GENITOUR 596
- /* Mounted Units */
- #const SCOUT_CAVALRY 448
- #const LIGHT_CAVALRY 546
- #const HUSSAR 441
- #const KNIGHT 38
- #const CAVALIER 283
- #const PALADIN 569
- #const CAMEL_RIDER 329
- #const HEAVY_CAMEL_RIDER 330
- #const IMPERIAL_CAMEL_RIDER 207
- #const BATTLE_ELEPHANT 1132
- #const ELITE_BATTLE_ELEPHANT 1134
- #const STEPPE_LANCER 1370
- #const ELITE_STEPPE_LANCER 1372
- #const XOLOTL_WARRIOR 1570
- /* Water Units */
- #const FISHING_SHIP 13
- #const TRANSPORT_SHIP 545
- #const TRADE_COG 17
- #const GALLEY 539
- #const WAR_GALLEY 21
- #const GALLEON 442
- #const FIRE_GALLEY 1103
- #const FIRE_SHIP 529
- #const FAST_FIRE_SHIP 532
- #const DEMOLITION_DRAFT 1104
- #const DEMOLITION_SHIP 527
- #const HEAVY_DEMOLITION_SHIP 528
- #const CANNON_GALLEON 420
- #const ELITE_CANNON_GALLEON 691
- #const LONGBOAT 250
- #const ELITE_LONGBOAT 533
- #const TURTLE_SHIP 831
- #const ELITE_TURTLE_SHIP 832
- #const CARAVEL 1004
- #const ELITE_CARAVEL 1006
- /* Siege Units */
- #const BATTERING_RAM 35
- #const CAPPED_RAM 422
- #const SIEGE_RAM 548
- #const MANGONEL 280
- #const ONAGER 550
- #const SIEGE_ONAGER 588
- #const SCORPION 279
- #const HEAVY_SCORPION 542
- #const BOMBARD_CANNON 36
- #const SIEGE_TOWER 1105
- #const SIEGE_TOWER_OLD 885
- #const PETARD 440
- #const TREBUCHET 42
- #const TREBUCHET_PACKED 331
- #const FLAMING_CAMEL 1263
- /* Unique Units */
- #const LONGBOWMAN 8
- #const CATAPHRACT 40
- #const WOAD_RAIDER 232
- #const CHU_KO_NU 73
- #const THROWING_AXEMAN 281
- #const HUSKARL 41
- #const SAMURAI 291
- #const MANGUDAI 11
- #const WAR_ELEPHANT 239
- #const MAMELUKE 282
- #const TEUTONIC_KNIGHT 25
- #const JANISSARY 46
- #const BERSERK 692
- #const JAGUAR_WARRIOR 725
- #const TARKAN 755
- #const WAR_WAGON 827
- #const PLUMED_ARCHER 763
- #const CONQUISTADOR 771
- #const KAMAYUK 879
- #const ELEPHANT_ARCHER 873
- #const GENOESE_CROSSBOWMAN 866
- #const MAGYAR_HUSZAR 869
- #const BOYAR 876
- #const CAMEL_ARCHER 1007
- #const SHOTEL_WARRIOR 1016
- #const GBETO 1013
- #const ORGAN_GUN 1001
- #const ARAMBAI 1126
- #const BALLISTA_ELEPHANT 1120
- #const KARAMBIT_WARRIOR 1123
- #const RATTAN_ARCHER 1129
- #const KONNIK 1225
- #const DISMOUNTED_KONNIK 1252
- #const KIPCHAK 1231
- #const LEITIS 1234
- #const KESHIK 1228
- #const ELITE_LONGBOWMAN 530
- #const ELITE_CATAPHRACT 553
- #const ELITE_WOAD_RAIDER 534
- #const ELITE_CHU_KO_NU 559
- #const ELITE_THROWING_AXEMAN 531
- #const ELITE_HUSKARL 759
- #const ELITE_SAMURAI 560
- #const ELITE_MANGUDAI 561
- #const ELITE_WAR_ELEPHANT 558
- #const ELITE_MAMELUKE 556
- #const ELITE_TEUTONIC_KNIGHT 554
- #const ELITE_JANISSARY 557
- #const ELITE_BERSERK 694
- #const ELITE_JAGUAR_WARRIOR 726
- #const ELITE_TARKAN 757
- #const ELITE_WAR_WAGON 829
- #const ELITE_PLUMED_ARCHER 765
- #const ELITE_CONQUISTADOR 773
- #const ELITE_KAMAYUK 881
- #const ELITE_GENOESE_CROSSBOWMAN 868
- #const ELITE_MAGYAR_HUSZAR 871
- #const ELITE_BOYAR 878
- #const ELITE_CAMEL_ARCHER 1009
- #const ELITE_SHOTEL_WARRIOR 1018
- #const ELITE_GBETO 1015
- #const ELITE_ORGAN_GUN 1003
- #const ELITE_ARAMBAI 1028
- #const ELITE_BALLISTA_ELEPHANT 1122
- #const ELITE_KARAMBIT_WARRIOR 1125
- #const ELITE_RATTAN_ARCHER 1131
- #const ELITE_KONNIK 1227
- #const ELITE_DISMOUNTED_KONNIK 1253
- #const ELITE_KIPCHAK 1233
- #const ELITE_LEITIS 1236
- #const ELITE_KESHIK 1230
- /* Other Units */
- #const AMAZON_WARRIOR 825
- #const AMAZON_ARCHER 850
- #const BANDIT 299
- #const CANOE 778
- #const CART 1338
- #const CENTURION 275
- #const DONKEY 846
- #const DRAGON_SHIP 1302
- #const FLAMETHROWER 188
- #const HEAVY_CROSSBOWMAN 493
- #const HEAVY_PIKEMAN 892
- #const HEAVY_SWORDSMAN 76
- #const IROQUOIS_WARRIOR 1374
- #const JUNK 15
- #const KHAN 1275
- #const KING 434
- #const LEGIONARY 1
- #const MERCHANT 1572
- #const NORSE_WARRIOR 361
- #const OX_CART 1271
- #const OX_WAGON 1273
- #const PENGUIN 639
- #const PRIEST 1023
- #const QUEEN 1292
- #const SABOTEUR 706
- #const TRADE_CART 128
- #const TRADE_CART_FULL 204
- #const RELIC_CART 1304
- #const ROYAL_JANISSARY 52
- /* Heros */
- #const EL_CID 198
- #const EL_CID_CAMPEADOR 824
- #const KING_ALFONSO 840
- endif
- #define BUILDING_CONSTANTS /* ---- General Buildings ---- */
- if BUILDING_CONSTANTS
- #const BARRACKS 12
- #const ARCHERY_RANGE 87
- #const STABLE 101
- #const SIEGE_WORKSHOP 49
- #const DOCK 45
- #const HARBOR 1189
- #const CASTLE 82
- #const KREPOST 1251
- #const TOWN_CENTER 109
- #const HOUSE 70
- #const MILL 68
- #const FARM 50
- #const RICE_FARM 1187
- #const LUMBER_CAMP 562
- #const MINING_CAMP 584
- #const BLACKSMITH 103
- #const MARKET 84
- #const MONASTERY 104
- #const UNIVERSITY 209
- #const FISH_TRAP 199
- #const WONDER 276
- #const FEITORIA 1021
- #const BATTLE_WORKSHOP 1647
- #const SPECIAL_MARKET 1646
- endif
- #define DEFENSIVE_STRUCTURES /* ---- Defensive Structures ---- */
- if DEFENSIVE_STRUCTURES
- #const OUTPOST 598
- #const OUTPOST_INDESTRUCTIBLE 308
- #const WATCH_TOWER 79
- #const GUARD_TOWER 234
- #const KEEP 235
- #const BOMBARD_TOWER 236
- #const SEA_TOWER 785 /* Can only be placed on water. */
- #const FORTIFIED_TOWER 1102 /* Can't be placed on water. */
- #const FIRE_TOWER 190
- #const ACCURSED_TOWER 684 /* Powerful guard tower with great range. */
- #const TOWER_OF_FLIES 685 /* Powerful guard tower. */
- #const FENCE 1062
- #const PALISADE_WALL 72 /* Has 250 hit points - generates palisade gates. */
- #const FORTIFIED_PALISADE 119 /* Has 500 hit points - generates palisade gates. */
- #const STONE_WALL 117 /* Has 1800 hit points - generates stone gates. */
- #const FORTIFIED_WALL 155 /* Has 3000 hit points - generates fortified stone gates. */
- #const CITY_WALL 370 /* Has 3200 hit points - generates city gates. */
- #const SEA_WALL 788
- endif
- #define HOUSE_OBJECTS /* ---- House Variaties ---- */
- if HOUSE_OBJECTS
- #const PAVILION_A 626
- #const PAVILION_B 625
- #const PAVILION_BIG 624
- #const YURT_WOOD_A 713
- #const YURT_WOOD_B 714
- #const YURT_WOOD_C 715
- #const YURT_WOOD_BIG 712
- #const YURT_LEATHER_A 716
- #const YURT_LEATHER_B 717
- #const YURT_LEATHER_C 718
- #const YURT_LEATHER_BIG 719
- #const AFRICANHUT_A 1082
- #const AFRICANHUT_B 1083
- #const AFRICANHUT_C 1084
- #const AFRICANHUT_D 1085
- #const AFRICANHUT_E 1086
- #const AFRICANHUT_F 1087
- #const AFRICANHUT_G 1088
- #const TENT_A 1097
- #const TENT_B 1098
- #const TENT_C 1099
- #const TENT_D 1100
- #const TENT_E 1101
- #const ARMY_TENT_A 1196
- #const ARMY_TENT_B 1197
- #const ARMY_TENT_C 1198
- #const ARMY_TENT_D 1199
- #const ARMY_TENT_E 1200
- endif
- #define DECAYING_OBJECT /* ---- Decaying Aesthetics ---- */
- if DECAYING_OBJECT
- #const ANIMAL_BLOOD_SMALL 1611
- #const ANIMAL_BLOOD_BIG 1612
- endif
- #define SOLID_AESTHETICS /* ---- Solid Aesthetics ---- */
- if SOLID_AESTHETICS
- #const MOUNTAIN_GRASS_A 310 /* Grassy bottom, sandy top */
- #const MOUNTAIN_GRASS_B 311 /* Grassy bottom, sandy top */
- #const MOUNTAIN_GRASS_C 1041 /* Grassy bottom, sandy top */
- #const MOUNTAIN_SAND_A 744 /* A sandy mountain */
- #const MOUNTAIN_SAND_B 745 /* A sandy mountain */
- #const MOUNTAIN_ROCK_A 1042 /* Grassy bottom, brown rock in the middle and a snowy top */
- #const MOUNTAIN_ROCK_B 1043 /* Grassy bottom, brown rock in the middle and a snowy top */
- #const MOUNTAIN_ROCK_C 1044 /* Grassy bottom, brown rock in the middle and a snowy top */
- #const MOUNTAIN_SNOW_A 1045 /* A rocky mountain covered in snow */
- #const MOUNTAIN_SNOW_B 1046 /* A rocky mountain covered in snow */
- #const MOUNTAIN_SNOW_C 1047 /* A rocky mountain covered in snow */
- #const LOOT_WOOD 472 /* A pile of logs */
- #const LOOT_FOOD 472 /* A pile of food */
- #const LOOT_GOLD 472 /* A pile of golden treasures */
- #const LOOT_STONE 472 /* A pile of mined rocks */
- #const WELL 1567
- #const ROMAN_RUINS 856
- #const HAY_STACK 857
- #const STATUE 817
- #const STATUE_LEFT 1343
- #const STATUE_RIGHT 1345
- #const STATUE_COLUMN 1322
- #const AZTEC_RUIN 855
- #const QUARRY 1319
- #const LUMBER 1320
- #const GOODS 1321
- #const SEA_ROCK_A 389
- #const SEA_ROCK_B 396
- #const ROCK_A 623
- #const ROCK_B 1323
- #const ROCK_BROWN 918
- #const ROCK_BEACH 1148
- #const ROCK_JUNGLE 1149
- #const BOULDER_A 1048 /* Small 1x1 rock formation */
- #const BOULDER_B 1049 /* Tall 1x1 rock formation */
- #const BOULDER_C 1050 /* Big 3x3 rock formation */
- #const STELAE_A 1092 /* 2x2 pillar */
- #const STELAE_B 1093 /* 1x1 pillar */
- #const STELAE_C 1094 /* 1x1 piller */
- #const PAGODA_A 1201
- #const PAGODA_B 1202
- #const PAGODA_C 1203
- #const BUDDHA_STATUE_A 1171
- #const BUDDHA_STATUE_B 1172
- #const BUDDHA_STATUE_C 1173
- #const BUDDHA_STATUE_D 1174
- #const PYRAMID 689 /* Can be captured by players. */
- #const GREAT_PYRAMID 696 /* Can be captured by players. */
- #const NUBIAN_PYRAMID 1563
- #const BURNED_BUILDING 758 /* Will generate a burned house, barracks, archery range, stable, blacksmith, market, monastery or siege workshop */
- #const BROKEN_BARRACKS 345
- endif
- #define UNSOLID_AESTHETICS /* ---- Unsolid Aesthetics ---- */
- if UNSOLID_AESTHETICS
- #const SHIPWRECK_A 721
- #const SHIPWRECK_B 722
- #const BUTTERFLIES_A 1608
- #const BUTTERFLIES_B 1609
- #const BUTTERFLIES_C 1610
- #const TARGET_A 1564
- #const TARGET_B 1565
- #const FLAME_A 1333
- #const FLAME_B 1334
- #const FLAME_C 1335
- #const FLAME_D 1336
- #const SMOKE 1308
- #const PATH_A 338
- #const PATH_B 339
- #const PATH_C 340
- #const PATH_D 341
- #const GRASS_PATCH 301
- #const GRASS_SINGLE 1358
- #const DRY_PATCH 1033
- #const DRY_SINGLE 1359
- #const FLOWERS_A 334
- #const FLOWERS_B 335
- #const FLOWERS_C 336
- #const FLOWERS_D 337
- #const FLOWER_BED 859
- #const FERN_PATCH 1175
- #const PLANT 818
- #const PLANT_BUSH_GREEN 1360
- #const PLANT_BUSH_DRY 1361
- #const PLANT_DEAD 1365
- #const PLANT_FLOWERS 1366
- #const PLANT_JUNGLE 1351
- #const PLANT_RAINFOREST 1354
- #const PLANT_RAINFOREST_FLOWER 1355
- #const PLANT_SHRUB_GREEN 1362
- #const PLANT_SHRUB_DRY 1363
- #const PLANT_UNDERBRUSH 1353
- #const PLANT_UNDERBRUSH_FLOWER 1352
- #const PLANT_WEEDS 1364
- #const FLAG_A 600 /* Tall with almost no wind */
- #const FLAG_B 601 /* Right hanging flag, very windy */
- #const FLAG_C 602 /* Center hanging flag, somewhat windy */
- #const FLAG_D 603 /* Center hanging flag, quite windy */
- #const FLAG_E 604 /* Center hanging flag, quite windy */
- #const CRACK 241
- #const BONFIRE 304 /* Also works as a player object to provide line of sight. */
- #const TORCH 499
- #const CACTUS 709
- #const RUG 711
- #const NINE_BANDS 720
- #const CRATER 723
- #const ICE_PATCH 728
- #const STUMP 809
- #const SIGN 819
- #const GRAVE 820
- #const BROKEN_CART 858
- #const GALLOW 1095
- #const BARRELS 1330
- #const SKELETON 710
- #const ANIMAL_SKELETON 1091
- #const RUBBLE_1 143
- #const RUBBLE_2 144
- #const RUBBLE_3 145
- #const RUBBLE_4 146
- #const RUBBLE_6 147
- #const RUBBLE_8 148
- #const RUBBLE_FENCE 1065
- #const RUBBLE_BARRACKS_DARK 1402
- #const RUBBLE_HOUSE_DARK 1403
- #const RUBBLE_MILL_DARK 1404
- #const RUBBLE_OUTPOST 1405
- #const RUBBLE_PALISADE 1407
- #const RUBBLE_TOWN_CENTER_DARK 1408
- #const RUBBLE_LUMBER_CAMP_DARK 1409
- #const RUBBLE_MINING_CAMP_DARK 1410
- #const RUBBLE_MILL_FEUDAL 1411
- #const RUBBLE_MILL_CASTLE 1412
- #const RUBBLE_BARRACKS_FEUDAL 1413
- #const RUBBLE_BARRACKS_CASTLE 1414
- #const RUBBLE_ARCHERY_RANGE_FEUDAL 1415
- #const RUBBLE_ARCHERY_RANGE_CASTLE 1416
- #const RUBBLE_STABLE_FEUDAL 1417
- #const RUBBLE_STABLE_CASTLE 1418
- #const RUBBLE_BLACKSMITH_FEUDAL 1419
- #const RUBBLE_BLACKSMITH_CASTLE 1420
- #const RUBBLE_MONASTERY 1421
- #const RUBBLE_MARKET_FEUDAL 1422
- #const RUBBLE_MARKET_CASTLE 1423
- #const RUBBLE_MARKET_IMPERIAL 1424
- #const RUBBLE_SIEGE_WORKSHOP_CASTLE 1425
- #const RUBBLE_SIEGE_WORKSHOP_IMPERIAL 1426
- #const RUBBLE_UNIVERSITY_CASTLE 1427
- #const RUBBLE_UNIVERSITY_IMPERIAL 1428
- #const RUBBLE_TRADE_WORKSHOP 1429
- #const RUBBLE_CASTLE 1430
- #const RUBBLE_TOWN_CENTER_FEUDAL 1431
- #const RUBBLE_TOWN_CENTER_CASTLE 1432
- #const RUBBLE_TOWN_CENTER_IMPERIAL 1433
- #const RUBBLE_HOUSE_FEUDAL 1434
- #const RUBBLE_HOUSE_CASTLE 1435
- #const RUBBLE_TOWER_FEUDAL 1436
- #const RUBBLE_TOWER_CASTLE 1437
- #const RUBBLE_TOWER_IMPERIAL 1438
- #const RUBBLE_BOMBARD_TOWER 1439
- #const RUBBLE_WONDER 1445
- #const RUBBLE_FEITORIA 1446
- #const RUBBLE_YURT_A 1447
- #const RUBBLE_YURT_B 1448
- #const RUBBLE_YURT_C 1449
- #const RUBBLE_YURT_D 1450
- #const RUBBLE_YURT_E 1451
- #const RUBBLE_YURT_F 1452
- #const RUBBLE_YURT_G 1453
- #const RUBBLE_YURT_H 1454
- #const RUBBLE_HUT_A 1455
- #const RUBBLE_HUT_B 1456
- #const RUBBLE_HUT_C 1457
- #const RUBBLE_HUT_D 1458
- #const RUBBLE_HUT_E 1459
- #const RUBBLE_HUT_F 1460
- #const RUBBLE_HUT_G 1461
- #const RUBBLE_TENT_A 1462
- #const RUBBLE_TENT_B 1463
- #const RUBBLE_TENT_C 1464
- #const RUBBLE_TENT_D 1465
- #const RUBBLE_TENT_E 1466
- #const RUBBLE_ARMY_TENT_A 1467
- #const RUBBLE_ARMY_TENT_B 1468
- #const RUBBLE_ARMY_TENT_C 1469
- #const RUBBLE_ARMY_TENT_D 1470
- #const RUBBLE_ARMY_TENT_E 1471
- #const RUBBLE_BARRCADE_A 1472
- #const RUBBLE_BARRCADE_B 1473
- #const RUBBLE_BARRCADE_C 1474
- #const RUBBLE_BARRCADE_D 1475
- #const RUBBLE_PAVILION_A 1476
- #const RUBBLE_PAVILION_B 1477
- #const RUBBLE_PAVILION_C 1478
- #const RUBBLE_KREPOST 1479
- #const RUBBLE_CATHEDRAL 1480
- #const RUBBLE_TEMPLE_OF_HEAVEN 1481
- #const RUBBLE_DOME_OF_ROCK 1482
- #const RUBBLE_SHRINE 1483
- #const RUBBLE_STORAGE 1484
- #const RUBBLE_ARCH_OF_CONSTANTINE 1485
- #const RUBBLE_FORTRESS 1486
- #const RUBBLE_GOL_GUMBAZ 1487
- #const RUBBLE_POENARI_CASTLE 1488
- #const RUBBLE_QUIMPER_CATHEDRAL 1489
- #const RUBBLE_SANCHI_STUPA 1490
- #const RUBBLE_SANKORE_MADRASAH 1491
- #const RUBBLE_TOWER_OF_LONDON 1492
- #const RUBBLE_DORMITION_CATHEDRAL 1493
- #const RUBBLE_ACCURSED_TOWER 1494
- #const RUBBLE_TOWER_OF_FLIES 1495
- #const RUBBLE_MOSQUE 1496
- #const RUBBLE_GRANARY 1499
- #const RUBBLE_AMPHITHEATRE 1514
- #const RUBBLE_PYRAMID 1515
- #const RUBBLE_GREAT_PYRAMID 1516
- #const RUBBLE_AACHEN_CATHEDRAL 1517
- #const RUBBLE_COLOSSEUM 1520
- #const RUBBLE_DONJON 1524
- #const IMPALED_HEAD 821
- #const IMPALED_CORPSE 1315
- endif
- #const AMOUNT_WORKSHOP_TRICKLE_FOOD 242
- #const AMOUNT_WORKSHOP_TRICKLE_WOOD 243
- #const AMOUNT_WORKSHOP_TRICKLE_STONE 244
- #const AMOUNT_WORKSHOP_TRICKLE_GOLD 245
- #define SPECIAL_OBJECTS /* ---- Special Objects ---- */
- if SPECIAL_OBJECTS
- #const BARRIER_OBJECT 768 /* On-Grid Object - cannot be a player object, invisible tree that is impasseble until it is cut by a ground attack */
- #const TERRAIN_BLOCKER 1613 /* On-Grid Object - doesn't allow objects to generate on the same tile, must not be used as player object */
- endif
- endif
- <PLAYER_SETUP>
- random_placement
- #define PRELIMINARIES
- if PRELIMINARIES
- if LEGACY_CODE
- else
- behavior_version 1
- endif
- if EW_TESTING
- #define EMPIRE_WARS
- #define EW_FEUDAL
- #define FEUDAL_AGE_START
- else
- if EMPIRE_WARS
- if DARK_AGE_START
- if ESCALATION_MODE
- #define EW_DARK
- effect_amount MOD_RESOURCE AMOUNT_STARTING_WOOD ATTR_SET -30
- effect_amount MOD_RESOURCE AMOUNT_STARTING_FOOD ATTR_SET -100
- else
- #define EW_FEUDAL
- endif
- else
- #define EW_FEUDAL /* All starting ages above Dark Age will behave as regular Empire Wars. */
- endif
- else
- if MODE_TOGGLE
- if LOW_RESOURCES
- if NOMAD_MAP
- #define STANDARD_START
- else
- #define NOMAD_START
- endif
- else
- if NOMAD_MAP
- #define NOMAD_START
- endif
- endif
- endif
- endif
- if NOMAD_MAP
- #define NOMAD_START
- endif
- endif
- if NOMAD_START
- nomad_resources
- endif
- if REGICIDE_BUILDING
- #define FAR_MONASTERY
- endif
- if CENTRALISE_SPAWN
- if RESTRICTED_SPAWN
- #define CENTRALISE_OBJECT
- else
- if NOMAD_START
- if REGICIDE_BUILDING
- else
- #define CENTRALISE_OBJECT
- endif
- endif
- endif
- else
- if RESTRICTED_SPAWN
- else
- if NOMAD_START
- if REGICIDE_BUILDING
- #define CENTRALISE_OBJECT
- endif
- endif
- endif
- endif
- /* Disabled
- if COLLAPSE
- if THEME_EUROPEAN
- if SIX_A
- set_gaia_civilization 1 /* British */
- elseif SIX_B
- set_gaia_civilization 2 /* French */
- elseif SIX_C
- set_gaia_civilization 4 /* Teutons */
- elseif SIX_D
- set_gaia_civilization 13 /* Celts */
- elseif SIX_E
- set_gaia_civilization 32 /* Bulgarians */
- elseif SIX_F
- set_gaia_civilization 36 /* Burgundians */
- endif
- elseif THEME_ALPINE
- if TWO_A
- set_gaia_civilization 11 /* Vikings */
- elseif TWO_B
- set_gaia_civilization 23 /* Slavs */
- endif
- elseif THEME_AMERICAN
- if THREE_A
- set_gaia_civilization 15 /* Aztecs */
- elseif THREE_B
- set_gaia_civilization 16 /* Mayans */
- elseif THREE_C
- set_gaia_civilization 21 /* Incas */
- endif
- elseif THEME_COLD
- if TWO_A
- set_gaia_civilization 11 /* Vikings */
- elseif TWO_B
- set_gaia_civilization 23 /* Slavs */
- endif
- elseif THEME_AUTUMN_COLD
- set_gaia_civilization 23 /* Slavs */
- elseif THEME_ASIAN
- if FOUR_A
- set_gaia_civilization 5 /* Japanese */
- elseif FOUR_B
- set_gaia_civilization 6 /* Chinese */
- elseif FOUR_C
- set_gaia_civilization 12 /* Mongols */
- elseif FOUR_D
- set_gaia_civilization 18 /* Koreans */
- endif
- elseif THEME_AFRICAN
- if THREE_A
- set_gaia_civilization 25 /* Ethiopians */
- elseif THREE_B
- set_gaia_civilization 26 /* Malians */
- elseif THREE_C
- set_gaia_civilization 27 /* Berbers */
- endif
- elseif THEME_EASTERN
- if FIVE_A
- set_gaia_civilization 7 /* Byzantine */
- elseif FIVE_B
- set_gaia_civilization 8 /* Persians */
- elseif FIVE_C
- set_gaia_civilization 9 /* Saracens */
- elseif FIVE_D
- set_gaia_civilization 10 /* Turks */
- elseif FIVE_E
- set_gaia_civilization 20 /* Indians */
- endif
- elseif THEME_TROPICAL
- if FOUR_A
- set_gaia_civilization 28 /* Khmer */
- elseif FOUR_B
- set_gaia_civilization 29 /* Malay */
- elseif FOUR_C
- set_gaia_civilization 30 /* Burmese */
- elseif FOUR_D
- set_gaia_civilization 31 /* Vietnamese */
- endif
- elseif THEME_MANGROVE
- if FOUR_A
- set_gaia_civilization 28 /* Khmer */
- elseif FOUR_B
- set_gaia_civilization 29 /* Malay */
- elseif FOUR_C
- set_gaia_civilization 30 /* Burmese */
- elseif FOUR_D
- set_gaia_civilization 31 /* Vietnamese */
- endif
- elseif THEME_DEAD
- set_gaia_civilization 0 /* Gaia */
- elseif THEME_AUTUMN
- if SIX_A
- set_gaia_civilization 3 /* Goths */
- elseif SIX_B
- set_gaia_civilization 17 /* Huns */
- elseif SIX_C
- set_gaia_civilization 22 /* Magyars */
- elseif SIX_D
- set_gaia_civilization 33 /* Tatars */
- elseif SIX_E
- set_gaia_civilization 34 /* Cumans */
- elseif SIX_F
- set_gaia_civilization 35 /* Lithuanians */
- endif
- elseif THEME_MEDITERRANEAN
- if FOUR_A
- set_gaia_civilization 14 /* Spanish */
- elseif FOUR_B
- set_gaia_civilization 19 /* Italians */
- elseif FOUR_C
- set_gaia_civilization 24 /* Portuguese */
- elseif FOUR_D
- set_gaia_civilization 37 /* Sicilians */
- endif
- endif
- endif */
- /* --------------------------------------------------------- */
- /* ------------ Setting Decay Time to 8.3 Hours ------------ */
- /* --------------------------------------------------------- */
- effect_amount GAIA_SET_ATTRIBUTE ANIMAL_BLOOD_SMALL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE ANIMAL_BLOOD_BIG ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_1 ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_2 ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_3 ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_4 ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_6 ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_8 ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_FENCE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BARRACKS_DARK ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HOUSE_DARK ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MILL_DARK ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_OUTPOST ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_PALISADE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWN_CENTER_DARK ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_LUMBER_CAMP_DARK ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MINING_CAMP_DARK ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MILL_FEUDAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MILL_CASTLE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BARRACKS_FEUDAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BARRACKS_CASTLE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ARCHERY_RANGE_FEUDAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ARCHERY_RANGE_CASTLE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_STABLE_FEUDAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_STABLE_CASTLE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BLACKSMITH_FEUDAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BLACKSMITH_CASTLE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MONASTERY ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MARKET_FEUDAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MARKET_CASTLE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MARKET_IMPERIAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_SIEGE_WORKSHOP_CASTLE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_SIEGE_WORKSHOP_IMPERIAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_UNIVERSITY_CASTLE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_UNIVERSITY_IMPERIAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TRADE_WORKSHOP ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_CASTLE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWN_CENTER_FEUDAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWN_CENTER_CASTLE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWN_CENTER_IMPERIAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HOUSE_FEUDAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HOUSE_CASTLE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWER_FEUDAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWER_CASTLE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWER_IMPERIAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BOMBARD_TOWER ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_WONDER ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_FEITORIA ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_YURT_A ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_YURT_B ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_YURT_C ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_YURT_D ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_YURT_E ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_YURT_F ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_YURT_G ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_YURT_H ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HUT_A ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HUT_B ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HUT_C ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HUT_D ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HUT_E ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HUT_F ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HUT_G ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TENT_A ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TENT_B ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TENT_C ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TENT_D ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TENT_E ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ARMY_TENT_A ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ARMY_TENT_B ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ARMY_TENT_C ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ARMY_TENT_D ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ARMY_TENT_E ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BARRCADE_A ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BARRCADE_B ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BARRCADE_C ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BARRCADE_D ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_PAVILION_A ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_PAVILION_B ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_PAVILION_C ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_KREPOST ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_CATHEDRAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TEMPLE_OF_HEAVEN ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_DOME_OF_ROCK ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_SHRINE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_STORAGE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ARCH_OF_CONSTANTINE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_FORTRESS ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_GOL_GUMBAZ ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_POENARI_CASTLE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_QUIMPER_CATHEDRAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_SANCHI_STUPA ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_SANKORE_MADRASAH ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWER_OF_LONDON ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_DORMITION_CATHEDRAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ACCURSED_TOWER ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWER_OF_FLIES ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MOSQUE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_GRANARY ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_AMPHITHEATRE ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_PYRAMID ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_GREAT_PYRAMID ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_AACHEN_CATHEDRAL ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_COLOSSEUM ATTR_STORAGE_VALUE 30000
- effect_amount GAIA_SET_ATTRIBUTE RUBBLE_DONJON ATTR_STORAGE_VALUE 30000
- /* --------------------------------------------------------------------------------------------- */
- /* ------------ Nullifying Objects - Improving Performance & Remvoing Line of Sight ------------ */
- /* --------------------------------------------------------------------------------------------- */
- effect_amount SET_ATTRIBUTE BIRD_A ATTR_LINE_OF_SIGHT 0
- effect_amount SET_ATTRIBUTE BIRD_B ATTR_LINE_OF_SIGHT 0
- /* Placeholder object with no terrain restrictions. */
- #const PH_GENERIC_ON 600
- #const PH_GENERIC_OFF 649
- effect_amount SET_ATTRIBUTE PH_GENERIC_ON ATTR_DEAD_ID -1
- effect_amount SET_ATTRIBUTE PH_GENERIC_ON ATTR_TERRAIN_ID 0
- effect_amount SET_ATTRIBUTE PH_GENERIC_ON ATTR_LINE_OF_SIGHT 0
- effect_amount SET_ATTRIBUTE PH_GENERIC_ON ATTR_HITPOINTS 0
- effect_amount SET_ATTRIBUTE PH_GENERIC_ON ATTR_STORAGE_VALUE 0
- effect_amount SET_ATTRIBUTE PH_GENERIC_OFF ATTR_DEAD_ID -1
- effect_amount SET_ATTRIBUTE PH_GENERIC_OFF ATTR_TERRAIN_ID 0
- effect_amount SET_ATTRIBUTE PH_GENERIC_OFF ATTR_LINE_OF_SIGHT 0
- effect_amount SET_ATTRIBUTE PH_GENERIC_OFF ATTR_HITPOINTS 0
- effect_amount SET_ATTRIBUTE PH_GENERIC_OFF ATTR_STORAGE_VALUE 0
- /* Placeholder object that may only generate on land terrains. */
- #const PH_LAND_ON 601
- #const PH_LAND_OFF 643
- effect_amount GAIA_SET_ATTRIBUTE PH_LAND_ON ATTR_DEAD_ID -1
- effect_amount GAIA_SET_ATTRIBUTE PH_LAND_ON ATTR_TERRAIN_ID 8
- effect_amount GAIA_SET_ATTRIBUTE PH_LAND_ON ATTR_LINE_OF_SIGHT 0
- effect_amount GAIA_SET_ATTRIBUTE PH_LAND_ON ATTR_HITPOINTS 0
- effect_amount GAIA_SET_ATTRIBUTE PH_LAND_ON ATTR_STORAGE_VALUE 0
- effect_amount GAIA_SET_ATTRIBUTE PH_LAND_OFF ATTR_DEAD_ID -1
- effect_amount GAIA_SET_ATTRIBUTE PH_LAND_OFF ATTR_TERRAIN_ID 8
- effect_amount GAIA_SET_ATTRIBUTE PH_LAND_OFF ATTR_LINE_OF_SIGHT 0
- effect_amount GAIA_SET_ATTRIBUTE PH_LAND_OFF ATTR_HITPOINTS 0
- effect_amount GAIA_SET_ATTRIBUTE PH_LAND_OFF ATTR_STORAGE_VALUE 0
- /* Placeholder object that may be only generate on land and shallows. */
- #const PH_COMPOSITE_ON 602
- #const PH_COMPOSITE_OFF 645
- effect_amount SET_ATTRIBUTE PH_COMPOSITE_ON ATTR_DEAD_ID -1
- effect_amount SET_ATTRIBUTE PH_COMPOSITE_ON ATTR_TERRAIN_ID 7
- effect_amount SET_ATTRIBUTE PH_COMPOSITE_ON ATTR_LINE_OF_SIGHT 0
- effect_amount SET_ATTRIBUTE PH_COMPOSITE_ON ATTR_HITPOINTS 0
- effect_amount SET_ATTRIBUTE PH_COMPOSITE_ON ATTR_STORAGE_VALUE 0
- effect_amount SET_ATTRIBUTE PH_COMPOSITE_OFF ATTR_DEAD_ID -1
- effect_amount SET_ATTRIBUTE PH_COMPOSITE_OFF ATTR_TERRAIN_ID 7
- effect_amount SET_ATTRIBUTE PH_COMPOSITE_OFF ATTR_LINE_OF_SIGHT 0
- effect_amount SET_ATTRIBUTE PH_COMPOSITE_OFF ATTR_HITPOINTS 0
- effect_amount SET_ATTRIBUTE PH_COMPOSITE_OFF ATTR_STORAGE_VALUE 0
- /* Placeholder object that may only generate on water and shallows. */
- #const PH_HYBRID_ON 603
- #const PH_HYBRID_OFF 633
- effect_amount SET_ATTRIBUTE PH_HYBRID_ON ATTR_DEAD_ID -1
- effect_amount SET_ATTRIBUTE PH_HYBRID_ON ATTR_TERRAIN_ID 13
- effect_amount SET_ATTRIBUTE PH_HYBRID_ON ATTR_LINE_OF_SIGHT 0
- effect_amount SET_ATTRIBUTE PH_HYBRID_ON ATTR_HITPOINTS 0
- effect_amount SET_ATTRIBUTE PH_HYBRID_ON ATTR_STORAGE_VALUE 0
- effect_amount SET_ATTRIBUTE PH_HYBRID_OFF ATTR_DEAD_ID -1
- effect_amount SET_ATTRIBUTE PH_HYBRID_OFF ATTR_TERRAIN_ID 13
- effect_amount SET_ATTRIBUTE PH_HYBRID_OFF ATTR_LINE_OF_SIGHT 0
- effect_amount SET_ATTRIBUTE PH_HYBRID_OFF ATTR_HITPOINTS 0
- effect_amount SET_ATTRIBUTE PH_HYBRID_OFF ATTR_STORAGE_VALUE 0
- /* Placeholder object that may only be placed on water. */
- #const PH_WATER_ON 604
- #const PH_WATER_OFF 630
- effect_amount SET_ATTRIBUTE PH_WATER_ON ATTR_DEAD_ID -1
- effect_amount SET_ATTRIBUTE PH_WATER_ON ATTR_TERRAIN_ID 19
- effect_amount SET_ATTRIBUTE PH_WATER_ON ATTR_LINE_OF_SIGHT 0
- effect_amount SET_ATTRIBUTE PH_WATER_ON ATTR_HITPOINTS 0
- effect_amount SET_ATTRIBUTE PH_WATER_ON ATTR_STORAGE_VALUE 0
- effect_amount SET_ATTRIBUTE PH_WATER_OFF ATTR_DEAD_ID -1
- effect_amount SET_ATTRIBUTE PH_WATER_OFF ATTR_TERRAIN_ID 19
- effect_amount SET_ATTRIBUTE PH_WATER_OFF ATTR_LINE_OF_SIGHT 0
- effect_amount SET_ATTRIBUTE PH_WATER_OFF ATTR_HITPOINTS 0
- effect_amount SET_ATTRIBUTE PH_WATER_OFF ATTR_STORAGE_VALUE 0
- /* Permanently reveals part of a map - 2x2 tiles. */
- #const REVEALER_PERMANENT 0
- #const REVEALER_TEMPORARY 127
- #const REVEALER_REMOVABLE 201
- effect_amount SET_ATTRIBUTE REVEALER_PERMANENT ATTR_TERRAIN_ID 0
- effect_amount SET_ATTRIBUTE REVEALER_PERMANENT ATTR_LINE_OF_SIGHT 2
- effect_amount SET_ATTRIBUTE REVEALER_TEMPORARY ATTR_DEAD_ID -1
- effect_amount SET_ATTRIBUTE REVEALER_TEMPORARY ATTR_TERRAIN_ID 0
- effect_amount SET_ATTRIBUTE REVEALER_TEMPORARY ATTR_LINE_OF_SIGHT 4
- effect_amount SET_ATTRIBUTE REVEALER_TEMPORARY ATTR_HITPOINTS 0
- effect_amount SET_ATTRIBUTE REVEALER_TEMPORARY ATTR_STORAGE_VALUE 0
- effect_amount SET_ATTRIBUTE REVEALER_REMOVABLE ATTR_TERRAIN_ID 0
- effect_amount SET_ATTRIBUTE REVEALER_REMOVABLE ATTR_LINE_OF_SIGHT 2
- #const LAZY_VILLAGER 1285 /* Legacy Lazy Villager */
- effect_amount SET_ATTRIBUTE LAZY_VILLAGER ATTR_DEAD_ID 83
- effect_amount SET_ATTRIBUTE LAZY_VILLAGER ATTR_HITPOINTS 0
- #const LAZY_MALE 1285 /* FE Flag */
- effect_amount SET_ATTRIBUTE LAZY_MALE ATTR_DEAD_ID 83
- effect_amount SET_ATTRIBUTE LAZY_MALE ATTR_HITPOINTS 0
- #const LAZY_FEMALE 851 /* ES Flag */
- effect_amount SET_ATTRIBUTE LAZY_FEMALE ATTR_DEAD_ID 293
- effect_amount SET_ATTRIBUTE LAZY_FEMALE ATTR_HITPOINTS 0
- if RESTRICTED_SPAWN
- effect_amount GAIA_SET_ATTRIBUTE GOLD ATTR_TERRAIN_ID 7
- effect_amount GAIA_SET_ATTRIBUTE STONE ATTR_TERRAIN_ID 7
- effect_amount GAIA_SET_ATTRIBUTE SHRUB ATTR_TERRAIN_ID 7
- if FEUDAL_AGE_START
- effect_amount SET_ATTRIBUTE HOUSE ATTR_TERRAIN_ID 0
- effect_amount SET_ATTRIBUTE MILL ATTR_TERRAIN_ID 0
- effect_amount SET_ATTRIBUTE MINING_CAMP ATTR_TERRAIN_ID 0
- effect_amount SET_ATTRIBUTE LUMBER_CAMP ATTR_TERRAIN_ID 0
- effect_amount SET_ATTRIBUTE BARRACKS ATTR_TERRAIN_ID 0
- effect_amount SET_ATTRIBUTE BLACKSMITH ATTR_TERRAIN_ID 0
- endif
- endif
- /* Correcting terrain restrictions for deer, ostriches, zebras and ibices so they may also generate on beaches. */
- effect_amount SET_ATTRIBUTE DEER ATTR_TERRAIN_ID 7
- effect_amount SET_ATTRIBUTE OSTRICH ATTR_TERRAIN_ID 7
- effect_amount SET_ATTRIBUTE ZEBRA ATTR_TERRAIN_ID 7
- effect_amount SET_ATTRIBUTE IBEX ATTR_TERRAIN_ID 7
- /* Setting terrain restrictions on various aesthetic objects, so they may not generate in the water. */
- effect_amount GAIA_SET_ATTRIBUTE PLANT_BUSH_GREEN ATTR_TERRAIN_ID 8
- effect_amount GAIA_SET_ATTRIBUTE PLANT_BUSH_DRY ATTR_TERRAIN_ID 8
- effect_amount GAIA_SET_ATTRIBUTE PLANT_DEAD ATTR_TERRAIN_ID 8
- effect_amount GAIA_SET_ATTRIBUTE PLANT_FLOWERS ATTR_TERRAIN_ID 8
- effect_amount GAIA_SET_ATTRIBUTE PLANT_JUNGLE ATTR_TERRAIN_ID 8
- effect_amount GAIA_SET_ATTRIBUTE PLANT_RAINFOREST ATTR_TERRAIN_ID 8
- effect_amount GAIA_SET_ATTRIBUTE PLANT_RAINFOREST_FLOWER ATTR_TERRAIN_ID 8
- effect_amount GAIA_SET_ATTRIBUTE PLANT_SHRUB_GREEN ATTR_TERRAIN_ID 8
- effect_amount GAIA_SET_ATTRIBUTE PLANT_SHRUB_DRY ATTR_TERRAIN_ID 8
- effect_amount GAIA_SET_ATTRIBUTE PLANT_UNDERBRUSH ATTR_TERRAIN_ID 8
- effect_amount GAIA_SET_ATTRIBUTE PLANT_UNDERBRUSH_FLOWER ATTR_TERRAIN_ID 8
- effect_amount GAIA_SET_ATTRIBUTE PLANT_WEEDS ATTR_TERRAIN_ID 8
- /* Object used to fill in the corners on walls */
- #const CORNER_PIECE 1093
- effect_amount SET_ATTRIBUTE CORNER_PIECE ATTR_DEAD_ID -1
- effect_amount SET_ATTRIBUTE CORNER_PIECE ATTR_TERRAIN_ID 0
- effect_amount SET_ATTRIBUTE CORNER_PIECE ATTR_LINE_OF_SIGHT 0
- effect_amount SET_ATTRIBUTE CORNER_PIECE ATTR_HITPOINTS 0
- effect_amount SET_ATTRIBUTE CORNER_PIECE ATTR_STORAGE_VALUE 0
- endif
- <LAND_GENERATION>
- base_terrain BASE_TERRAIN
- enable_waves 0
- create_land
- {
- terrain_type MIDDLE_TERRAIN
- if KING_OT_HILL
- number_of_tiles 160
- base_size 5
- else
- number_of_tiles 142
- base_size 4
- endif
- border_fuzziness 60
- land_position 50 50
- land_id 420
- }
- create_player_lands
- {
- terrain_type PLACEHOLDER_TERRAIN
- number_of_tiles 2048
- base_size 18
- clumping_factor 15
- other_zone_avoidance_distance 2
- if TINY_MAP
- circle_radius 34 0
- elseif SMALL_MAP
- circle_radius 34 0
- elseif MEDIUM_MAP
- circle_radius 35 0
- elseif LARGE_MAP
- circle_radius 37 0
- elseif HUGE_MAP
- circle_radius 38 0
- elseif GIGANTIC_MAP
- circle_radius 39 0
- elseif LUDIKRIS_MAP
- circle_radius 40 0
- endif
- }
- <ELEVATION_GENERATION>
- create_elevation 5
- {
- enable_balanced_elevation
- base_terrain BASE_TERRAIN
- if TINY_MAP
- number_of_tiles 1434
- number_of_clumps 67
- elseif SMALL_MAP
- number_of_tiles 2150
- number_of_clumps 101
- elseif MEDIUM_MAP
- number_of_tiles 2867
- number_of_clumps 134
- elseif LARGE_MAP
- number_of_tiles 4096
- number_of_clumps 192
- elseif HUGE_MAP
- number_of_tiles 4915
- number_of_clumps 230
- elseif GIGANTIC_MAP
- number_of_tiles 5939
- number_of_clumps 278
- elseif LUDIKRIS_MAP
- number_of_tiles 23552
- number_of_clumps 1104
- endif
- }
- create_elevation 0
- {
- enable_balanced_elevation
- base_terrain PLACEHOLDER_TERRAIN
- if 2_PLAYER_GAME
- number_of_tiles 0
- number_of_clumps 0
- elseif 3_PLAYER_GAME
- number_of_tiles 0
- number_of_clumps 0
- elseif 4_PLAYER_GAME
- number_of_tiles 0
- number_of_clumps 0
- elseif 5_PLAYER_GAME
- number_of_tiles 0
- number_of_clumps 0
- elseif 6_PLAYER_GAME
- number_of_tiles 0
- number_of_clumps 0
- elseif 7_PLAYER_GAME
- number_of_tiles 0
- number_of_clumps 0
- elseif 8_PLAYER_GAME
- number_of_tiles 0
- number_of_clumps 0
- endif
- }
- <TERRAIN_GENERATION>
- if THEME_AMERICAN
- color_correction CC_JUNGLE
- elseif THEME_COLD
- color_correction CC_WINTER
- elseif THEME_AFRICAN
- color_correction CC_DESERT
- elseif THEME_EASTERN
- color_correction CC_DESERT
- elseif THEME_TROPICAL
- color_correction CC_JUNGLE
- elseif THEME_MANGROVE
- color_correction CC_JUNGLE
- elseif THEME_AUTUMN
- color_correction CC_AUTUMN
- elseif THEME_AUTUMN_COLD
- color_correction CC_WINTER
- endif
- create_terrain MIDDLE_PLACEHOLDER
- {
- base_terrain MIDDLE_TERRAIN
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 1
- }
- create_terrain BASE_TERRAIN
- {
- base_terrain MIDDLE_TERRAIN
- land_percent 100
- number_of_clumps 512
- terrain_mask 1
- }
- create_terrain MIDDLE_TERRAIN
- {
- base_terrain MIDDLE_PLACEHOLDER
- land_percent 100
- number_of_clumps 512
- }
- create_terrain BASE_FOREST
- {
- base_terrain BASE_TERRAIN
- land_percent 8
- number_of_clumps 12
- set_scale_by_groups
- set_avoid_player_start_areas
- spacing_to_other_terrain_types 6
- }
- create_terrain BASE_TERRAIN
- {
- base_terrain BASE_FOREST
- land_percent 100
- number_of_clumps 512
- terrain_mask 1
- }
- if DEATH_MATCH
- else
- create_terrain STRAGGLER_FOREST
- {
- base_terrain BASE_TERRAIN
- number_of_tiles 64
- number_of_clumps 3
- clumping_factor rnd(20,40)
- set_scale_by_groups
- set_avoid_player_start_areas
- spacing_to_other_terrain_types 6
- }
- endif
- #define INDEPENDENT_FOREST
- /* #define DYNAMIC_SIZE */
- /* #define ENABLE_AVOIDANCE */
- /* #define AVOID_SPAWN */
- if SECURE_FOREST
- if 1_PLAYER_GAME
- #define ONE_GENERATION
- elseif 2_PLAYER_GAME
- #define ONE_GENERATION
- #define TWO_GENERATION
- elseif 3_PLAYER_GAME
- #define ONE_GENERATION
- #define TWO_GENERATION
- #define THREE_GENERATION
- elseif 4_PLAYER_GAME
- #define ONE_GENERATION
- #define TWO_GENERATION
- #define THREE_GENERATION
- #define FOUR_GENERATION
- elseif 5_PLAYER_GAME
- #define ONE_GENERATION
- #define TWO_GENERATION
- #define THREE_GENERATION
- #define FOUR_GENERATION
- #define FIVE_GENERATION
- elseif 6_PLAYER_GAME
- #define ONE_GENERATION
- #define TWO_GENERATION
- #define THREE_GENERATION
- #define FOUR_GENERATION
- #define FIVE_GENERATION
- #define SIX_GENERATION
- elseif 7_PLAYER_GAME
- #define ONE_GENERATION
- #define TWO_GENERATION
- #define THREE_GENERATION
- #define FOUR_GENERATION
- #define FIVE_GENERATION
- #define SIX_GENERATION
- #define SEVEN_GENERATION
- elseif 8_PLAYER_GAME
- #define ONE_GENERATION
- #define TWO_GENERATION
- #define THREE_GENERATION
- #define FOUR_GENERATION
- #define FIVE_GENERATION
- #define SIX_GENERATION
- #define SEVEN_GENERATION
- #define EIGHT_GENERATION
- endif
- if INDEPENDENT_FOREST
- #define VALID_FOREST
- else
- if 2_PLAYER_GAME
- if TINY_MAP
- #define VALID_FOREST
- endif
- elseif 3_PLAYER_GAME
- if SMALL_MAP
- #define VALID_FOREST
- endif
- elseif 4_PLAYER_GAME
- if MEDIUM_MAP
- #define VALID_FOREST
- endif
- elseif 6_PLAYER_GAME
- if LARGE_MAP
- #define VALID_FOREST
- endif
- elseif 8_PLAYER_GAME
- if HUGE_MAP
- #define VALID_FOREST
- elseif GIGANTIC_MAP
- #define VALID_FOREST
- elseif LUDIKRIS_MAP
- #define VALID_FOREST
- endif
- endif
- if VALID_FOREST
- else
- #define INVALID_FOREST
- endif
- endif
- if ONE_GENERATION
- create_terrain REPLACE_A
- {
- base_terrain PLACEHOLDER_TERRAIN
- land_percent 100
- number_of_clumps 1
- if SPECIFIC_HEIGHT
- height_limits $heightLow $heightHigh
- endif
- if FLAT_ONLY
- set_flat_terrain_only
- endif
- }
- endif
- if TWO_GENERATION
- create_terrain REPLACE_B
- {
- base_terrain PLACEHOLDER_TERRAIN
- land_percent 100
- number_of_clumps 1
- if SPECIFIC_HEIGHT
- height_limits $heightLow $heightHigh
- endif
- if FLAT_ONLY
- set_flat_terrain_only
- endif
- }
- endif
- if THREE_GENERATION
- create_terrain REPLACE_C
- {
- base_terrain PLACEHOLDER_TERRAIN
- land_percent 100
- number_of_clumps 1
- if SPECIFIC_HEIGHT
- height_limits $heightLow $heightHigh
- endif
- if FLAT_ONLY
- set_flat_terrain_only
- endif
- }
- endif
- if FOUR_GENERATION
- create_terrain REPLACE_D
- {
- base_terrain PLACEHOLDER_TERRAIN
- land_percent 100
- number_of_clumps 1
- if SPECIFIC_HEIGHT
- height_limits $heightLow $heightHigh
- endif
- if FLAT_ONLY
- set_flat_terrain_only
- endif
- }
- endif
- if FIVE_GENERATION
- create_terrain REPLACE_E
- {
- base_terrain PLACEHOLDER_TERRAIN
- land_percent 100
- number_of_clumps 1
- if SPECIFIC_HEIGHT
- height_limits $heightLow $heightHigh
- endif
- if FLAT_ONLY
- set_flat_terrain_only
- endif
- }
- endif
- if SIX_GENERATION
- create_terrain REPLACE_F
- {
- base_terrain PLACEHOLDER_TERRAIN
- land_percent 100
- number_of_clumps 1
- if SPECIFIC_HEIGHT
- height_limits $heightLow $heightHigh
- endif
- if FLAT_ONLY
- set_flat_terrain_only
- endif
- }
- endif
- if SEVEN_GENERATION
- create_terrain REPLACE_G
- {
- base_terrain PLACEHOLDER_TERRAIN
- land_percent 100
- number_of_clumps 1
- if SPECIFIC_HEIGHT
- height_limits $heightLow $heightHigh
- endif
- if FLAT_ONLY
- set_flat_terrain_only
- endif
- }
- endif
- if EIGHT_GENERATION
- create_terrain REPLACE_H
- {
- base_terrain PLACEHOLDER_TERRAIN
- land_percent 100
- number_of_clumps 1
- if SPECIFIC_HEIGHT
- height_limits $heightLow $heightHigh
- endif
- if FLAT_ONLY
- set_flat_terrain_only
- endif
- }
- endif
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- create_terrain ORIGIN_PLACEHOLDER
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- spacing_to_other_terrain_types 6
- }
- if INVALID_FOREST
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- create_terrain PLACEHOLDER_TERRAIN
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- set_scale_by_groups
- }
- endif
- if VALID_FOREST
- create_terrain SPAWN_FOREST
- {
- base_terrain REPLACE_A
- if TEAMS_CONNECTED
- number_of_tiles 129
- number_of_clumps 3
- set_scale_by_groups
- else
- if DYNAMIC_SIZE
- if MEDIUM_MAP
- number_of_tiles 171
- number_of_clumps 4
- elseif LARGE_MAP
- number_of_tiles 162
- number_of_clumps 4
- elseif HUGE_MAP
- number_of_tiles 153
- number_of_clumps 4
- elseif LUDIKRIS_MAP
- number_of_tiles 720
- number_of_clumps 16
- else
- number_of_tiles 180
- number_of_clumps 4
- endif
- else
- number_of_tiles 180
- number_of_clumps 4
- endif
- endif
- if AVOID_SPAWN
- set_avoid_player_start_areas
- endif
- if AVOID_SPAWN_SPECIFIC
- set_avoid_player_start_areas $SpawnAvoidance
- endif
- if ENABLE_AVOIDANCE
- spacing_to_other_terrain_types 0
- endif
- }
- create_terrain SPAWN_FOREST
- {
- base_terrain REPLACE_B
- if TEAMS_CONNECTED
- number_of_tiles 129
- number_of_clumps 3
- set_scale_by_groups
- else
- if DYNAMIC_SIZE
- if MEDIUM_MAP
- number_of_tiles 171
- number_of_clumps 4
- elseif LARGE_MAP
- number_of_tiles 162
- number_of_clumps 4
- elseif HUGE_MAP
- number_of_tiles 153
- number_of_clumps 4
- elseif LUDIKRIS_MAP
- number_of_tiles 720
- number_of_clumps 16
- else
- number_of_tiles 180
- number_of_clumps 4
- endif
- else
- number_of_tiles 180
- number_of_clumps 4
- endif
- endif
- if AVOID_SPAWN
- set_avoid_player_start_areas
- endif
- if AVOID_SPAWN_SPECIFIC
- set_avoid_player_start_areas $SpawnAvoidance
- endif
- if ENABLE_AVOIDANCE
- spacing_to_other_terrain_types 0
- endif
- }
- create_terrain SPAWN_FOREST
- {
- base_terrain REPLACE_C
- if TEAMS_CONNECTED
- number_of_tiles 129
- number_of_clumps 3
- set_scale_by_groups
- else
- if DYNAMIC_SIZE
- if MEDIUM_MAP
- number_of_tiles 171
- number_of_clumps 4
- elseif LARGE_MAP
- number_of_tiles 162
- number_of_clumps 4
- elseif HUGE_MAP
- number_of_tiles 153
- number_of_clumps 4
- elseif LUDIKRIS_MAP
- number_of_tiles 720
- number_of_clumps 16
- else
- number_of_tiles 180
- number_of_clumps 4
- endif
- else
- number_of_tiles 180
- number_of_clumps 4
- endif
- endif
- if AVOID_SPAWN
- set_avoid_player_start_areas
- endif
- if AVOID_SPAWN_SPECIFIC
- set_avoid_player_start_areas $SpawnAvoidance
- endif
- if ENABLE_AVOIDANCE
- spacing_to_other_terrain_types 0
- endif
- }
- create_terrain SPAWN_FOREST
- {
- base_terrain REPLACE_D
- if TEAMS_CONNECTED
- number_of_tiles 129
- number_of_clumps 3
- set_scale_by_groups
- else
- if DYNAMIC_SIZE
- if MEDIUM_MAP
- number_of_tiles 171
- number_of_clumps 4
- elseif LARGE_MAP
- number_of_tiles 162
- number_of_clumps 4
- elseif HUGE_MAP
- number_of_tiles 153
- number_of_clumps 4
- elseif LUDIKRIS_MAP
- number_of_tiles 720
- number_of_clumps 16
- else
- number_of_tiles 180
- number_of_clumps 4
- endif
- else
- number_of_tiles 180
- number_of_clumps 4
- endif
- endif
- if AVOID_SPAWN
- set_avoid_player_start_areas
- endif
- if AVOID_SPAWN_SPECIFIC
- set_avoid_player_start_areas $SpawnAvoidance
- endif
- if ENABLE_AVOIDANCE
- spacing_to_other_terrain_types 0
- endif
- }
- create_terrain SPAWN_FOREST
- {
- base_terrain REPLACE_E
- if TEAMS_CONNECTED
- number_of_tiles 129
- number_of_clumps 3
- set_scale_by_groups
- else
- if DYNAMIC_SIZE
- if MEDIUM_MAP
- number_of_tiles 171
- number_of_clumps 4
- elseif LARGE_MAP
- number_of_tiles 162
- number_of_clumps 4
- elseif HUGE_MAP
- number_of_tiles 153
- number_of_clumps 4
- elseif LUDIKRIS_MAP
- number_of_tiles 720
- number_of_clumps 16
- else
- number_of_tiles 180
- number_of_clumps 4
- endif
- else
- number_of_tiles 180
- number_of_clumps 4
- endif
- endif
- if AVOID_SPAWN
- set_avoid_player_start_areas
- endif
- if AVOID_SPAWN_SPECIFIC
- set_avoid_player_start_areas $SpawnAvoidance
- endif
- if ENABLE_AVOIDANCE
- spacing_to_other_terrain_types 0
- endif
- }
- create_terrain SPAWN_FOREST
- {
- base_terrain REPLACE_F
- if TEAMS_CONNECTED
- number_of_tiles 129
- number_of_clumps 3
- set_scale_by_groups
- else
- if DYNAMIC_SIZE
- if MEDIUM_MAP
- number_of_tiles 171
- number_of_clumps 4
- elseif LARGE_MAP
- number_of_tiles 162
- number_of_clumps 4
- elseif HUGE_MAP
- number_of_tiles 153
- number_of_clumps 4
- elseif LUDIKRIS_MAP
- number_of_tiles 720
- number_of_clumps 16
- else
- number_of_tiles 180
- number_of_clumps 4
- endif
- else
- number_of_tiles 180
- number_of_clumps 4
- endif
- endif
- if AVOID_SPAWN
- set_avoid_player_start_areas
- endif
- if AVOID_SPAWN_SPECIFIC
- set_avoid_player_start_areas $SpawnAvoidance
- endif
- if ENABLE_AVOIDANCE
- spacing_to_other_terrain_types 0
- endif
- }
- create_terrain SPAWN_FOREST
- {
- base_terrain REPLACE_G
- if TEAMS_CONNECTED
- number_of_tiles 129
- number_of_clumps 3
- set_scale_by_groups
- else
- if DYNAMIC_SIZE
- if MEDIUM_MAP
- number_of_tiles 171
- number_of_clumps 4
- elseif LARGE_MAP
- number_of_tiles 162
- number_of_clumps 4
- elseif HUGE_MAP
- number_of_tiles 153
- number_of_clumps 4
- elseif LUDIKRIS_MAP
- number_of_tiles 720
- number_of_clumps 16
- else
- number_of_tiles 180
- number_of_clumps 4
- endif
- else
- number_of_tiles 180
- number_of_clumps 4
- endif
- endif
- if AVOID_SPAWN
- set_avoid_player_start_areas
- endif
- if AVOID_SPAWN_SPECIFIC
- set_avoid_player_start_areas $SpawnAvoidance
- endif
- if ENABLE_AVOIDANCE
- spacing_to_other_terrain_types 0
- endif
- }
- create_terrain SPAWN_FOREST
- {
- base_terrain REPLACE_H
- if TEAMS_CONNECTED
- number_of_tiles 129
- number_of_clumps 3
- set_scale_by_groups
- else
- if DYNAMIC_SIZE
- if MEDIUM_MAP
- number_of_tiles 171
- number_of_clumps 4
- elseif LARGE_MAP
- number_of_tiles 162
- number_of_clumps 4
- elseif HUGE_MAP
- number_of_tiles 153
- number_of_clumps 4
- elseif LUDIKRIS_MAP
- number_of_tiles 756
- number_of_clumps 17
- else
- number_of_tiles 180
- number_of_clumps 4
- endif
- else
- number_of_tiles 180
- number_of_clumps 4
- endif
- endif
- if AVOID_SPAWN
- set_avoid_player_start_areas
- endif
- if AVOID_SPAWN_SPECIFIC
- set_avoid_player_start_areas $SpawnAvoidance
- endif
- if ENABLE_AVOIDANCE
- spacing_to_other_terrain_types 0
- endif
- }
- else
- create_terrain SPAWN_FOREST
- {
- base_terrain PLACEHOLDER_TERRAIN
- if TINY_MAP
- number_of_tiles 360
- number_of_clumps 8
- elseif SMALL_MAP
- number_of_tiles 540
- number_of_clumps 12
- elseif MEDIUM_MAP
- number_of_tiles 720
- number_of_clumps 16
- elseif LARGE_MAP
- number_of_tiles 1080
- number_of_clumps 24
- elseif HUGE_MAP
- number_of_tiles 1440
- number_of_clumps 32
- elseif GIGANTIC_MAP
- number_of_tiles 1620
- number_of_clumps 36
- elseif LUDIKRIS_MAP
- number_of_tiles 7200
- number_of_clumps 160
- endif
- if AVOID_SPAWN
- set_avoid_player_start_areas
- endif
- if AVOID_SPAWN_SPECIFIC
- set_avoid_player_start_areas $SpawnAvoidance
- endif
- if ENABLE_AVOIDANCE
- spacing_to_other_terrain_types 0
- endif
- }
- endif
- if DEBUG_MODE
- else
- create_terrain SPAWN_TERRAIN
- {
- base_terrain PLACEHOLDER_TERRAIN
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain PLACEHOLDER_TERRAIN
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain PLACEHOLDER_TERRAIN
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain PLACEHOLDER_TERRAIN
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain PLACEHOLDER_TERRAIN
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain PLACEHOLDER_TERRAIN
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain PLACEHOLDER_TERRAIN
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain PLACEHOLDER_TERRAIN
- land_percent 100
- number_of_clumps 512
- }
- if ORIGIN_CONSTANT
- else
- create_terrain SPAWN_TERRAIN
- {
- base_terrain ORIGIN_PLACEHOLDER
- land_percent 100
- number_of_clumps 512
- }
- endif
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_A
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_B
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_C
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_D
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_E
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_F
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_G
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- }
- create_terrain SPAWN_TERRAIN
- {
- base_terrain REPLACE_H
- land_percent 100
- number_of_clumps 512
- }
- endif
- endif
- if COLLAPSE
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 100
- number_of_clumps 512
- height_limits 2 5
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 12
- number_of_clumps 24
- set_scale_by_groups
- height_limits 1 1
- terrain_mask 1
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 100
- number_of_clumps 512
- height_limits 2 5
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 12
- number_of_clumps 24
- set_scale_by_groups
- height_limits 1 1
- terrain_mask 1
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 100
- number_of_clumps 512
- height_limits 2 5
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 12
- number_of_clumps 24
- set_scale_by_groups
- height_limits 1 1
- terrain_mask 1
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 100
- number_of_clumps 512
- height_limits 2 5
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 12
- number_of_clumps 24
- set_scale_by_groups
- height_limits 1 1
- terrain_mask 1
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 100
- number_of_clumps 512
- height_limits 2 5
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 12
- number_of_clumps 24
- set_scale_by_groups
- height_limits 1 1
- terrain_mask 1
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 100
- number_of_clumps 512
- height_limits 2 5
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 12
- number_of_clumps 24
- set_scale_by_groups
- height_limits 1 1
- terrain_mask 1
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 100
- number_of_clumps 512
- height_limits 2 5
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 12
- number_of_clumps 24
- set_scale_by_groups
- height_limits 1 1
- terrain_mask 1
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 100
- number_of_clumps 512
- height_limits 2 5
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 12
- number_of_clumps 24
- set_scale_by_groups
- height_limits 1 1
- terrain_mask 1
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 100
- number_of_clumps 512
- height_limits 2 5
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 12
- number_of_clumps 24
- set_scale_by_groups
- height_limits 1 1
- terrain_mask 1
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 100
- number_of_clumps 512
- height_limits 2 5
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 12
- number_of_clumps 24
- set_scale_by_groups
- height_limits 1 1
- terrain_mask 1
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 100
- number_of_clumps 512
- height_limits 2 5
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 12
- number_of_clumps 24
- set_scale_by_groups
- height_limits 1 1
- terrain_mask 1
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 100
- number_of_clumps 512
- height_limits 2 5
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 12
- number_of_clumps 24
- set_scale_by_groups
- height_limits 1 1
- terrain_mask 1
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 100
- number_of_clumps 512
- height_limits 2 5
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 12
- number_of_clumps 24
- set_scale_by_groups
- height_limits 1 1
- terrain_mask 1
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 100
- number_of_clumps 512
- height_limits 2 5
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 12
- number_of_clumps 24
- set_scale_by_groups
- height_limits 1 1
- terrain_mask 1
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 100
- number_of_clumps 512
- height_limits 2 5
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 12
- number_of_clumps 24
- set_scale_by_groups
- height_limits 1 1
- terrain_mask 1
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 100
- number_of_clumps 512
- height_limits 2 5
- }
- create_terrain BASE_BLEND_B
- {
- base_terrain BASE_TERRAIN
- land_percent 12
- number_of_clumps 24
- set_scale_by_groups
- height_limits 1 1
- terrain_mask 1
- }
- endif
- create_terrain BASE_BLEND_A
- {
- base_terrain BASE_TERRAIN
- land_percent 24
- number_of_clumps 16
- clumping_factor -20
- set_scale_by_groups
- terrain_mask 1
- }
- create_terrain BASE_TERRAIN
- {
- base_terrain MIDDLE_TERRAIN
- number_of_tiles 24
- number_of_clumps 24
- set_scale_by_groups
- terrain_mask 2
- }
- create_terrain SNOW_LIGHT
- {
- base_terrain BASE_TERRAIN
- land_percent 2
- number_of_clumps 24
- set_scale_by_groups
- terrain_mask 1
- }
- create_terrain SNOW_LIGHT
- {
- base_terrain BASE_FOREST
- land_percent 1
- number_of_clumps 64
- set_scale_by_groups
- terrain_mask 1
- }
- <CONNECTION_GENERATION>
- create_connect_all_lands
- {
- terrain_size BASE_TERRAIN 1000 0
- terrain_size SPAWN_TERRAIN 1000 0
- replace_terrain BEACH BEACH_TERRAIN
- terrain_cost BEACH 1
- terrain_size BEACH 1000 0
- }
- <OBJECTS_GENERATION>
- if TERRAIN_DEBUGGING
- else
- if PRELIMINARIES
- create_object PH_GENERIC_OFF /* Edge Avoidance */
- {
- min_distance_to_players 0
- max_distance_to_players 0
- place_on_specific_land_id 420
- actor_area 5010
- if TINY_MAP
- actor_area_radius 58
- elseif SMALL_MAP
- actor_area_radius 70
- elseif MEDIUM_MAP
- actor_area_radius 82
- elseif LARGE_MAP
- actor_area_radius 98
- elseif HUGE_MAP
- actor_area_radius 108
- elseif GIGANTIC_MAP
- actor_area_radius 118
- elseif LUDIKRIS_MAP
- actor_area_radius 238
- endif
- }
- if ENABLE_EDGE
- create_object PH_GENERIC_OFF /* Map Edge */
- {
- number_of_objects 65536
- temp_min_distance_group_placement 4
- actor_area 5020
- actor_area_radius 2
- avoid_actor_area 5010 /* Edge Avoidance */
- if DEBUG_MODE
- second_object FLAG_E
- endif
- }
- create_object PH_GENERIC_OFF /* Map Edge */
- {
- number_of_objects 65536
- temp_min_distance_group_placement 4
- actor_area 5020
- actor_area_radius 2
- avoid_actor_area 5010 /* Edge Avoidance */
- avoid_actor_area 5020 /* Map Edge */
- if DEBUG_MODE
- second_object FLAG_E
- endif
- }
- endif
- if SAFE_LUREABLE
- create_object PH_GENERIC_OFF /* Lureable Blocker */
- {
- min_distance_to_players 0
- max_distance_to_players 0
- place_on_specific_land_id 420
- actor_area 5030
- if TINY_MAP
- actor_area_radius 41
- elseif SMALL_MAP
- actor_area_radius 49
- elseif MEDIUM_MAP
- actor_area_radius 59
- elseif LARGE_MAP
- actor_area_radius 73
- elseif HUGE_MAP
- actor_area_radius 82
- elseif GIGANTIC_MAP
- actor_area_radius 91
- elseif LUDIKRIS_MAP
- if CLOSE_PROXIMITY
- actor_area_radius 192
- else
- actor_area_radius 0
- endif
- endif
- }
- endif
- create_object PH_GENERIC_OFF /* Edge Avoidance - AAMF */
- {
- min_distance_to_players 0
- max_distance_to_players 0
- place_on_specific_land_id 420
- actor_area 8000
- if TINY_MAP
- actor_area_radius 57
- elseif SMALL_MAP
- actor_area_radius 69
- elseif MEDIUM_MAP
- actor_area_radius 81
- elseif LARGE_MAP
- actor_area_radius 97
- elseif HUGE_MAP
- actor_area_radius 107
- elseif GIGANTIC_MAP
- actor_area_radius 117
- elseif LUDIKRIS_MAP
- actor_area_radius 237
- endif
- }
- if COLLAPSE
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6000
- actor_area_radius 0
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6001
- actor_area_radius 1
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6002
- actor_area_radius 2
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6003
- actor_area_radius 3
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6004
- actor_area_radius 4
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6005
- actor_area_radius 5
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6006
- actor_area_radius 6
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6007
- actor_area_radius 7
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6008
- actor_area_radius 8
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6009
- actor_area_radius 9
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6010
- actor_area_radius 10
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6011
- actor_area_radius 11
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6012
- actor_area_radius 12
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6013
- actor_area_radius 13
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6014
- actor_area_radius 14
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6015
- actor_area_radius 15
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6016
- actor_area_radius 16
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6017
- actor_area_radius 17
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6018
- actor_area_radius 18
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6019
- actor_area_radius 19
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6020
- actor_area_radius 20
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6021
- actor_area_radius 21
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6022
- actor_area_radius 22
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6023
- actor_area_radius 23
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6024
- actor_area_radius 24
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6025
- actor_area_radius 25
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6026
- actor_area_radius 26
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6027
- actor_area_radius 27
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6028
- actor_area_radius 28
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6029
- actor_area_radius 29
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6030
- actor_area_radius 30
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6031
- actor_area_radius 31
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6032
- actor_area_radius 32
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6033
- actor_area_radius 33
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6034
- actor_area_radius 34
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6035
- actor_area_radius 35
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6036
- actor_area_radius 36
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6037
- actor_area_radius 37
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6038
- actor_area_radius 38
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6039
- actor_area_radius 39
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6040
- actor_area_radius 40
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6041
- actor_area_radius 41
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6042
- actor_area_radius 42
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6043
- actor_area_radius 43
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6044
- actor_area_radius 44
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6045
- actor_area_radius 45
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6046
- actor_area_radius 46
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6047
- actor_area_radius 47
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6048
- actor_area_radius 48
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6049
- actor_area_radius 49
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6050
- actor_area_radius 50
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6051
- actor_area_radius 51
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6052
- actor_area_radius 52
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6053
- actor_area_radius 53
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6054
- actor_area_radius 54
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6055
- actor_area_radius 55
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6056
- actor_area_radius 56
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6057
- actor_area_radius 57
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6058
- actor_area_radius 58
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6059
- actor_area_radius 59
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6060
- actor_area_radius 60
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6061
- actor_area_radius 61
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6062
- actor_area_radius 62
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6063
- actor_area_radius 63
- }
- create_object PH_GENERIC_OFF
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 6064
- actor_area_radius 64
- }
- endif
- if EW_DARK
- create_object EW_REVEALER
- {
- set_place_for_every_player
- min_distance_to_players 0
- max_distance_to_players 0
- }
- endif
- endif
- create_object ROCK_B
- {
- place_on_specific_land_id 420
- number_of_objects 2
- min_distance_to_players 2
- find_closest
- temp_min_distance_group_placement 3
- }
- create_object PH_GENERIC_ON
- {
- second_object GRAVE
- number_of_objects 1024
- temp_min_distance_group_placement 2
- layer_to_place_on BASE_TERRAIN
- max_distance_to_other_zones 2
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 500
- actor_area_radius 4
- }
- if CENTRALISE_OBJECT
- create_object PH_GENERIC_ON
- else
- create_object PH_GENERIC_OFF
- endif
- {
- second_object TOWN_CENTER
- set_place_for_every_player
- if NOMAD_START
- number_of_objects 0
- else
- number_of_objects 1
- endif
- min_distance_to_players 0
- max_distance_to_players 0
- actor_area 1
- actor_area_radius 1
- }
- if EMPIRE_WARS
- elseif REGICIDE
- elseif NOMAD_START
- else
- create_object PH_GENERIC_OFF /* Couples Therapy */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 3
- find_closest
- actor_area 5200
- actor_area_radius 4
- avoid_actor_area 6005 /* Minimum Player Distance */
- if DEBUG_MODE
- second_object FLAG_D
- endif
- }
- create_object PH_GENERIC_OFF /* Orderly Line */
- {
- set_place_for_every_player
- set_gaia_object_only
- find_closest
- actor_area 5210
- actor_area_radius 0
- avoid_actor_area 5200 /* Couples Therapy */
- avoid_actor_area 6005 /* Minimum Player Distance */
- if DEBUG_MODE
- second_object FLAG_E
- endif
- }
- if CENTRALISE_OBJECT
- create_object PH_GENERIC_ON
- else
- create_object PH_GENERIC_OFF
- endif
- {
- second_object VILLAGER
- set_place_for_every_player
- number_of_objects 2
- find_closest
- min_distance_group_placement 1
- max_distance_to_other_zones 1
- avoid_forest_zone 1
- avoid_cliff_zone 1
- actor_area 2
- actor_area_radius 1
- avoid_actor_area 5200 /* Couples Therapy */
- avoid_actor_area 5210 /* Orderly Line */
- if NOMAD_START
- if CAPTURE_THE_RELIC
- avoid_actor_area 6002 /* Minimum Player Distance */
- endif
- else
- avoid_actor_area 6005 /* Minimum Player Distance */
- endif
- }
- endif
- if CENTRALISE_OBJECT
- create_object PH_GENERIC_ON
- else
- create_object PH_GENERIC_OFF
- endif
- {
- second_object VILLAGER
- set_place_for_every_player
- if EMPIRE_WARS
- number_of_objects 0
- elseif REGICIDE
- number_of_objects 10
- else
- if NOMAD_START
- number_of_objects 3
- else
- number_of_objects 1
- endif
- endif
- if NOMAD_START
- if SCATTERED_VILLAGERS
- temp_min_distance_group_placement 32
- else
- find_closest
- endif
- else
- find_closest
- endif
- min_distance_group_placement 1
- max_distance_to_other_zones 1
- avoid_forest_zone 1
- avoid_cliff_zone 1
- actor_area 2
- actor_area_radius 1
- avoid_actor_area 2 /* Villager */
- avoid_actor_area 5020 /* Map Edge */
- if NOMAD_START
- if REGICIDE
- avoid_actor_area 6003 /* Minimum Player Distance */
- elseif CAPTURE_THE_RELIC
- avoid_actor_area 6002 /* Minimum Player Distance */
- endif
- else
- avoid_actor_area 6005 /* Minimum Player Distance */
- endif
- }
- if CENTRALISE_OBJECT
- create_object PH_GENERIC_ON
- else
- create_object PH_GENERIC_OFF
- endif
- {
- set_place_for_every_player
- find_closest
- min_distance_group_placement 1
- max_distance_to_other_zones 2
- avoid_forest_zone 1
- avoid_cliff_zone 1
- actor_area 3
- actor_area_radius 1
- avoid_actor_area 2 /* Villagers */
- avoid_actor_area 5020 /* Map Edge */
- if NOMAD_START
- if REGICIDE
- avoid_actor_area 6003 /* Minimum Player Distance */
- elseif CAPTURE_THE_RELIC
- avoid_actor_area 6002 /* Minimum Player Distance */
- endif
- else
- avoid_actor_area 6005 /* Minimum Player Distance */
- endif
- if REGICIDE
- if REGICIDE_QUEEN
- second_object QUEEN
- else
- second_object SCOUT
- endif
- else
- if NOMAD_START
- if NOMAD_UNIT
- second_object NOMAD_SCOUT
- endif
- else
- second_object SCOUT
- endif
- endif
- }
- if ENABLE_WALLS
- create_object WALL
- {
- set_place_for_every_player
- min_distance_to_players 16
- max_distance_to_players 16
- actor_area 4
- actor_area_radius 2
- }
- if CORNER_PIECES
- create_object CORNER_PIECE
- {
- second_object WALL
- set_place_for_every_player
- number_of_objects 64
- min_distance_to_players 16
- max_distance_to_players 16
- actor_area 4
- actor_area_radius 2
- }
- endif
- endif
- if REGICIDE
- if CENTRALISE_OBJECT
- create_object PH_GENERIC_ON
- else
- create_object PH_GENERIC_OFF
- endif
- {
- set_place_for_every_player
- if REGICIDE_BUILDING
- else
- number_of_objects 0
- endif
- find_closest
- min_distance_group_placement 1
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 200
- actor_area_radius 4
- avoid_actor_area 2 /* Villagers */
- avoid_actor_area 3 /* Scout or Queen */
- avoid_actor_area 5020 /* Map Edge */
- if NOMAD_START
- else
- avoid_actor_area 6010 /* Minimum Player Distance */
- endif
- if NOMAD_START
- second_object WATCH_TOWER
- else
- second_object CASTLE
- endif
- }
- if CENTRALISE_OBJECT
- create_object PH_GENERIC_ON
- else
- create_object PH_GENERIC_OFF
- endif
- {
- second_object KING
- set_place_for_every_player
- find_closest
- max_distance_to_other_zones 2
- avoid_forest_zone 1
- avoid_cliff_zone 1
- actor_area 210
- actor_area_radius 1
- avoid_actor_area 2 /* Villagers */
- avoid_actor_area 3 /* Scout or Queen */
- avoid_actor_area 5020 /* Map Edge */
- if NOMAD_START
- if REGICIDE
- avoid_actor_area 6003 /* Minimum Player Distance */
- elseif CAPTURE_THE_RELIC
- avoid_actor_area 6002 /* Minimum Player Distance */
- endif
- else
- avoid_actor_area 6005 /* Minimum Player Distance */
- endif
- }
- endif
- if CAPTURE_THE_RELIC
- if CENTRALISE_OBJECT
- create_object PH_GENERIC_ON
- else
- if FAR_MONASTERY
- create_object MONASTERY
- else
- create_object PH_GENERIC_OFF
- endif
- endif
- {
- set_place_for_every_player
- find_closest
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 300
- actor_area_radius 4
- avoid_actor_area 2 /* Villagers */
- avoid_actor_area 3 /* Scout or Queen */
- avoid_actor_area 200 /* Castle */
- avoid_actor_area 5020 /* Map Edge */
- if NOMAD_START
- if FAR_MONASTERY
- avoid_actor_area 6010 /* Minimum Player Distance */
- endif
- else
- avoid_actor_area 6010 /* Minimum Player Distance */
- endif
- if CENTRALISE_OBJECT
- second_object MONASTERY
- else
- if FAR_MONASTERY
- else
- second_object MONASTERY
- endif
- endif
- }
- endif
- if DEATH_MATCH
- elseif INFINITE_RESOURCES
- else
- create_object S_STRAGGLER
- {
- set_place_for_every_player
- set_gaia_object_only
- if EW_FEUDAL
- number_of_objects 0
- else
- number_of_objects 4
- endif
- find_closest
- temp_min_distance_group_placement 4
- resource_delta 1
- max_distance_to_other_zones 2
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 10
- actor_area_radius 4
- avoid_actor_area 2 /* Villagers */
- avoid_actor_area 3 /* Scout or Queen */
- avoid_actor_area 10 /* Spawn Stragglers */
- avoid_actor_area 11 /* DEW Straggler */
- avoid_actor_area 210 /* King */
- avoid_actor_area 6004 /* Minimum Player Distance */
- }
- create_object S_STRAGGLER
- {
- set_place_for_every_player
- set_gaia_object_only
- if EW_FEUDAL
- number_of_objects 0
- endif
- find_closest
- resource_delta 1
- max_distance_to_other_zones 2
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 11
- actor_area_radius 1
- avoid_actor_area 2 /* Villagers */
- avoid_actor_area 3 /* Scout or Queen */
- avoid_actor_area 10 /* Spawn Stragglers */
- avoid_actor_area 11 /* DEW Straggler */
- avoid_actor_area 210 /* King */
- avoid_actor_area 6004 /* Minimum Player Distance */
- }
- endif
- if INFINITE_RESOURCES
- else
- create_object PH_GENERIC_OFF /* Resource Distributor */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects rnd(4,6)
- find_closest
- temp_min_distance_group_placement 6
- actor_area 5000
- if CLOSE_PROXIMITY
- actor_area_radius 2
- else
- actor_area_radius 6
- endif
- avoid_actor_area 6010 /* Minimum Player Distance */
- if DEBUG_MODE
- second_object FLAG_A
- endif
- }
- if DEATH_MATCH
- else
- /* Primary Shrubbery */
- create_object SHRUB
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 6
- set_tight_grouping
- group_placement_radius 1
- find_closest
- max_distance_to_other_zones 4
- avoid_forest_zone 3
- avoid_cliff_zone 3
- actor_area 70
- if EW_FEUDAL
- actor_area_radius 1
- else
- min_distance_group_placement 2
- actor_area_radius 10
- endif
- avoid_actor_area 4 /* Walls */
- avoid_actor_area 70 /* Primary Shrubbery */
- avoid_actor_area 200 /* Castle */
- avoid_actor_area 300 /* Monastery */
- avoid_actor_area 500 /* Graves */
- avoid_actor_area 5000 /* Resource Distributor */
- avoid_actor_area 5020 /* Map Edge */
- avoid_actor_area 6010 /* Minimum Player Distance */
- }
- if EW_FEUDAL
- create_object PH_GENERIC_OFF /* Minimum Shrub Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 702
- actor_area_radius 2
- actor_area_to_place_in 70
- }
- create_object PH_GENERIC_OFF /* Default Shrub Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 700
- actor_area_radius 10
- actor_area_to_place_in 70
- }
- create_object PH_GENERIC_OFF /* Far Shrub Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 701
- actor_area_radius 24
- actor_area_to_place_in 70
- }
- else
- create_object PH_GENERIC_OFF /* RM Far Primary Shrub Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 1024
- temp_min_distance_group_placement 4
- actor_area 701
- actor_area_radius 14
- actor_area_to_place_in 70
- }
- endif
- endif
- /* Primary Gold */
- create_object GOLD
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 7
- set_tight_grouping
- group_placement_radius 1
- find_closest
- max_distance_to_other_zones 4
- avoid_forest_zone 3
- avoid_cliff_zone 3
- actor_area 80
- if EW_FEUDAL
- actor_area_radius 1
- else
- min_distance_group_placement 2
- actor_area_radius 10
- endif
- avoid_actor_area 4 /* Walls */
- avoid_actor_area 70 /* Primary Shrubbery */
- avoid_actor_area 80 /* Primary Gold */
- avoid_actor_area 200 /* Castle */
- avoid_actor_area 300 /* Monastery */
- avoid_actor_area 500 /* Graves */
- avoid_actor_area 700 /* Default Shrub Spacer */
- avoid_actor_area 5000 /* Resource Distributor */
- avoid_actor_area 5020 /* Map Edge */
- avoid_actor_area 6010 /* Minimum Player Distance */
- }
- if EW_FEUDAL
- create_object PH_GENERIC_OFF /* Minimum Primary Gold Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 802
- actor_area_radius 2
- actor_area_to_place_in 80
- }
- create_object PH_GENERIC_OFF /* Default Primary Gold Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 800
- actor_area_radius 10
- actor_area_to_place_in 80
- }
- create_object PH_GENERIC_OFF /* Far Primary Gold Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 801
- actor_area_radius 24
- actor_area_to_place_in 80
- }
- if EW_FEUDAL
- create_object PH_GENERIC_OFF /* EW Ungulate Container */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 803
- actor_area_radius 4
- actor_area_to_place_in 80
- }
- endif
- else
- create_object PH_GENERIC_OFF /* RM Far Primary Gold Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 1024
- temp_min_distance_group_placement 4
- actor_area 801
- actor_area_radius 14
- actor_area_to_place_in 80
- }
- endif
- /* ------------ Medium Distance ------------ */
- create_object PH_GENERIC_OFF /* Resource Distributor */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects rnd(4,6)
- find_closest
- temp_min_distance_group_placement 6
- actor_area 5000
- if CLOSE_PROXIMITY
- actor_area_radius 2
- else
- actor_area_radius 6
- endif
- avoid_actor_area 6014 /* Minimum Player Distance */
- if DEBUG_MODE
- second_object FLAG_A
- endif
- }
- /* Primary Stone */
- create_object STONE
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 5
- set_tight_grouping
- group_placement_radius 1
- find_closest
- max_distance_to_other_zones 4
- avoid_forest_zone 3
- avoid_cliff_zone 3
- actor_area 90
- if EW_FEUDAL
- actor_area_radius 1
- else
- min_distance_group_placement 2
- actor_area_radius 10
- endif
- avoid_actor_area 4 /* Walls */
- avoid_actor_area 70 /* Primary Shrubbery */
- avoid_actor_area 80 /* Primary Gold */
- avoid_actor_area 90 /* Primary Stone */
- avoid_actor_area 200 /* Castle */
- avoid_actor_area 300 /* Monastery */
- avoid_actor_area 500 /* Graves */
- avoid_actor_area 700 /* Default Shrub Spacer */
- avoid_actor_area 800 /* Default Primary Gold Spacer */
- avoid_actor_area 5000 /* Resource Distributor */
- avoid_actor_area 5020 /* Map Edge */
- avoid_actor_area 6014 /* Minimum Player Distance */
- }
- if EW_FEUDAL
- create_object PH_GENERIC_OFF /* Minimum Primary Stone Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 902
- actor_area_radius 2
- actor_area_to_place_in 90
- }
- create_object PH_GENERIC_OFF /* Default Primary Stone Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 900
- actor_area_radius 10
- actor_area_to_place_in 90
- }
- create_object PH_GENERIC_OFF /* Far Primary Stone Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 901
- actor_area_radius 24
- actor_area_to_place_in 90
- }
- else
- create_object PH_GENERIC_OFF /* RM Far Primary Stone Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 1024
- temp_min_distance_group_placement 4
- actor_area 901
- actor_area_radius 14
- actor_area_to_place_in 90
- }
- endif
- /* ------------ Far Distance ------------ */
- create_object PH_GENERIC_OFF /* Resource Distributor */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects rnd(4,6)
- find_closest
- temp_min_distance_group_placement 6
- actor_area 5000
- if CLOSE_PROXIMITY
- actor_area_radius 2
- else
- actor_area_radius 4
- endif
- avoid_actor_area 6020 /* Minimum Player Distance */
- if DEBUG_MODE
- second_object FLAG_A
- endif
- }
- /* Secondary Gold */
- create_object GOLD
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 4
- set_tight_grouping
- group_placement_radius 1
- find_closest
- max_distance_to_other_zones 4
- avoid_forest_zone 3
- avoid_cliff_zone 3
- actor_area 81
- if EW_FEUDAL
- actor_area_radius 1
- else
- min_distance_group_placement 2
- actor_area_radius 10
- endif
- avoid_actor_area 4 /* Walls */
- avoid_actor_area 70 /* Primary Shrubbery */
- avoid_actor_area 80 /* Primary Gold */
- avoid_actor_area 81 /* Secondary Gold */
- avoid_actor_area 90 /* Primary Stone */
- avoid_actor_area 200 /* Castle */
- avoid_actor_area 300 /* Monastery */
- avoid_actor_area 500 /* Graves */
- avoid_actor_area 700 /* Default Shrub Spacer */
- avoid_actor_area 801 /* Far Primary Gold Spacer */
- avoid_actor_area 900 /* Default Primary Stone Spacer */
- avoid_actor_area 5000 /* Resource Distributor */
- avoid_actor_area 5020 /* Map Edge */
- avoid_actor_area 6020 /* Minimum Player Distance */
- }
- if EW_FEUDAL
- create_object PH_GENERIC_OFF /* Minimum Secondary Gold Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 812
- actor_area_radius 2
- actor_area_to_place_in 81
- }
- create_object PH_GENERIC_OFF /* Default Secondary Gold Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 810
- actor_area_radius 10
- actor_area_to_place_in 81
- }
- create_object PH_GENERIC_OFF /* Far Secondary Gold Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 811
- actor_area_radius 24
- actor_area_to_place_in 81
- }
- else
- create_object PH_GENERIC_OFF /* RM Far Secondary Gold Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 1024
- temp_min_distance_group_placement 4
- actor_area 811
- actor_area_radius 14
- actor_area_to_place_in 81
- }
- endif
- /* ------------ Furthest Distance ------------ */
- create_object PH_GENERIC_OFF /* Resource Distributor */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects rnd(4,6)
- find_closest
- temp_min_distance_group_placement 6
- actor_area 5000
- if CLOSE_PROXIMITY
- actor_area_radius 4
- else
- actor_area_radius 6
- endif
- avoid_actor_area 6026 /* Minimum Player Distance */
- if DEBUG_MODE
- second_object FLAG_A
- endif
- }
- /* Secondary Stone */
- create_object STONE
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 4
- set_tight_grouping
- group_placement_radius 1
- find_closest
- max_distance_to_other_zones 4
- avoid_forest_zone 3
- avoid_cliff_zone 3
- actor_area 91
- if EW_FEUDAL
- actor_area_radius 1
- else
- min_distance_group_placement 2
- actor_area_radius 10
- endif
- avoid_actor_area 4 /* Walls */
- avoid_actor_area 70 /* Primary Shrubbery */
- avoid_actor_area 80 /* Primary Gold */
- avoid_actor_area 81 /* Secondary Gold */
- avoid_actor_area 90 /* Primary Stone */
- avoid_actor_area 91 /* Secondary Stone */
- avoid_actor_area 200 /* Castle */
- avoid_actor_area 300 /* Monastery */
- avoid_actor_area 500 /* Graves */
- avoid_actor_area 700 /* Default Shrub Spacer */
- avoid_actor_area 800 /* Default Primary Gold Divider */
- avoid_actor_area 810 /* Default Secondary Gold Divider */
- avoid_actor_area 901 /* Far Stone Divider */
- avoid_actor_area 5000 /* Resource Distributor */
- avoid_actor_area 5020 /* Map Edge */
- avoid_actor_area 6026 /* Minimum Player Distance */
- }
- if EW_FEUDAL
- create_object PH_GENERIC_OFF /* Minimum Secondary Stone Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 912
- actor_area_radius 2
- actor_area_to_place_in 91
- }
- create_object PH_GENERIC_OFF /* Default Secondary Stone Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 910
- actor_area_radius 10
- actor_area_to_place_in 91
- }
- create_object PH_GENERIC_OFF /* Far Secondary Stone Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 911
- actor_area_radius 24
- actor_area_to_place_in 91
- }
- else
- create_object PH_GENERIC_OFF /* RM Far Secondary Stone Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 1024
- temp_min_distance_group_placement 4
- actor_area 911
- actor_area_radius 14
- actor_area_to_place_in 91
- }
- endif
- /* Tertiary Gold */
- create_object GOLD
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 4
- set_tight_grouping
- group_placement_radius 1
- find_closest
- max_distance_to_other_zones 4
- avoid_forest_zone 3
- avoid_cliff_zone 3
- actor_area 82
- if EW_FEUDAL
- actor_area_radius 1
- else
- min_distance_group_placement 2
- actor_area_radius 10
- endif
- avoid_actor_area 4 /* Walls */
- avoid_actor_area 70 /* Primary Shrubbery */
- avoid_actor_area 80 /* Primary Gold */
- avoid_actor_area 81 /* Secondary Gold */
- avoid_actor_area 82 /* Tertiary Gold */
- avoid_actor_area 90 /* Primary Stone */
- avoid_actor_area 91 /* Secondary Stone */
- avoid_actor_area 200 /* Castle */
- avoid_actor_area 300 /* Monastery */
- avoid_actor_area 500 /* Graves */
- avoid_actor_area 700 /* Default Shrub Spacer */
- avoid_actor_area 800 /* Default Primary Gold Divider */
- avoid_actor_area 810 /* Default Secondary Gold Divider */
- avoid_actor_area 900 /* Default Primary Stone Divider */
- avoid_actor_area 910 /* Default Secondary Stone Divider */
- avoid_actor_area 5000 /* Resource Distributor */
- avoid_actor_area 5020 /* Map Edge */
- avoid_actor_area 6026 /* Minimum Player Distance */
- }
- if EW_FEUDAL
- create_object PH_GENERIC_OFF /* Minimum Tertiary Gold Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 822
- actor_area_radius 2
- actor_area_to_place_in 82
- }
- create_object PH_GENERIC_OFF /* Default Tertiary Gold Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 820
- actor_area_radius 10
- actor_area_to_place_in 82
- }
- create_object PH_GENERIC_OFF /* Far Tertiary Gold Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 32
- actor_area 821
- actor_area_radius 24
- actor_area_to_place_in 82
- }
- else
- create_object PH_GENERIC_OFF /* RM Far Tertiary Gold Spacer */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 1024
- temp_min_distance_group_placement 4
- actor_area 821
- actor_area_radius 14
- actor_area_to_place_in 82
- }
- endif
- /* ------------ Extra Distance ------------ */
- /* Extra Gold */
- create_object GOLD
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 3
- set_tight_grouping
- group_placement_radius 1
- find_closest
- min_distance_group_placement 2
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 110
- actor_area_radius 12
- avoid_actor_area 70 /* Primary Shrubbery */
- avoid_actor_area 80 /* Primary Gold */
- avoid_actor_area 81 /* Secondary Gold */
- avoid_actor_area 82 /* Tertiary Gold */
- avoid_actor_area 90 /* Primary Stone */
- avoid_actor_area 91 /* Secondary Stone */
- avoid_actor_area 110 /* Extra Gold */
- avoid_actor_area 500 /* Graves */
- avoid_actor_area 821 /* Far Tertiary Gold Spacer */
- avoid_actor_area 5000 /* Resource Distributor */
- avoid_actor_area 5020 /* Map Edge */
- if SMALL_MAP
- avoid_actor_area 6042 /* Minimum Player Distance */
- elseif MEDIUM_MAP
- avoid_actor_area 6040 /* Minimum Player Distance */
- else
- avoid_actor_area 6046 /* Minimum Player Distance */
- endif
- }
- /* Extra Stone */
- create_object STONE
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 3
- set_tight_grouping
- group_placement_radius 1
- find_closest
- min_distance_group_placement 2
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 120
- actor_area_radius 12
- avoid_actor_area 70 /* Primary Shrubbery */
- avoid_actor_area 80 /* Primary Gold */
- avoid_actor_area 81 /* Secondary Gold */
- avoid_actor_area 82 /* Tertiary Gold */
- avoid_actor_area 90 /* Primary Stone */
- avoid_actor_area 91 /* Secondary Stone */
- avoid_actor_area 110 /* Extra Gold */
- avoid_actor_area 120 /* Extra Stone */
- avoid_actor_area 500 /* Graves */
- avoid_actor_area 5000 /* Resource Distributor */
- avoid_actor_area 5020 /* Map Edge */
- if SMALL_MAP
- avoid_actor_area 6042 /* Minimum Player Distance */
- elseif MEDIUM_MAP
- avoid_actor_area 6040 /* Minimum Player Distance */
- else
- avoid_actor_area 6046 /* Minimum Player Distance */
- endif
- }
- endif
- if DEATH_MATCH
- elseif INFINITE_RESOURCES
- else
- if EMPIRE_WARS
- create_object PH_GENERIC_OFF /* Near Positioner */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 5
- min_distance_to_players 1
- max_distance_to_players 1
- find_closest
- actor_area 5100
- actor_area_radius 0
- if DEBUG_MODE
- second_object FLAG_A
- endif
- }
- create_object PH_GENERIC_OFF /* Far Positioner */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 5
- max_distance_to_players 2
- temp_min_distance_group_placement 1
- find_closest
- actor_area 5101
- actor_area_radius 1
- avoid_actor_area 6001 /* Minimum Player Distance */
- if DEBUG_MODE
- second_object FLAG_B
- endif
- }
- create_object PH_GENERIC_OFF /* Villager Avoider */
- {
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 1
- max_distance_to_players 1
- find_closest
- actor_area 5102
- actor_area_radius 0
- avoid_actor_area 5100 /* Near Positioner */
- if DEBUG_MODE
- second_object FLAG_C
- endif
- }
- create_object PH_GENERIC_OFF /* Blocking Seventh Villager */
- {
- set_place_for_every_player
- set_gaia_object_only
- max_distance_to_players 2
- find_closest
- actor_area 5103
- actor_area_radius 0
- avoid_actor_area 5101 /* Far Positioner */
- avoid_actor_area 6001 /* Minimum Player Distance */
- if DEBUG_MODE
- second_object FLAG_D
- endif
- }
- endif
- if EMPIRE_WARS
- if CENTRALISE_OBJECT
- create_object PH_GENERIC_ON
- else
- create_object PH_GENERIC_OFF
- endif
- {
- second_object HERDABLE_A
- set_place_for_every_player
- set_gaia_object_only
- min_distance_to_players 1
- max_distance_to_players 1
- find_closest
- actor_area 2000
- actor_area_radius 1
- avoid_actor_area 5100 /* Herdable Positioner */
- }
- endif
- create_object HERDABLE_A
- {
- set_place_for_every_player
- find_closest
- min_distance_group_placement 1
- max_distance_to_other_zones 2
- avoid_forest_zone 1
- avoid_cliff_zone 1
- actor_area 20
- actor_area_radius 2
- avoid_actor_area 2 /* Villagers */
- avoid_actor_area 3 /* Scout or Queen */
- avoid_actor_area 200 /* Castle */
- avoid_actor_area 300 /* Monastery */
- avoid_actor_area 6008 /* Minimum Player Distance */
- }
- create_object HERDABLE_A
- {
- set_place_for_every_player
- if EMPIRE_WARS
- else
- set_gaia_object_only
- endif
- number_of_objects 2
- actor_area_to_place_in 20
- actor_area 21
- actor_area_radius 0
- avoid_actor_area 21 /* Herdable */
- }
- if FAT_HERDABLE
- else
- if EW_DARK
- else
- create_object HERDABLE_A
- {
- set_place_for_every_player
- if EMPIRE_WARS
- else
- set_gaia_object_only
- endif
- actor_area_to_place_in 20
- actor_area 21
- actor_area_radius 0
- avoid_actor_area 21 /* Herdable */
- }
- endif
- endif
- if EW_FEUDAL
- else
- create_object HERDABLE_A
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 2
- set_loose_grouping
- group_placement_radius 1
- find_closest
- min_distance_group_placement 2
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 22
- actor_area_radius 16
- avoid_actor_area 21 /* Far Herdable */
- avoid_actor_area 5000 /* Resource Distributor */
- avoid_actor_area 5020 /* Map Edge */
- if FIVE_A
- avoid_actor_area 6020 /* Minimum Player Distance */
- elseif FIVE_B
- avoid_actor_area 6021 /* Minimum Player Distance */
- elseif FIVE_C
- avoid_actor_area 6022 /* Minimum Player Distance */
- elseif FIVE_D
- avoid_actor_area 6023 /* Minimum Player Distance */
- elseif FIVE_E
- avoid_actor_area 6024 /* Minimum Player Distance */
- endif
- }
- if EW_DARK
- else
- create_object HERDABLE_A
- {
- set_place_for_every_player
- set_gaia_object_only
- if FAT_HERDABLE
- else
- number_of_objects 2
- endif
- set_loose_grouping
- group_placement_radius 1
- find_closest
- min_distance_group_placement 2
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 22
- actor_area_radius 16
- avoid_actor_area 21 /* Far Herdable */
- avoid_actor_area 5000 /* Resource Distributor */
- avoid_actor_area 5020 /* Map Edge */
- if FIVE_A
- avoid_actor_area 6020 /* Minimum Player Distance */
- elseif FIVE_B
- avoid_actor_area 6021 /* Minimum Player Distance */
- elseif FIVE_C
- avoid_actor_area 6022 /* Minimum Player Distance */
- elseif FIVE_D
- avoid_actor_area 6023 /* Minimum Player Distance */
- elseif FIVE_E
- avoid_actor_area 6024 /* Minimum Player Distance */
- endif
- }
- endif
- endif
- create_object LUREABLE_A
- {
- set_place_for_every_player
- set_gaia_object_only
- if EW_FEUDAL
- number_of_objects 0
- else
- number_of_objects 2
- endif
- find_closest
- if SAFE_LUREABLE
- temp_min_distance_group_placement 6
- else
- temp_min_distance_group_placement 16
- endif
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 30
- actor_area_radius 4
- avoid_actor_area 20 /* Starting Herdable */
- avoid_actor_area 21 /* Starting Herdable Group */
- avoid_actor_area 702 /* Minimum Shrub Spacer */
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- avoid_actor_area 5000 /* Resource Distributor */
- avoid_actor_area 5020 /* Map Edge */
- avoid_actor_area 5030 /* Avoid Front Generation */
- avoid_actor_area 6016 /* Minimum Player Distance */
- }
- if COMBINE_UNGULATE
- start_random
- percent_chance 50 #define SYMBIOSIS_A
- end_random
- start_random
- percent_chance 50 #define SYMBIOSIS_B
- end_random
- start_random
- percent_chance 50 #define SYMBIOSIS_C
- end_random
- start_random
- percent_chance 50 #define SYMBIOSIS_D
- end_random
- endif
- if EW_FEUDAL
- create_object REVEALER_TEMPORARY
- else
- create_object PH_GENERIC_OFF
- endif
- {
- set_place_for_every_player
- if EW_FEUDAL
- else
- set_gaia_object_only
- endif
- find_closest
- if EW_FEUDAL
- actor_area_to_place_in 803 /* Primary Gold */
- endif
- max_distance_to_other_zones 2
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 4000
- actor_area_radius 1
- avoid_actor_area 30 /* Lureable */
- avoid_actor_area 40 /* Near Ungulate */
- avoid_actor_area 70 /* Primary Shrub */
- avoid_actor_area 700 /* Default Primary Shrub Spacer */
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- if EW_FEUDAL
- avoid_actor_area 6012 /* Minimum Player Distance */
- else
- avoid_actor_area 5000 /* Resource Distributor */
- avoid_actor_area 6016 /* Minimum Player Distance */
- endif
- }
- if SYMBIOSIS_A
- create_object UNGULATE_B
- else
- create_object UNGULATE_A
- endif
- {
- set_place_for_every_player
- set_gaia_object_only
- actor_area_to_place_in 4000
- actor_area 40
- actor_area_radius 0
- avoid_actor_area 20 /* Starting Herdable */
- avoid_actor_area 21 /* Starting Herdable Group */
- avoid_actor_area 40 /* Near Ungulate */
- }
- if SYMBIOSIS_B
- create_object UNGULATE_B
- else
- create_object UNGULATE_A
- endif
- {
- set_place_for_every_player
- set_gaia_object_only
- actor_area_to_place_in 4000
- actor_area 40
- actor_area_radius 0
- avoid_actor_area 20 /* Starting Herdable */
- avoid_actor_area 21 /* Starting Herdable Group */
- avoid_actor_area 40 /* Near Ungulate */
- }
- if SYMBIOSIS_C
- create_object UNGULATE_B
- else
- create_object UNGULATE_A
- endif
- {
- set_place_for_every_player
- set_gaia_object_only
- actor_area_to_place_in 4000
- actor_area 40
- actor_area_radius 0
- avoid_actor_area 20 /* Starting Herdable */
- avoid_actor_area 21 /* Starting Herdable Group */
- avoid_actor_area 40 /* Near Ungulate */
- }
- if MAJOR_UNGULATE
- if SYMBIOSIS_D
- create_object UNGULATE_B
- else
- create_object UNGULATE_A
- endif
- {
- set_place_for_every_player
- set_gaia_object_only
- actor_area_to_place_in 4000
- actor_area 40
- actor_area_radius 0
- avoid_actor_area 20 /* Starting Herdable */
- avoid_actor_area 21 /* Starting Herdable Group */
- avoid_actor_area 40 /* Near Ungulate */
- }
- endif
- if SYMBIOSIS_A
- create_object UNGULATE_A
- else
- create_object UNGULATE_B
- endif
- {
- set_place_for_every_player
- set_gaia_object_only
- find_closest
- min_distance_group_placement 1
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 4100
- actor_area_radius 2
- avoid_actor_area 30 /* Lureable */
- avoid_actor_area 5000 /* Resource Distributor */
- avoid_actor_area 5020 /* Map Edge */
- avoid_actor_area 6038 /* Minimum Player Distance */
- }
- if SYMBIOSIS_B
- create_object UNGULATE_A
- else
- create_object UNGULATE_B
- endif
- {
- set_place_for_every_player
- set_gaia_object_only
- actor_area_to_place_in 4100
- actor_area 41
- actor_area_radius 0
- avoid_actor_area 41 /* Far Ungulate */
- }
- if SYMBIOSIS_C
- create_object UNGULATE_A
- else
- create_object UNGULATE_B
- endif
- {
- set_place_for_every_player
- set_gaia_object_only
- actor_area_to_place_in 4100
- actor_area 41
- actor_area_radius 0
- avoid_actor_area 41 /* Far Ungulate */
- }
- if MAJOR_UNGULATE
- if SYMBIOSIS_D
- create_object UNGULATE_A
- else
- create_object UNGULATE_B
- endif
- {
- set_place_for_every_player
- set_gaia_object_only
- actor_area_to_place_in 4100
- actor_area 41
- actor_area_radius 0
- avoid_actor_area 41 /* Far Ungulate */
- }
- endif
- endif
- if DEATH_MATCH
- else
- create_object PREDATOR_A
- {
- if NOMAD_START
- number_of_objects 0
- else
- number_of_objects 4
- endif
- if EMPIRE_WARS
- min_distance_to_players 40
- else
- min_distance_to_players 32
- endif
- set_scaling_to_map_size
- temp_min_distance_group_placement 24
- min_distance_group_placement 1
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 50
- actor_area_radius 2
- avoid_actor_area 30 /* Lureable */
- avoid_actor_area 40 /* Near Ungulate */
- avoid_actor_area 41 /* Far Ungulate */
- avoid_actor_area 500 /* Graves */
- avoid_actor_area 702 /* Minimum Shrubbery Gold Divider */
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- avoid_actor_area 5020 /* Map Edge */
- }
- create_object O_STRAGGLER
- {
- number_of_objects 24
- min_distance_to_players 16
- set_scaling_to_map_size
- temp_min_distance_group_placement 2
- terrain_to_place_on BASE_TERRAIN
- min_distance_group_placement 1
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 60
- actor_area_radius 2
- avoid_actor_area 30 /* Lureable */
- avoid_actor_area 40 /* Near Ungulate */
- avoid_actor_area 41 /* Far Ungulate */
- avoid_actor_area 500 /* Graves */
- avoid_actor_area 702 /* Minimum Shrubbery Gold Divider */
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- avoid_actor_area 5020 /* Map Edge */
- }
- endif
- if LEGACY_RELICS
- create_object RELIC
- {
- if TINY_MAP
- number_of_objects 5
- temp_min_distance_group_placement 28
- elseif SMALL_MAP
- number_of_objects 5
- temp_min_distance_group_placement 30
- elseif MEDIUM_MAP
- number_of_objects 5
- temp_min_distance_group_placement 32
- elseif LARGE_MAP
- number_of_objects 7
- temp_min_distance_group_placement 36
- elseif HUGE_MAP
- number_of_objects 8
- temp_min_distance_group_placement 40
- elseif GIGANTIC_MAP
- number_of_objects 9
- temp_min_distance_group_placement 42
- elseif LUDIKRIS_MAP
- number_of_objects 20
- temp_min_distance_group_placement 84
- endif
- min_distance_to_players 24
- min_distance_group_placement 1
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 100
- actor_area_radius 4
- avoid_actor_area 500 /* Graves */
- avoid_actor_area 702 /* Minimum Shrubbery Gold Divider */
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- avoid_actor_area 5020 /* Map Edge */
- }
- endif
- if INFINITE_RESOURCES
- else
- if LUDIKRIS_MAP
- create_object GOLD
- {
- number_of_objects 5
- number_of_groups 1024
- set_tight_grouping
- group_placement_radius 1
- min_distance_to_players 62
- temp_min_distance_group_placement 48
- min_distance_group_placement 2
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 110
- actor_area_radius 12
- avoid_actor_area 70 /* Primary Shrubbery */
- avoid_actor_area 80 /* Primary Gold */
- avoid_actor_area 81 /* Secondary Gold */
- avoid_actor_area 82 /* Tertiary Gold */
- avoid_actor_area 90 /* Primary Stone */
- avoid_actor_area 91 /* Secondary Stone */
- avoid_actor_area 100 /* Relic */
- avoid_actor_area 110 /* Neutral Gold */
- avoid_actor_area 120 /* Neutral Stone */
- avoid_actor_area 700 /* Default Shrub Spacer */
- avoid_actor_area 800 /* Default Primary Gold Divider */
- avoid_actor_area 810 /* Default Secondary Gold Divider */
- avoid_actor_area 830 /* Default Tertiary Gold Divider */
- avoid_actor_area 900 /* Default Primary Stone Divider */
- avoid_actor_area 910 /* Default Secondary Stone Divider */
- avoid_actor_area 5020 /* Map Edge */
- }
- create_object STONE
- {
- number_of_objects 4
- number_of_groups 1024
- set_tight_grouping
- group_placement_radius 1
- min_distance_to_players 62
- temp_min_distance_group_placement 48
- min_distance_group_placement 2
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 120
- actor_area_radius 12
- avoid_actor_area 70 /* Primary Shrubbery */
- avoid_actor_area 80 /* Primary Gold */
- avoid_actor_area 81 /* Secondary Gold */
- avoid_actor_area 82 /* Tertiary Gold */
- avoid_actor_area 90 /* Primary Stone */
- avoid_actor_area 91 /* Secondary Stone */
- avoid_actor_area 100 /* Relic */
- avoid_actor_area 110 /* Neutral Gold */
- avoid_actor_area 120 /* Neutral Stone */
- avoid_actor_area 700 /* Default Shrub Spacer */
- avoid_actor_area 800 /* Default Primary Gold Divider */
- avoid_actor_area 810 /* Default Secondary Gold Divider */
- avoid_actor_area 830 /* Default Tertiary Gold Divider */
- avoid_actor_area 900 /* Default Primary Stone Divider */
- avoid_actor_area 910 /* Default Secondary Stone Divider */
- avoid_actor_area 5020 /* Map Edge */
- }
- create_object SHRUB
- {
- number_of_objects 4
- number_of_groups 1024
- set_tight_grouping
- group_placement_radius 1
- min_distance_to_players 62
- temp_min_distance_group_placement 64
- min_distance_group_placement 2
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 130
- actor_area_radius 10
- avoid_actor_area 70 /* Primary Shrubbery */
- avoid_actor_area 80 /* Primary Gold */
- avoid_actor_area 81 /* Secondary Gold */
- avoid_actor_area 82 /* Tertiary Gold */
- avoid_actor_area 90 /* Primary Stone */
- avoid_actor_area 91 /* Secondary Stone */
- avoid_actor_area 100 /* Relic */
- avoid_actor_area 110 /* Neutral Gold */
- avoid_actor_area 120 /* Neutral Stone */
- avoid_actor_area 130 /* Neutral Shrubbery */
- avoid_actor_area 700 /* Default Shrub Spacer */
- avoid_actor_area 800 /* Default Primary Gold Divider */
- avoid_actor_area 810 /* Default Secondary Gold Divider */
- avoid_actor_area 830 /* Default Tertiary Gold Divider */
- avoid_actor_area 900 /* Default Primary Stone Divider */
- avoid_actor_area 910 /* Default Secondary Stone Divider */
- avoid_actor_area 5020 /* Map Edge */
- }
- create_object UNGULATE_B
- {
- number_of_objects 4
- number_of_groups 1024
- set_loose_grouping
- group_placement_radius 3
- min_distance_to_players 62
- temp_min_distance_group_placement 64
- min_distance_group_placement 2
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 140
- actor_area_radius 4
- avoid_actor_area 70 /* Primary Shrubbery */
- avoid_actor_area 80 /* Primary Gold */
- avoid_actor_area 81 /* Secondary Gold */
- avoid_actor_area 82 /* Tertiary Gold */
- avoid_actor_area 90 /* Primary Stone */
- avoid_actor_area 91 /* Secondary Stone */
- avoid_actor_area 100 /* Relic */
- avoid_actor_area 130 /* Neutral Shrubbery */
- avoid_actor_area 700 /* Default Shrub Spacer */
- avoid_actor_area 800 /* Default Primary Gold Divider */
- avoid_actor_area 810 /* Default Secondary Gold Divider */
- avoid_actor_area 830 /* Default Tertiary Gold Divider */
- avoid_actor_area 900 /* Default Primary Stone Divider */
- avoid_actor_area 910 /* Default Secondary Stone Divider */
- avoid_actor_area 5020 /* Map Edge */
- }
- endif
- endif
- #define EXTRA_STUFF
- if EXTRA_STUFF
- if EMPIRE_WARS
- if CENTRALISE_OBJECT
- create_object LAZY_MALE
- else
- create_object PH_GENERIC_OFF
- endif
- {
- set_place_for_every_player
- if SEVEN_A
- number_of_objects 0
- elseif SEVEN_B
- number_of_objects 1
- elseif SEVEN_C
- number_of_objects 2
- elseif SEVEN_D
- number_of_objects 3
- elseif SEVEN_E
- number_of_objects 4
- elseif SEVEN_F
- number_of_objects 5
- elseif SEVEN_G
- number_of_objects 6
- endif
- min_distance_to_players 1
- actor_area_to_place_in 2000 /* EW Herdable */
- actor_area 1000
- actor_area_radius 0
- avoid_actor_area 1000 /* Villager */
- avoid_actor_area 5102 /* Villager Avoider */
- avoid_actor_area 5103 /* Blocking Seventh Villager */
- if CENTRALISE_OBJECT
- else
- second_object LAZY_MALE
- endif
- }
- if CENTRALISE_OBJECT
- create_object LAZY_FEMALE
- else
- create_object PH_GENERIC_OFF
- endif
- {
- set_place_for_every_player
- if SEVEN_A
- number_of_objects 6
- elseif SEVEN_B
- number_of_objects 5
- elseif SEVEN_C
- number_of_objects 4
- elseif SEVEN_D
- number_of_objects 3
- elseif SEVEN_E
- number_of_objects 2
- elseif SEVEN_F
- number_of_objects 1
- elseif SEVEN_G
- number_of_objects 0
- endif
- min_distance_to_players 1
- actor_area_to_place_in 2000 /* EW Herdable */
- actor_area 1000
- actor_area_radius 0
- avoid_actor_area 1000 /* Villager */
- avoid_actor_area 5102 /* Villager Avoider */
- avoid_actor_area 5103 /* Blocking Seventh Villager */
- if CENTRALISE_OBJECT
- else
- second_object LAZY_FEMALE
- endif
- }
- if CENTRALISE_OBJECT
- create_object LAZY_MALE
- else
- create_object PH_GENERIC_OFF
- endif
- {
- set_place_for_every_player
- if SEVEN_A
- number_of_objects 0
- elseif SEVEN_B
- number_of_objects 1
- elseif SEVEN_C
- number_of_objects 2
- elseif SEVEN_D
- number_of_objects 3
- elseif SEVEN_E
- number_of_objects 4
- elseif SEVEN_F
- number_of_objects 5
- elseif SEVEN_G
- number_of_objects 6
- endif
- min_distance_to_players 1
- actor_area_to_place_in 2000 /* EW Herdable */
- actor_area 1000
- actor_area_radius 0
- avoid_actor_area 1000 /* Villager */
- avoid_actor_area 5102 /* Villager Avoider */
- avoid_actor_area 5103 /* Blocking Seventh Villager */
- if CENTRALISE_OBJECT
- else
- second_object LAZY_MALE
- endif
- }
- if CENTRALISE_OBJECT
- create_object LAZY_FEMALE
- else
- create_object PH_GENERIC_OFF
- endif
- {
- set_place_for_every_player
- if SEVEN_A
- number_of_objects 6
- elseif SEVEN_B
- number_of_objects 5
- elseif SEVEN_C
- number_of_objects 4
- elseif SEVEN_D
- number_of_objects 3
- elseif SEVEN_E
- number_of_objects 2
- elseif SEVEN_F
- number_of_objects 1
- elseif SEVEN_G
- number_of_objects 0
- endif
- min_distance_to_players 1
- actor_area_to_place_in 2000 /* EW Herdable */
- actor_area 1000
- actor_area_radius 0
- avoid_actor_area 1000 /* Villager */
- avoid_actor_area 5102 /* Villager Avoider */
- avoid_actor_area 5103 /* Blocking Seventh Villager */
- if CENTRALISE_OBJECT
- else
- second_object LAZY_FEMALE
- endif
- }
- if EW_DARK
- create_object VILLAGER
- {
- set_place_for_every_player
- number_of_objects 3
- actor_area_to_place_in 11 /* DEW Straggler */
- place_on_forest_zone
- actor_area 2
- actor_area_radius 0
- avoid_actor_area 2 /* Villager */
- }
- if RESTRICTED_SPAWN
- create_object PH_COMPOSITE_OFF
- else
- create_object HOUSE
- endif
- {
- set_place_for_every_player
- number_of_objects 2
- find_closest
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 1300
- actor_area_radius 4
- avoid_actor_area 702 /* Minimum Primary Shrubbery Divider */
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- avoid_actor_area 1000 /* Forage Divider */
- avoid_actor_area 1001 /* Mill */
- avoid_actor_area 1010 /* Gold Divider */
- avoid_actor_area 1011 /* Mining Camp */
- avoid_actor_area 1200 /* Lumber Camp Divider */
- avoid_actor_area 6007 /* Minimum Player Distance */
- if RESTRICTED_SPAWN
- second_object HOUSE
- endif
- }
- endif
- if EW_FEUDAL
- create_object FARM
- {
- second_object VILLAGER
- set_place_for_every_player
- number_of_objects 2
- find_closest
- }
- /* ----------------------------------------- */
- /* ------------ Mill & Foragers ------------ */
- /* ----------------------------------------- */
- if ENABLE_FORAGERS
- create_object PH_GENERIC_OFF /* Forage EW Divider */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 64
- actor_area 1000
- actor_area_radius 3
- actor_area_to_place_in 70 /* Primary Shrubbery */
- }
- create_object MILL
- {
- set_place_for_every_player
- find_closest
- max_distance_to_other_zones 2
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 1001
- actor_area_radius 3
- actor_area_to_place_in 70 /* Primary Shrubbery */
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- }
- create_object VILLAGER
- {
- set_place_for_every_player
- number_of_objects 4
- find_closest
- actor_area_to_place_in 70 /* Primary Shrubbery */
- actor_area 1100
- actor_area_radius 0
- avoid_actor_area 20 /* Starting Herdable */
- avoid_actor_area 21 /* Starting Herdable Group */
- avoid_actor_area 40 /* Near Ungulate */
- avoid_actor_area 41 /* Far Ungulate */
- avoid_actor_area 1100 /* Forager */
- }
- endif
- /* ---------------------------------------- */
- /* ------------ Mill & Hunters ------------ */
- /* ---------------------------------------- */
- if ENABLE_HUNTERS
- create_object PH_GENERIC_OFF /* Hunt EW Divider */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 64
- actor_area 1000
- actor_area_radius 3
- actor_area_to_place_in 70 /* Near Ungulate */
- }
- create_object MILL
- {
- set_place_for_every_player
- find_closest
- max_distance_to_other_zones 2
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 1001
- actor_area_radius 3
- actor_area_to_place_in 40 /* Near Ungulate */
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- }
- create_object VILLAGER
- {
- set_place_for_every_player
- number_of_objects 4
- find_closest
- actor_area_to_place_in 40 /* Near Ungulate */
- actor_area 1100
- actor_area_radius 0
- avoid_actor_area 20 /* Starting Herdable */
- avoid_actor_area 21 /* Starting Herdable Group */
- avoid_actor_area 40 /* Near Ungulate */
- avoid_actor_area 41 /* Far Ungulate */
- avoid_actor_area 1100 /* Hunter */
- }
- endif
- /* ---------------------------------------- */
- /* ------------ Mill & Fishermen ---------- */
- /* ---------------------------------------- */
- if ENABLE_FISHERMEN
- create_object PH_GENERIC_OFF /* Hunt EW Divider */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 64
- actor_area 1000
- actor_area_radius 3
- actor_area_to_place_in 70 /* Near Ungulate */
- }
- create_object MILL
- {
- set_place_for_every_player
- find_closest
- max_distance_to_other_zones 2
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 1001
- actor_area_radius 2
- actor_area_to_place_in 400 /* Neritic */
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- }
- create_object VILLAGER
- {
- set_place_for_every_player
- number_of_objects 4
- find_closest
- actor_area_to_place_in 1001 /* Mill */
- actor_area 1100
- actor_area_radius 0
- avoid_actor_area 20 /* Starting Herdable */
- avoid_actor_area 21 /* Starting Herdable Group */
- avoid_actor_area 40 /* Near Ungulate */
- avoid_actor_area 41 /* Far Ungulate */
- avoid_actor_area 1100 /* Fisher */
- }
- endif
- /* ---------------------------------------------- */
- /* ------------ Dock & Fishing Ships ------------ */
- /* ---------------------------------------------- */
- if ENABLE_DOCK
- create_object PH_GENERIC_ON
- {
- second_object DOCK
- set_place_for_every_player
- find_closest
- terrain_to_place_on WATER_A
- min_distance_group_placement 3
- max_distance_to_other_zones 2
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 1030
- actor_area_radius 8
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- }
- create_object PH_GENERIC_ON
- {
- second_object FISHING_SHIP
- set_place_for_every_player
- number_of_objects 4
- find_closest
- terrain_to_place_on WATER_B
- actor_area_to_place_in 1030 /* Dock */
- actor_area 1130
- actor_area_radius 1
- avoid_actor_area 1130 /* Fishing Ship */
- }
- endif
- /* ---------------------------------------------- */
- /* ------------ Mining Camp & Miners ------------ */
- /* ---------------------------------------------- */
- create_object PH_GENERIC_OFF /* Gold EW Divider */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 64
- actor_area 1010
- actor_area_radius 3
- actor_area_to_place_in 80 /* Primary Gold */
- }
- create_object MINING_CAMP
- {
- set_place_for_every_player
- find_closest
- max_distance_to_other_zones 2
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 1011
- actor_area_radius 3
- actor_area_to_place_in 80 /* Primary Gold */
- avoid_actor_area 702 /* Minimum Primary Shrubbery Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- avoid_actor_area 1000 /* Forage Divider */
- avoid_actor_area 1001 /* Mill */
- }
- create_object VILLAGER
- {
- set_place_for_every_player
- number_of_objects 4
- find_closest
- actor_area_to_place_in 80 /* Primary Gold */
- actor_area 1110
- actor_area_radius 0
- avoid_actor_area 20 /* Starting Herdable */
- avoid_actor_area 21 /* Starting Herdable Group */
- avoid_actor_area 40 /* Near Ungulate */
- avoid_actor_area 41 /* Far Ungulate */
- avoid_actor_area 1110 /* Gold Miner */
- }
- /* ----------------------------------------------------- */
- /* ------------ Lumber Camp & Lumberjacks A ------------ */
- /* ----------------------------------------------------- */
- create_object LUMBER_CAMP
- {
- set_place_for_every_player
- place_on_forest_zone
- find_closest
- actor_area 1020
- actor_area_radius 3
- avoid_actor_area 10 /* Spawn Straggler */
- avoid_actor_area 60 /* Extra Straggler */
- avoid_actor_area 420 /* Reeds */
- avoid_actor_area 421 /* Reeds */
- avoid_actor_area 702 /* Minimum Primary Shrubbery Divider */
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- avoid_actor_area 1000 /* Forage Divider */
- avoid_actor_area 1001 /* Mill */
- avoid_actor_area 1010 /* Gold Divider */
- avoid_actor_area 1011 /* Mining Camp */
- avoid_actor_area 5020 /* Map Edge */
- avoid_actor_area 6007 /* Minimum Player Distance */
- }
- create_object VILLAGER
- {
- set_place_for_every_player
- number_of_objects 4
- place_on_forest_zone
- actor_area_to_place_in 1020 /* Lumber Camp A */
- actor_area 1120
- actor_area_radius 0
- avoid_actor_area 10 /* Spawn Stragglers */
- avoid_actor_area 11 /* DEW Straggler */
- avoid_actor_area 20 /* Starting Herdable */
- avoid_actor_area 21 /* Starting Herdable Group */
- avoid_actor_area 40 /* Near Ungulate */
- avoid_actor_area 41 /* Far Ungulate */
- avoid_actor_area 60 /* Other Stragglers */
- avoid_actor_area 1120 /* Lumberjack */
- }
- create_object PH_GENERIC_OFF /* Lumber Camp A Divider */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 64
- temp_min_distance_group_placement 1
- actor_area_to_place_in 1020 /* Lumber Camp A */
- actor_area 1220
- actor_area_radius 4
- }
- /* ----------------------------------------------------- */
- /* ------------ Lumber Camp & Lumberjacks B ------------ */
- /* ----------------------------------------------------- */
- create_object LUMBER_CAMP
- {
- set_place_for_every_player
- place_on_forest_zone
- find_closest
- actor_area 1021
- actor_area_radius 3
- avoid_actor_area 10 /* Spawn Straggler */
- avoid_actor_area 60 /* Extra Straggler */
- avoid_actor_area 420 /* Reeds */
- avoid_actor_area 421 /* Reeds */
- avoid_actor_area 702 /* Minimum Primary Shrubbery Divider */
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- avoid_actor_area 1000 /* Forage Divider */
- avoid_actor_area 1001 /* Mill */
- avoid_actor_area 1010 /* Gold Divider */
- avoid_actor_area 1011 /* Mining Camp */
- avoid_actor_area 1220 /* Lumber Camp A Divider */
- avoid_actor_area 5020 /* Map Edge */
- avoid_actor_area 6007 /* Minimum Player Distance */
- }
- create_object VILLAGER
- {
- set_place_for_every_player
- number_of_objects 4
- place_on_forest_zone
- actor_area_to_place_in 1021 /* Lumber Camp B */
- actor_area 1121
- actor_area_radius 0
- avoid_actor_area 10 /* Spawn Stragglers */
- avoid_actor_area 11 /* DEW Straggler */
- avoid_actor_area 20 /* Starting Herdable */
- avoid_actor_area 21 /* Starting Herdable Group */
- avoid_actor_area 40 /* Near Ungulate */
- avoid_actor_area 41 /* Far Ungulate */
- avoid_actor_area 60 /* Other Stragglers */
- avoid_actor_area 1120 /* Lumberjack */
- avoid_actor_area 1121 /* Lumberjack */
- }
- create_object PH_GENERIC_OFF /* Lumber Camp B Divider */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 64
- temp_min_distance_group_placement 1
- actor_area_to_place_in 1021 /* Lumber Camp B */
- actor_area 1221
- actor_area_radius 4
- }
- /* ----------------------------------------------------- */
- /* ------------ Lumber Camp & Lumberjacks C ------------ */
- /* ----------------------------------------------------- */
- create_object LUMBER_CAMP
- {
- set_place_for_every_player
- place_on_forest_zone
- find_closest
- actor_area 1022
- actor_area_radius 3
- avoid_actor_area 10 /* Spawn Straggler */
- avoid_actor_area 60 /* Extra Straggler */
- avoid_actor_area 420 /* Reeds */
- avoid_actor_area 421 /* Reeds */
- avoid_actor_area 702 /* Minimum Primary Shrubbery Divider */
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- avoid_actor_area 1000 /* Forage Divider */
- avoid_actor_area 1001 /* Mill */
- avoid_actor_area 1010 /* Gold Divider */
- avoid_actor_area 1011 /* Mining Camp */
- avoid_actor_area 1220 /* Lumber Camp A Divider */
- avoid_actor_area 1221 /* Lumber Camp B Divider */
- avoid_actor_area 5020 /* Map Edge */
- avoid_actor_area 6007 /* Minimum Player Distance */
- }
- create_object VILLAGER
- {
- set_place_for_every_player
- number_of_objects 4
- place_on_forest_zone
- actor_area_to_place_in 1022 /* Lumber Camp C */
- actor_area 1122
- actor_area_radius 0
- avoid_actor_area 10 /* Spawn Stragglers */
- avoid_actor_area 11 /* DEW Straggler */
- avoid_actor_area 20 /* Starting Herdable */
- avoid_actor_area 21 /* Starting Herdable Group */
- avoid_actor_area 40 /* Near Ungulate */
- avoid_actor_area 41 /* Far Ungulate */
- avoid_actor_area 60 /* Other Stragglers */
- avoid_actor_area 1120 /* Lumberjack */
- avoid_actor_area 1121 /* Lumberjack */
- avoid_actor_area 1122 /* Lumberjack */
- }
- create_object PH_GENERIC_OFF /* Lumber Camp B Divider */
- {
- set_place_for_every_player
- set_gaia_object_only
- number_of_objects 64
- temp_min_distance_group_placement 1
- actor_area_to_place_in 1022 /* Lumber Camp C */
- actor_area 1222
- actor_area_radius 4
- }
- create_object HOUSE
- {
- set_place_for_every_player
- number_of_objects 6
- find_closest
- temp_min_distance_group_placement 1
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 1300
- actor_area_radius 2
- avoid_actor_area 702 /* Minimum Primary Shrubbery Divider */
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- avoid_actor_area 1000 /* Forage Divider */
- avoid_actor_area 1001 /* Mill */
- avoid_actor_area 1010 /* Gold Divider */
- avoid_actor_area 1011 /* Mining Camp */
- avoid_actor_area 1220 /* Lumber Camp A Divider */
- avoid_actor_area 1221 /* Lumber Camp B Divider */
- avoid_actor_area 1222 /* Lumber Camp C Divider */
- avoid_actor_area 6007 /* Minimum Player Distance */
- }
- create_object BARRACKS
- {
- set_place_for_every_player
- find_closest
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 1310
- actor_area_radius 4
- avoid_actor_area 702 /* Minimum Primary Shrubbery Divider */
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- avoid_actor_area 1000 /* Forage Divider */
- avoid_actor_area 1001 /* Mill */
- avoid_actor_area 1010 /* Gold Divider */
- avoid_actor_area 1011 /* Mining Camp */
- avoid_actor_area 1220 /* Lumber Camp A Divider */
- avoid_actor_area 1221 /* Lumber Camp B Divider */
- avoid_actor_area 1222 /* Lumber Camp C Divider */
- avoid_actor_area 6007 /* Minimum Player Distance */
- }
- create_object BLACKSMITH
- {
- set_place_for_every_player
- find_closest
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 1320
- actor_area_radius 4
- avoid_actor_area 20 /* Starting Herdable */
- avoid_actor_area 21 /* Herdable */
- avoid_actor_area 702 /* Minimum Primary Shrubbery Divider */
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- avoid_actor_area 1000 /* Forage Divider */
- avoid_actor_area 1001 /* Mill */
- avoid_actor_area 1010 /* Gold Divider */
- avoid_actor_area 1011 /* Mining Camp */
- avoid_actor_area 1220 /* Lumber Camp A Divider */
- avoid_actor_area 1221 /* Lumber Camp B Divider */
- avoid_actor_area 1222 /* Lumber Camp C Divider */
- avoid_actor_area 6007 /* Minimum Player Distance */
- }
- endif
- endif
- #define AESTHETICS
- if AESTHETICS
- create_object BIRD_A
- {
- number_of_objects rnd(4,6)
- set_scaling_to_map_size
- }
- create_object BIRD_B
- {
- number_of_objects rnd(2,4)
- set_scaling_to_map_size
- }
- create_object ROCK_B
- {
- second_object PLANT_UNDERBRUSH_FLOWER
- place_on_specific_land_id 420
- number_of_objects 2
- min_distance_to_players 28
- set_scaling_to_map_size
- temp_min_distance_group_placement 64
- terrain_to_place_on CONNECTION_TERRAIN
- avoid_forest_zone 6
- avoid_cliff_zone 2
- actor_area 503
- actor_area_radius 0
- avoid_actor_area 500 /* Graves */
- avoid_actor_area 5020 /* Map Edge */
- avoid_actor_area 6020 /* Minimum Player Distance */
- }
- create_object PH_GENERIC_OFF
- {
- number_of_objects 1024
- temp_min_distance_group_placement 4
- actor_area_to_place_in 503
- actor_area 504
- actor_area_radius 1
- }
- create_object PH_GENERIC_ON
- {
- second_object PLANT_WEEDS
- number_of_objects 1024
- temp_min_distance_group_placement 4
- actor_area_to_place_in 504 /* Rune Stone */
- actor_area 505
- actor_area_radius 0
- avoid_actor_area 503 /* Aztec Ruin */
- avoid_actor_area 505 /* Weeds */
- }
- create_object PH_GENERIC_ON
- {
- second_object PLANT_WEEDS
- number_of_objects 1024
- temp_min_distance_group_placement 4
- actor_area_to_place_in 504 /* Rune Stone */
- actor_area 505
- actor_area_radius 0
- avoid_actor_area 503 /* Rune Stone */
- avoid_actor_area 505 /* Weeds */
- }
- create_object PH_GENERIC_ON
- {
- second_object PLANT_WEEDS
- number_of_objects 1024
- temp_min_distance_group_placement 4
- actor_area_to_place_in 504 /* Rune Stone */
- actor_area 505
- actor_area_radius 0
- avoid_actor_area 503 /* Rune Stone */
- avoid_actor_area 505 /* Weeds */
- }
- create_object PH_GENERIC_ON
- {
- second_object PLANT_WEEDS
- number_of_objects 1024
- temp_min_distance_group_placement 4
- actor_area_to_place_in 504 /* Rune Stone */
- actor_area 505
- actor_area_radius 0
- avoid_actor_area 503 /* Rune Stone */
- avoid_actor_area 505 /* Weeds */
- }
- create_object PLANT_WEEDS
- {
- number_of_objects 32
- set_scaling_to_map_size
- temp_min_distance_group_placement 4
- avoid_actor_area 500 /* Graves */
- avoid_actor_area 5020 /* Map Edge */
- }
- create_object GRASS_SINGLE
- {
- number_of_objects 64
- set_scaling_to_map_size
- temp_min_distance_group_placement 2
- layer_to_place_on BASE_BLEND_A
- max_distance_to_other_zones 2
- avoid_forest_zone 2
- avoid_cliff_zone 2
- avoid_actor_area 500 /* Graves */
- avoid_actor_area 5020 /* Map Edge */
- }
- endif
- endif
- if BALANCED_RELICS
- if LUDIKRIS_MAP
- create_object RELIC
- {
- number_of_objects 1024
- min_distance_to_players 24
- temp_min_distance_group_placement 64
- min_distance_group_placement 1
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 100
- actor_area_radius 2
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- avoid_actor_area 5020 /* Map Edge */
- }
- else
- create_object RELIC
- {
- if 2_PLAYER_GAME
- number_of_objects 1
- elseif 3_PLAYER_GAME
- number_of_objects 2
- elseif 4_PLAYER_GAME
- number_of_objects 1
- elseif 5_PLAYER_GAME
- number_of_objects 0
- elseif 6_PLAYER_GAME
- number_of_objects 1
- elseif 7_PLAYER_GAME
- number_of_objects 0
- elseif 8_PLAYER_GAME
- if GIGANTIC_MAP
- number_of_objects 1
- else
- number_of_objects 0
- endif
- endif
- if SMALL_MAP
- min_distance_to_players 8
- endif
- find_closest
- place_on_specific_land_id 420
- if TINY_MAP
- if 2_PLAYER_GAME
- min_distance_group_placement 20
- elseif 3_PLAYER_GAME
- min_distance_group_placement 15
- elseif 4_PLAYER_GAME
- min_distance_group_placement 13
- elseif 5_PLAYER_GAME
- min_distance_group_placement 11
- elseif 6_PLAYER_GAME
- min_distance_group_placement 10
- elseif 7_PLAYER_GAME
- min_distance_group_placement 9
- elseif 8_PLAYER_GAME
- min_distance_group_placement 8
- endif
- elseif SMALL_MAP
- if 2_PLAYER_GAME
- min_distance_group_placement 21
- elseif 3_PLAYER_GAME
- min_distance_group_placement 16
- elseif 4_PLAYER_GAME
- min_distance_group_placement 14
- elseif 5_PLAYER_GAME
- min_distance_group_placement 12
- elseif 6_PLAYER_GAME
- min_distance_group_placement 11
- elseif 7_PLAYER_GAME
- min_distance_group_placement 10
- elseif 8_PLAYER_GAME
- min_distance_group_placement 9
- endif
- elseif MEDIUM_MAP
- if 2_PLAYER_GAME
- min_distance_group_placement 21
- elseif 3_PLAYER_GAME
- min_distance_group_placement 18
- elseif 4_PLAYER_GAME
- min_distance_group_placement 16
- elseif 5_PLAYER_GAME
- min_distance_group_placement 14
- elseif 6_PLAYER_GAME
- min_distance_group_placement 13
- elseif 7_PLAYER_GAME
- min_distance_group_placement 12
- elseif 8_PLAYER_GAME
- min_distance_group_placement 11
- endif
- elseif LARGE_MAP
- if 2_PLAYER_GAME
- min_distance_group_placement 21
- elseif 3_PLAYER_GAME
- min_distance_group_placement 19
- elseif 4_PLAYER_GAME
- min_distance_group_placement 18
- elseif 5_PLAYER_GAME
- min_distance_group_placement 17
- elseif 6_PLAYER_GAME
- min_distance_group_placement 16
- elseif 7_PLAYER_GAME
- min_distance_group_placement 15
- elseif 8_PLAYER_GAME
- min_distance_group_placement 14
- endif
- elseif HUGE_MAP
- if 4_PLAYER_GAME
- min_distance_group_placement 20
- elseif 5_PLAYER_GAME
- min_distance_group_placement 19
- elseif 6_PLAYER_GAME
- min_distance_group_placement 18
- elseif 7_PLAYER_GAME
- min_distance_group_placement 17
- elseif 8_PLAYER_GAME
- min_distance_group_placement 16
- else
- min_distance_group_placement 21
- endif
- elseif GIGANTIC_MAP
- if 5_PLAYER_GAME
- min_distance_group_placement 20
- elseif 6_PLAYER_GAME
- min_distance_group_placement 19
- elseif 7_PLAYER_GAME
- min_distance_group_placement 18
- elseif 8_PLAYER_GAME
- min_distance_group_placement 17
- else
- min_distance_group_placement 21
- endif
- endif
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 100
- actor_area_radius 6
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- avoid_actor_area 5020 /* Map Edge */
- }
- create_object RELIC
- {
- set_place_for_every_player
- set_gaia_object_only
- if 2_PLAYER_GAME
- number_of_objects 2
- else
- number_of_objects 1
- endif
- find_closest
- if TINY_MAP
- if 2_PLAYER_GAME
- min_distance_group_placement 32
- elseif 3_PLAYER_GAME
- min_distance_group_placement 30
- elseif 4_PLAYER_GAME
- min_distance_group_placement 26
- elseif 5_PLAYER_GAME
- min_distance_group_placement 22
- elseif 6_PLAYER_GAME
- min_distance_group_placement 20
- elseif 7_PLAYER_GAME
- min_distance_group_placement 18
- elseif 8_PLAYER_GAME
- min_distance_group_placement 16
- endif
- elseif SMALL_MAP
- if 2_PLAYER_GAME
- min_distance_group_placement 34
- elseif 3_PLAYER_GAME
- min_distance_group_placement 32
- elseif 4_PLAYER_GAME
- min_distance_group_placement 28
- elseif 5_PLAYER_GAME
- min_distance_group_placement 24
- elseif 6_PLAYER_GAME
- min_distance_group_placement 22
- elseif 7_PLAYER_GAME
- min_distance_group_placement 20
- elseif 8_PLAYER_GAME
- min_distance_group_placement 18
- endif
- elseif MEDIUM_MAP
- if 2_PLAYER_GAME
- min_distance_group_placement 34
- elseif 3_PLAYER_GAME
- min_distance_group_placement 36
- elseif 4_PLAYER_GAME
- min_distance_group_placement 32
- elseif 5_PLAYER_GAME
- min_distance_group_placement 28
- elseif 6_PLAYER_GAME
- min_distance_group_placement 26
- elseif 7_PLAYER_GAME
- min_distance_group_placement 24
- elseif 8_PLAYER_GAME
- min_distance_group_placement 22
- endif
- elseif LARGE_MAP
- if 2_PLAYER_GAME
- min_distance_group_placement 34
- elseif 3_PLAYER_GAME
- min_distance_group_placement 38
- elseif 4_PLAYER_GAME
- min_distance_group_placement 36
- elseif 5_PLAYER_GAME
- min_distance_group_placement 34
- elseif 6_PLAYER_GAME
- min_distance_group_placement 32
- elseif 7_PLAYER_GAME
- min_distance_group_placement 30
- elseif 8_PLAYER_GAME
- min_distance_group_placement 28
- endif
- elseif HUGE_MAP
- if 4_PLAYER_GAME
- min_distance_group_placement 40
- elseif 5_PLAYER_GAME
- min_distance_group_placement 38
- elseif 6_PLAYER_GAME
- min_distance_group_placement 36
- elseif 7_PLAYER_GAME
- min_distance_group_placement 34
- elseif 8_PLAYER_GAME
- min_distance_group_placement 32
- else
- min_distance_group_placement 42
- endif
- elseif GIGANTIC_MAP
- if 5_PLAYER_GAME
- min_distance_group_placement 40
- elseif 6_PLAYER_GAME
- min_distance_group_placement 38
- elseif 7_PLAYER_GAME
- min_distance_group_placement 36
- elseif 8_PLAYER_GAME
- min_distance_group_placement 34
- else
- min_distance_group_placement 42
- endif
- endif
- max_distance_to_other_zones 4
- avoid_forest_zone 2
- avoid_cliff_zone 2
- actor_area 101
- actor_area_radius 16
- avoid_actor_area 100 /* Relic */
- avoid_actor_area 802 /* Minimum Primary Gold Divider */
- avoid_actor_area 812 /* Minimum Secondary Gold Divider */
- avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
- avoid_actor_area 902 /* Minimum Primary Stone Divider */
- avoid_actor_area 912 /* Minimum Secondary Stone Divider */
- avoid_actor_area 5020 /* Map Edge */
- if TINY_MAP
- if 2_PLAYER_GAME
- avoid_actor_area 6040
- elseif 3_PLAYER_GAME
- avoid_actor_area 6030
- elseif 4_PLAYER_GAME
- avoid_actor_area 6026
- elseif 5_PLAYER_GAME
- avoid_actor_area 6022
- elseif 6_PLAYER_GAME
- avoid_actor_area 6020
- elseif 7_PLAYER_GAME
- avoid_actor_area 6018
- elseif 8_PLAYER_GAME
- avoid_actor_area 6016
- endif
- elseif SMALL_MAP
- if 2_PLAYER_GAME
- avoid_actor_area 6042
- elseif 3_PLAYER_GAME
- avoid_actor_area 6032
- elseif 4_PLAYER_GAME
- avoid_actor_area 6028
- elseif 5_PLAYER_GAME
- avoid_actor_area 6024
- elseif 6_PLAYER_GAME
- avoid_actor_area 6022
- elseif 7_PLAYER_GAME
- avoid_actor_area 6020
- elseif 8_PLAYER_GAME
- avoid_actor_area 6018
- endif
- elseif MEDIUM_MAP
- if 2_PLAYER_GAME
- avoid_actor_area 6042
- elseif 3_PLAYER_GAME
- avoid_actor_area 6036
- elseif 4_PLAYER_GAME
- avoid_actor_area 6032
- elseif 5_PLAYER_GAME
- avoid_actor_area 6028
- elseif 6_PLAYER_GAME
- avoid_actor_area 6026
- elseif 7_PLAYER_GAME
- avoid_actor_area 6024
- elseif 8_PLAYER_GAME
- avoid_actor_area 6022
- endif
- elseif LARGE_MAP
- if 2_PLAYER_GAME
- avoid_actor_area 6042
- elseif 3_PLAYER_GAME
- avoid_actor_area 6038
- elseif 4_PLAYER_GAME
- avoid_actor_area 6036
- elseif 5_PLAYER_GAME
- avoid_actor_area 6034
- elseif 6_PLAYER_GAME
- avoid_actor_area 6032
- elseif 7_PLAYER_GAME
- avoid_actor_area 6030
- elseif 8_PLAYER_GAME
- avoid_actor_area 6028
- endif
- elseif HUGE_MAP
- if 4_PLAYER_GAME
- avoid_actor_area 6040
- elseif 5_PLAYER_GAME
- avoid_actor_area 6038
- elseif 6_PLAYER_GAME
- avoid_actor_area 6036
- elseif 7_PLAYER_GAME
- avoid_actor_area 6034
- elseif 8_PLAYER_GAME
- avoid_actor_area 6032
- else
- avoid_actor_area 6042
- endif
- elseif GIGANTIC_MAP
- if 5_PLAYER_GAME
- avoid_actor_area 6040
- elseif 6_PLAYER_GAME
- avoid_actor_area 6038
- elseif 7_PLAYER_GAME
- avoid_actor_area 6036
- elseif 8_PLAYER_GAME
- avoid_actor_area 6034
- else
- avoid_actor_area 6042
- endif
- endif
- }
- endif
- endif
- endif
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