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Dec 16th, 2021
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  1. /*
  2.  
  3. Runestones by Chrazini
  4. Created: 10-05-2021
  5. Updated: 18-08-2021
  6.  
  7. Version: 2.3
  8. BSV: 9.1.1
  9. Compatibility: Definitive Edition
  10.  
  11. */
  12.  
  13. /*
  14. DM TreadMill Crane for All by xThomas
  15. Created: Dec 15, 2021
  16. Modified: Dec 15, 2021
  17.  
  18. Version: 1.0
  19. */
  20. #includeXS TreadmillCrane.xs
  21.  
  22. /* ------------------------------------------ */
  23. /* ------------ General Settings ------------ */
  24. /* ------------------------------------------ */
  25.  
  26. #define THEME_EUROPEAN
  27. #define COLLAPSE
  28. /* #define DEBUG_MODE */
  29. /* #define TERRAIN_DEBUGGING */
  30.  
  31. /* ---------------------------------------- */
  32. /* ------------ Nomad Settings ------------ */
  33. /* ---------------------------------------- */
  34.  
  35. /* #define NOMAD_MAP */
  36. /* #define SCATTERED_VILLAGERS */
  37. #define NOMAD_UNIT
  38.  
  39. /* ----------------------------------------------------- */
  40. /* ------------ Spawn & Generation Settings ------------ */
  41. /* ----------------------------------------------------- */
  42.  
  43. /* #define CENTRALISE_SPAWN */
  44. /* #define RESTRICTED_SPAWN */
  45. /* #define CLOSE_PROXIMITY */
  46.  
  47. /* #define ENABLE_WALLS */
  48. /* #define CORNER_PIECES */
  49.  
  50. /* ------------------------------------------------ */
  51. /* ------------ Miscellaneous Settings ------------ */
  52. /* ------------------------------------------------ */
  53.  
  54. #define REGICIDE_BUILDING
  55. /* #define REGICIDE_QUEEN */
  56. #define BALANCED_RELICS
  57. /* #define SAFE_LUREABLE */
  58. /* #define LUREABLE_INDICATOR */
  59. #define MAJOR_UNGULATE
  60. /* #define LEGACY_CODE */
  61. #define ENABLE_EDGE
  62. /* #define MODE_TOGGLE */
  63.  
  64. /* ---------------------------------------------- */
  65. /* ------------ Empire Wars Settings ------------ */
  66. /* ---------------------------------------------- */
  67.  
  68. /* #define ESCALATION_MODE */
  69. #define ENABLE_FORAGERS
  70. /* #define ENABLE_HUNTERS */
  71. /* #define ENABLE_FISHERMEN */
  72. /* #define ENABLE_DOCK */
  73.  
  74. #define OVERWRITES
  75. if OVERWRITES
  76. #const O_STRAGGLER 1053
  77. endif
  78.  
  79. #define MAP_CONSTANTS
  80. if MAP_CONSTANTS
  81. #const LUMBERJACK_TERRAIN 76
  82. #const BEACH_TERRAIN 2
  83.  
  84. #const SPAWN_FOREST 20
  85. #const SPAWN_TERRAIN 76
  86.  
  87. #const BASE_FOREST 20
  88. #const BASE_TERRAIN 76
  89. #const BASE_BLEND_A 100
  90. #const BASE_BLEND_B 9
  91. #const BASE_BLEND_C 70
  92.  
  93. #const STRAGGLER_FOREST 19
  94.  
  95. #const MIDDLE_PLACEHOLDER 0
  96. #const MIDDLE_TERRAIN 70
  97. endif
  98.  
  99. #define THEME_CONSTANTS
  100. if THEME_CONSTANTS
  101. start_random
  102. percent_chance 50 #define TWO_A
  103. percent_chance 50 #define TWO_B
  104. end_random
  105.  
  106. start_random
  107. percent_chance 33 #define THREE_A
  108. percent_chance 34 #define THREE_B
  109. percent_chance 33 #define THREE_C
  110. end_random
  111.  
  112. start_random
  113. percent_chance 25 #define FOUR_A
  114. percent_chance 25 #define FOUR_B
  115. percent_chance 25 #define FOUR_C
  116. percent_chance 25 #define FOUR_D
  117. end_random
  118.  
  119. start_random
  120. percent_chance 20 #define FIVE_A
  121. percent_chance 20 #define FIVE_B
  122. percent_chance 20 #define FIVE_C
  123. percent_chance 20 #define FIVE_D
  124. percent_chance 20 #define FIVE_E
  125. end_random
  126.  
  127. start_random
  128. percent_chance 17 #define SIX_A
  129. percent_chance 16 #define SIX_B
  130. percent_chance 17 #define SIX_C
  131. percent_chance 17 #define SIX_D
  132. percent_chance 16 #define SIX_E
  133. percent_chance 17 #define SIX_F
  134. end_random
  135.  
  136. start_random
  137. percent_chance 14 #define SEVEN_A
  138. percent_chance 15 #define SEVEN_B
  139. percent_chance 14 #define SEVEN_C
  140. percent_chance 14 #define SEVEN_D
  141. percent_chance 14 #define SEVEN_E
  142. percent_chance 15 #define SEVEN_F
  143. percent_chance 14 #define SEVEN_G
  144. end_random
  145.  
  146. if THEME_CUSTOM
  147. elseif THEME_EUROPEAN
  148. #const WATER_A 1 /* Normal Shallow Water */
  149. #const WATER_B 23 /* Normal Medium Water */
  150. #const WATER_C 22 /* Normal Deep Water */
  151.  
  152. #const TERRAIN_SHALLOWS 4 /* Normal Shallows */
  153. #const TERRAIN_RESTRICT 40 /* Rock Terrain */
  154. #const TERRAIN_ROAD 75 /* Fungus Road */
  155.  
  156. #const S_STRAGGLER 1053 /* Bush B */
  157. #const O_STRAGGLER 411 /* Oak Tree */
  158. #const SHRUB 59 /* Berry Bush */
  159.  
  160. if TWO_A
  161. #const HERDABLE_A 594 /* Sheep */
  162. #const HERDABLE_B 1245 /* Pig */
  163. elseif TWO_B
  164. #const HERDABLE_A 1245 /* Pig */
  165. #const HERDABLE_B 594 /* Sheep */
  166. endif
  167.  
  168. #const UNGULATE_A 65 /* Deer */
  169. #const UNGULATE_B 65 /* Deer */
  170.  
  171. #const LUREABLE_A 48 /* Boar */
  172. #const LUREABLE_B 48 /* Boar */
  173. #define INDICATOR_GRASS
  174.  
  175. if TWO_A
  176. #const PREDATOR_A 126 /* Wolf */
  177. #const PREDATOR_B 486 /* Bear */
  178. elseif TWO_B
  179. #const PREDATOR_A 486 /* Bear */
  180. #const PREDATOR_B 126 /* Wolf */
  181. endif
  182.  
  183. #const NERITIC_A 69 /* Shore Fish */
  184.  
  185. if TWO_A
  186. #const AQUATIC_A 456 /* Salmon */
  187. #const AQUATIC_B 457 /* Tuna */
  188. elseif TWO_B
  189. #const AQUATIC_A 457 /* Tuna */
  190. #const AQUATIC_B 456 /* Salmon */
  191. endif
  192.  
  193. if TWO_A
  194. #const BIRD_A 96 /* Hawk */
  195. #const BIRD_B 1056 /* Falcon */
  196. elseif TWO_B
  197. #const BIRD_A 1056 /* Falcon */
  198. #const BIRD_B 96 /* Hawk */
  199. endif
  200.  
  201. if THREE_A
  202. #const NOMAD_SCOUT 814 /* Player Horse A */
  203. elseif THREE_B
  204. #const NOMAD_SCOUT 1602 /* Player Horse C */
  205. elseif THREE_C
  206. #const NOMAD_SCOUT 1606 /* Player Horse E */
  207. endif
  208.  
  209. #const WILDLIFE 835 /* Wild Horse */
  210. elseif THEME_ALPINE
  211. #const WATER_A 1 /* Normal Shallow Water */
  212. #const WATER_B 23 /* Normal Medium Water */
  213. #const WATER_C 22 /* Normal Deep Water */
  214.  
  215. #const TERRAIN_SHALLOWS 4 /* Normal Shallows */
  216. #const TERRAIN_RESTRICT 40 /* Rock Terrain */
  217. #const TERRAIN_ROAD 75 /* Fungus Road */
  218.  
  219. #const S_STRAGGLER 350 /* Pine Tree */
  220. #const O_STRAGGLER 1053 /* Bush B */
  221. #const SHRUB 59 /* Berry Bush */
  222.  
  223. if SIX_A
  224. #const HERDABLE_A 594 /* Sheep */
  225. #const HERDABLE_B 1243 /* Goose */
  226. elseif SIX_B
  227. #const HERDABLE_A 594 /* Sheep */
  228. #const HERDABLE_B 1245 /* Pig */
  229. elseif SIX_C
  230. #const HERDABLE_A 1243 /* Goose */
  231. #const HERDABLE_B 594 /* Sheep */
  232. elseif SIX_D
  233. #const HERDABLE_A 1243 /* Goose */
  234. #const HERDABLE_B 1245 /* Pig */
  235. elseif SIX_E
  236. #const HERDABLE_A 1245 /* Pig */
  237. #const HERDABLE_B 594 /* Sheep */
  238. elseif SIX_F
  239. #const HERDABLE_A 1245 /* Pig */
  240. #const HERDABLE_B 1243 /* Goose */
  241. endif
  242.  
  243. if THREE_A
  244. #const UNGULATE_A 1239 /* Ibex */
  245. #const UNGULATE_B 65 /* Deer */
  246. elseif THREE_B
  247. #const UNGULATE_A 65 /* Deer */
  248. #const UNGULATE_B 1239 /* Ibex */
  249. elseif THREE_C
  250. #const UNGULATE_A 1239 /* Ibex */
  251. #const UNGULATE_B 1239 /* Ibex */
  252. endif
  253.  
  254. #const LUREABLE_A 48 /* Boar */
  255. #const LUREABLE_B 48 /* Boar */
  256. #define INDICATOR_GRASS
  257.  
  258. if TWO_A
  259. #const PREDATOR_A 126 /* Wolf */
  260. #const PREDATOR_B 486 /* Bear */
  261. elseif TWO_B
  262. #const PREDATOR_A 486 /* Bear */
  263. #const PREDATOR_B 126 /* Wolf */
  264. endif
  265.  
  266. #const NERITIC_A 69 /* Shore Fish */
  267.  
  268. if TWO_A
  269. #const AQUATIC_A 456 /* Salmon */
  270. #const AQUATIC_B 457 /* Tuna */
  271. elseif TWO_B
  272. #const AQUATIC_A 457 /* Tuna */
  273. #const AQUATIC_B 456 /* Salmon */
  274. endif
  275.  
  276. if TWO_A
  277. #const BIRD_A 1056 /* Falcon */
  278. #const BIRD_B 96 /* Hawk */
  279. elseif TWO_B
  280. #const BIRD_A 96 /* Hawk */
  281. #const BIRD_B 1056 /* Falcon */
  282. endif
  283.  
  284. if THREE_A
  285. #const NOMAD_SCOUT 814 /* Player Horse A */
  286. elseif THREE_B
  287. #const NOMAD_SCOUT 1602 /* Player Horse C */
  288. elseif THREE_C
  289. #const NOMAD_SCOUT 1606 /* Player Horse E */
  290. endif
  291.  
  292. #const WILDLIFE 835 /* Wild Horse */
  293. elseif THEME_AMERICAN
  294. #const WATER_A 1 /* Normal Shallow Water */
  295. #const WATER_B 23 /* Normal Medium Water */
  296. #const WATER_C 22 /* Normal Deep Water */
  297.  
  298. #const TERRAIN_SHALLOWS 4 /* Normal Shallows */
  299. #const TERRAIN_RESTRICT 40 /* Rock Terrain */
  300. #const TERRAIN_ROAD 75 /* Fungus Road */
  301.  
  302. #const S_STRAGGLER 414 /* Jungle Tree */
  303. #const O_STRAGGLER 1146 /* Rainforest Tree */
  304. #const SHRUB 59 /* Berry Bush */
  305.  
  306. if TWO_A
  307. #const HERDABLE_A 833 /* Turkey */
  308. #const HERDABLE_B 305 /* Llama */
  309. elseif TWO_B
  310. #const HERDABLE_A 305 /* Llama */
  311. #const HERDABLE_B 833 /* Turkey */
  312. endif
  313.  
  314. #const UNGULATE_A 65 /* Deer */
  315. #const UNGULATE_B 65 /* Deer */
  316.  
  317. #const LUREABLE_A 822 /* Javelina */
  318. #const LUREABLE_B 822 /* Javelina */
  319.  
  320. #const PREDATOR_A 812 /* Jaguar */
  321. #const PREDATOR_B 812 /* Jaguar */
  322.  
  323. #const NERITIC_A 69 /* Shore Fish */
  324.  
  325. if TWO_A
  326. #const AQUATIC_A 458 /* Snapper */
  327. #const AQUATIC_B 457 /* Tuna */
  328. elseif TWO_B
  329. #const AQUATIC_A 457 /* Tuna */
  330. #const AQUATIC_B 458 /* Snapper */
  331. endif
  332.  
  333. if TWO_A
  334. #const BIRD_A 816 /* Macaw */
  335. #const BIRD_B 96 /* Hawk */
  336. elseif TWO_B
  337. #const BIRD_A 816 /* Macaw */
  338. #const BIRD_B 816 /* Macaw */
  339. endif
  340.  
  341. if THREE_A
  342. #const NOMAD_SCOUT 814 /* Player Horse A */
  343. elseif THREE_B
  344. #const NOMAD_SCOUT 1602 /* Player Horse C */
  345. elseif THREE_C
  346. #const NOMAD_SCOUT 1606 /* Player Horse E */
  347. endif
  348.  
  349. #const WILDLIFE 835
  350. elseif THEME_COLD
  351. #const WATER_A 1 /* Normal Shallow Water */
  352. #const WATER_B 23 /* Normal Medium Water */
  353. #const WATER_C 22 /* Normal Deep Water */
  354.  
  355. #const TERRAIN_SHALLOWS 26 /* Passable Ice */
  356. #const TERRAIN_RESTRICT 35 /* Impassable Ice */
  357. #const TERRAIN_ROAD 38 /* Snow Road */
  358.  
  359. #const S_STRAGGLER 1054 /* Snow Bush */
  360. #const O_STRAGGLER 413 /* Snow Pine */
  361. #const SHRUB 59 /* Berry Bush */
  362.  
  363. if SIX_A
  364. #const HERDABLE_A 594 /* Sheep */
  365. #const HERDABLE_B 1245 /* Pig */
  366. elseif SIX_B
  367. #const HERDABLE_A 594 /* Sheep */
  368. #const HERDABLE_B 705 /* Cow */
  369. elseif SIX_C
  370. #const HERDABLE_A 1245 /* Pig */
  371. #const HERDABLE_B 594 /* Sheep */
  372. elseif SIX_D
  373. #const HERDABLE_A 1245 /* Pig */
  374. #const HERDABLE_B 705 /* Cow */
  375. elseif SIX_E
  376. #const HERDABLE_A 705 /* Cow */
  377. #const HERDABLE_B 594 /* Sheep */
  378. #define FAT_HERDABLE
  379. elseif SIX_F
  380. #const HERDABLE_A 705 /* Cow */
  381. #const HERDABLE_B 1245 /* Pig */
  382. #define FAT_HERDABLE
  383. endif
  384.  
  385. #const UNGULATE_A 1239 /* Ibex */
  386. #const UNGULATE_B 1239 /* Ibex */
  387.  
  388. #const LUREABLE_A 48 /* Boar */
  389. #const LUREABLE_B 48 /* Boar */
  390. #define INDICATOR_SKELETON
  391.  
  392. if SIX_A
  393. #const PREDATOR_A 126 /* Wolf */
  394. #const PREDATOR_B 486 /* Bear */
  395. elseif SIX_B
  396. #const PREDATOR_A 126 /* Wolf */
  397. #const PREDATOR_B 1241 /* Snow Leopard */
  398. elseif SIX_C
  399. #const PREDATOR_A 486 /* Bear */
  400. #const PREDATOR_B 126 /* Wolf */
  401. elseif SIX_D
  402. #const PREDATOR_A 486 /* Bear */
  403. #const PREDATOR_B 1241 /* Snow Leopard */
  404. elseif SIX_E
  405. #const PREDATOR_A 1241 /* Snow Leopard */
  406. #const PREDATOR_B 126 /* Wolf */
  407. elseif SIX_F
  408. #const PREDATOR_A 1241 /* Snow Leopard */
  409. #const PREDATOR_B 486 /* Bear */
  410. endif
  411.  
  412. #const NERITIC_A 69 /* Shore Fish */
  413.  
  414. if TWO_A
  415. #const AQUATIC_A 456 /* Salmon */
  416. #const AQUATIC_B 457 /* Tuna */
  417. elseif TWO_B
  418. #const AQUATIC_A 457 /* Tuna */
  419. #const AQUATIC_B 456 /* Salmon */
  420. endif
  421.  
  422. if TWO_A
  423. #const BIRD_A 1056 /* Falcon */
  424. #const BIRD_B 96 /* Hawk */
  425. elseif TWO_B
  426. #const BIRD_A 96 /* Hawk */
  427. #const BIRD_B 1056 /* Falcon */
  428. endif
  429.  
  430. #const NOMAD_SCOUT 1356 /* Player Horse B */
  431. #const WILDLIFE 1356 /* Wild Horse */
  432. elseif THEME_AUTUMN_COLD
  433. #const WATER_A 1 /* Normal Shallow Water */
  434. #const WATER_B 23 /* Normal Medium Water */
  435. #const WATER_C 22 /* Normal Deep Water */
  436.  
  437. #const TERRAIN_SHALLOWS 26 /* Passable Ice */
  438. #const TERRAIN_RESTRICT 35 /* Impassable Ice */
  439. #const TERRAIN_ROAD 38 /* Snow Road */
  440.  
  441. #const S_STRAGGLER 1054 /* Snow Bush */
  442. #const O_STRAGGLER 1249 /* Snow Autumn Tree */
  443. #const SHRUB 59 /* Berry Bush */
  444.  
  445. if SIX_A
  446. #const HERDABLE_A 594 /* Sheep */
  447. #const HERDABLE_B 1245 /* Pig */
  448. elseif SIX_B
  449. #const HERDABLE_A 594 /* Sheep */
  450. #const HERDABLE_B 705 /* Cow */
  451. elseif SIX_C
  452. #const HERDABLE_A 1245 /* Pig */
  453. #const HERDABLE_B 594 /* Sheep */
  454. elseif SIX_D
  455. #const HERDABLE_A 1245 /* Pig */
  456. #const HERDABLE_B 705 /* Cow */
  457. elseif SIX_E
  458. #const HERDABLE_A 705 /* Cow */
  459. #const HERDABLE_B 594 /* Sheep */
  460. #define FAT_HERDABLE
  461. elseif SIX_F
  462. #const HERDABLE_A 705 /* Cow */
  463. #const HERDABLE_B 1245 /* Pig */
  464. #define FAT_HERDABLE
  465. endif
  466.  
  467. if THREE_A
  468. #const UNGULATE_A 1239 /* Ibex */
  469. #const UNGULATE_B 65 /* Deer */
  470. elseif THREE_B
  471. #const UNGULATE_A 65 /* Deer */
  472. #const UNGULATE_B 1239 /* Ibex */
  473. elseif THREE_C
  474. #const UNGULATE_A 1239 /* Ibex */
  475. #const UNGULATE_B 1239 /* Ibex */
  476. endif
  477.  
  478. #const LUREABLE_A 48 /* Boar */
  479. #const LUREABLE_B 48 /* Boar */
  480. #define INDICATOR_SKELETON
  481.  
  482. if SIX_A
  483. #const PREDATOR_A 126 /* Wolf */
  484. #const PREDATOR_B 486 /* Bear */
  485. elseif SIX_B
  486. #const PREDATOR_A 126 /* Wolf */
  487. #const PREDATOR_B 1241 /* Snow Leopard */
  488. elseif SIX_C
  489. #const PREDATOR_A 486 /* Bear */
  490. #const PREDATOR_B 126 /* Wolf */
  491. elseif SIX_D
  492. #const PREDATOR_A 486 /* Bear */
  493. #const PREDATOR_B 1241 /* Snow Leopard */
  494. elseif SIX_E
  495. #const PREDATOR_A 1241 /* Snow Leopard */
  496. #const PREDATOR_B 126 /* Wolf */
  497. elseif SIX_F
  498. #const PREDATOR_A 1241 /* Snow Leopard */
  499. #const PREDATOR_B 486 /* Bear */
  500. endif
  501.  
  502. #const NERITIC_A 69 /* Shore Fish */
  503.  
  504. if TWO_A
  505. #const AQUATIC_A 456 /* Salmon */
  506. #const AQUATIC_B 457 /* Tuna */
  507. elseif TWO_B
  508. #const AQUATIC_A 457 /* Tuna */
  509. #const AQUATIC_B 456 /* Salmon */
  510. endif
  511.  
  512. if TWO_A
  513. #const BIRD_A 1056 /* Falcon */
  514. #const BIRD_B 96 /* Hawk */
  515. elseif TWO_B
  516. #const BIRD_A 96 /* Hawk */
  517. #const BIRD_B 1056 /* Falcon */
  518. endif
  519.  
  520. #const NOMAD_SCOUT 1356 /* Player Horse B */
  521. #const WILDLIFE 1356 /* Wild Horse */
  522. elseif THEME_ASIAN
  523. #define COMBINE_UNGULATE
  524.  
  525. #const WATER_A 1 /* Normal Shallow Water */
  526. #const WATER_B 23 /* Normal Medium Water */
  527. #const WATER_C 22 /* Normal Deep Water */
  528.  
  529. #const TERRAIN_SHALLOWS 4 /* Normal Shallows */
  530. #const TERRAIN_RESTRICT 40 /* Rock Terrain */
  531. #const TERRAIN_ROAD 25 /* Broken Road */
  532.  
  533. #const S_STRAGGLER 348 /* Bamboo Tree */
  534. #const O_STRAGGLER 348 /* Bamboo Tree */
  535.  
  536. if TWO_A
  537. #const SHRUB 59 /* Berry Bush */
  538. elseif TWO_B
  539. #const SHRUB 1059 /* Fruit Bush */
  540. endif
  541.  
  542. if SIX_A
  543. #const HERDABLE_A 594 /* Sheep */
  544. #const HERDABLE_B 1243 /* Goose */
  545. elseif SIX_B
  546. #const HERDABLE_A 594 /* Sheep */
  547. #const HERDABLE_B 1245 /* Pig */
  548. elseif SIX_C
  549. #const HERDABLE_A 1243 /* Goose */
  550. #const HERDABLE_B 594 /* Sheep */
  551. elseif SIX_D
  552. #const HERDABLE_A 1243 /* Goose */
  553. #const HERDABLE_B 1245 /* Pig */
  554. elseif SIX_E
  555. #const HERDABLE_A 1245 /* Pig */
  556. #const HERDABLE_B 594 /* Sheep */
  557. elseif SIX_F
  558. #const HERDABLE_A 1245 /* Pig */
  559. #const HERDABLE_B 1243 /* Goose */
  560. endif
  561.  
  562. if TWO_A
  563. #const UNGULATE_A 1239 /* Ibex */
  564. #const UNGULATE_B 65 /* Deer */
  565. elseif TWO_B
  566. #const UNGULATE_A 65 /* Deer */
  567. #const UNGULATE_B 1239 /* Ibex */
  568. endif
  569.  
  570. #const LUREABLE_A 48 /* Boar */
  571. #const LUREABLE_B 48 /* Boar */
  572. #define INDICATOR_GRASS
  573.  
  574. #const PREDATOR_A 1137 /* Tiger */
  575. #const PREDATOR_B 1137 /* Tiger */
  576.  
  577. if TWO_A
  578. #const NERITIC_A 69 /* Shore Fish */
  579. elseif TWO_B
  580. #const NERITIC_A 1141 /* Box Turtles */
  581. endif
  582.  
  583. if TWO_A
  584. #const AQUATIC_A 456 /* Salmon */
  585. #const AQUATIC_B 455 /* Dorado */
  586. elseif TWO_B
  587. #const AQUATIC_A 455 /* Dorado */
  588. #const AQUATIC_B 456 /* Salmon */
  589. endif
  590.  
  591. if SIX_A
  592. #const BIRD_A 96 /* Hawk */
  593. #const BIRD_B 816 /* Macaw */
  594. elseif SIX_B
  595. #const BIRD_A 96 /* Hawk */
  596. #const BIRD_B 1056 /* Falcon */
  597. elseif SIX_C
  598. #const BIRD_A 816 /* Macaw */
  599. #const BIRD_B 96 /* Hawk */
  600. elseif SIX_D
  601. #const BIRD_A 816 /* Macaw */
  602. #const BIRD_B 1056 /* Falcon */
  603. elseif SIX_E
  604. #const BIRD_A 1056 /* Falcon */
  605. #const BIRD_B 96 /* Hawk */
  606. elseif SIX_F
  607. #const BIRD_A 1056 /* Falcon */
  608. #const BIRD_B 816 /* Macaw */
  609. endif
  610.  
  611. if THREE_A
  612. #const NOMAD_SCOUT 814 /* Player Horse A */
  613. elseif THREE_B
  614. #const NOMAD_SCOUT 1602 /* Player Horse C */
  615. elseif THREE_C
  616. #const NOMAD_SCOUT 1606 /* Player Horse E */
  617. endif
  618.  
  619. if TWO_A
  620. #const WILDLIFE 835 /* Wild Horse */
  621. elseif TWO_B
  622. #const WILDLIFE 884 /* Wild Camel */
  623. endif
  624. elseif THEME_AFRICAN
  625. #define COMBINE_UNGULATE
  626.  
  627. #const WATER_A 1 /* Normal Shallow Water */
  628. #const WATER_B 23 /* Normal Medium Water */
  629. #const WATER_C 22 /* Normal Deep Water */
  630.  
  631. #const TERRAIN_SHALLOWS 4 /* Normal Shallows */
  632. #const TERRAIN_RESTRICT 46 /* Quicksand */
  633. #const TERRAIN_ROAD 78 /* Desert Road */
  634.  
  635. #const S_STRAGGLER 1051 /* Dragon Tree */
  636. #const O_STRAGGLER 1051 /* Dragon Tree */
  637. #const SHRUB 1059 /* Fruit Bush */
  638.  
  639. #const HERDABLE_A 1060 /* Goat */
  640. #const HERDABLE_B 1060 /* Goat */
  641.  
  642. if TWO_A
  643. #const UNGULATE_A 1019 /* Zebra */
  644. #const UNGULATE_B 1026 /* Ostrich */
  645. elseif TWO_B
  646. #const UNGULATE_A 1026 /* Ostrich */
  647. #const UNGULATE_B 1019 /* Zebra */
  648. endif
  649.  
  650. if TWO_A
  651. #const LUREABLE_A 1301 /* Elephant */
  652. #const LUREABLE_B 1139 /* Rhino */
  653. elseif TWO_B
  654. #const LUREABLE_A 1139 /* Rhino */
  655. #const LUREABLE_B 1301 /* Elephant */
  656. endif
  657.  
  658. #define INDICATOR_SKELETON
  659.  
  660. #const PREDATOR_A 1029 /* Lion */
  661. #const PREDATOR_B 1029 /* Lion */
  662.  
  663. if TWO_A
  664. #const NERITIC_A 69 /* Shore Fish */
  665. elseif TWO_B
  666. #const NERITIC_A 1141 /* Box Turtles */
  667. endif
  668.  
  669. if TWO_A
  670. #const AQUATIC_A 457 /* Tuna */
  671. #const AQUATIC_B 455 /* Dorado */
  672. elseif TWO_B
  673. #const AQUATIC_A 455 /* Dorado */
  674. #const AQUATIC_B 457 /* Tuna */
  675. endif
  676.  
  677. if TWO_A
  678. #const BIRD_A 1028 /* Stork */
  679. #const BIRD_B 917 /* Vulture */
  680. elseif TWO_B
  681. #const BIRD_A 917 /* Vulture */
  682. #const BIRD_B 1028 /* Stork */
  683. endif
  684.  
  685. #const NOMAD_SCOUT 1237 /* Player Dromedary */
  686. #const WILDLIFE 884 /* Wild Camel */
  687. elseif THEME_EASTERN
  688. #define COMBINE_UNGULATE
  689.  
  690. #const WATER_A 1 /* Normal Shallow Water */
  691. #const WATER_B 23 /* Normal Medium Water */
  692. #const WATER_C 22 /* Normal Deep Water */
  693.  
  694. #const TERRAIN_SHALLOWS 4 /* Normal Shallows */
  695. #const TERRAIN_RESTRICT 46 /* Quicksand */
  696. #const TERRAIN_ROAD 78 /* Desert Road */
  697.  
  698. #const S_STRAGGLER 351 /* Palm Tree */
  699. #const O_STRAGGLER 351 /* Palm Tree */
  700. #const SHRUB 1059 /* Fruit Bush */
  701.  
  702. #const HERDABLE_A 1060 /* Goat */
  703.  
  704. if TWO_A
  705. #const UNGULATE_A 1019 /* Zebra */
  706. #const UNGULATE_B 1026 /* Ostrich */
  707. elseif TWO_B
  708. #const UNGULATE_A 1026 /* Ostrich */
  709. #const UNGULATE_B 1019 /* Zebra */
  710. endif
  711.  
  712. if TWO_A
  713. #const LUREABLE_A 1301 /* Elephant */
  714. #const LUREABLE_B 1139 /* Rhino */
  715. elseif TWO_B
  716. #const LUREABLE_A 1139 /* Rhino */
  717. #const LUREABLE_B 1301 /* Elephant */
  718. endif
  719.  
  720. #define INDICATOR_SKELETON
  721.  
  722. #const PREDATOR_A 1029 /* Lion */
  723. #const PREDATOR_B 1029 /* Lion */
  724.  
  725. if TWO_A
  726. #const NERITIC_A 69 /* Shore Fish */
  727. elseif TWO_B
  728. #const NERITIC_A 1141 /* Box Turtles */
  729. endif
  730.  
  731. if TWO_A
  732. #const AQUATIC_A 455 /* Dorado */
  733. #const AQUATIC_B 53 /* Perch */
  734. elseif TWO_B
  735. #const AQUATIC_A 53 /* Perch */
  736. #const AQUATIC_B 455 /* Dorado */
  737. endif
  738.  
  739. #const BIRD_A 917 /* Vulture */
  740. #const BIRD_B 1028 /* Stork */
  741.  
  742. #const NOMAD_SCOUT 1237 /* Player Dromedary */
  743. #const WILDLIFE 884 /* Wild Camel */
  744. elseif THEME_TROPICAL
  745. #const WATER_A 58 /* Azure Shallow Water */
  746. #const WATER_B 23 /* Normal Medium Water */
  747. #const WATER_C 57 /* Azure Deep Water */
  748.  
  749. #const TERRAIN_SHALLOWS 59 /* Azure Shallows */
  750. #const TERRAIN_RESTRICT 40 /* Rock Terrain */
  751. #const TERRAIN_ROAD 61 /* Jungle Road */
  752.  
  753. #const S_STRAGGLER 1146 /* Rainforest Tree */
  754. #const O_STRAGGLER 414 /* Jungle Tree */
  755.  
  756. if TWO_A
  757. #const SHRUB 59 /* Berry Bush */
  758. elseif TWO_B
  759. #const SHRUB 1059 /* Fruit Bush */
  760. endif
  761.  
  762. #const HERDABLE_A 1142 /* Water Buffalo */
  763. #const HERDABLE_B 1142 /* Water Buffalo */
  764.  
  765. #const UNGULATE_A 65 /* Deer */
  766. #const UNGULATE_B 65 /* Deer */
  767.  
  768. if TWO_A
  769. #const LUREABLE_A 1301 /* Elephant */
  770. #const LUREABLE_B 1139 /* Rhino */
  771. elseif TWO_B
  772. #const LUREABLE_A 1139 /* Rhino */
  773. #const LUREABLE_B 1301 /* Elephant */
  774. endif
  775.  
  776. #define INDICATOR_GRASS
  777.  
  778. if TWO_A
  779. #const PREDATOR_A 1137 /* Tiger */
  780. #const PREDATOR_B 1135 /* Komodo Dragon */
  781. elseif TWO_B
  782. #const PREDATOR_A 1135 /* Komodo Dragon */
  783. #const PREDATOR_B 1137 /* Tiger */
  784. endif
  785.  
  786. if TWO_A
  787. #const NERITIC_A 69 /* Shore Fish */
  788. elseif TWO_B
  789. #const NERITIC_A 1141 /* Box Turtles */
  790. endif
  791.  
  792. if TWO_A
  793. #const AQUATIC_A 456 /* Salmon */
  794. #const AQUATIC_B 455 /* Dorado */
  795. elseif TWO_B
  796. #const AQUATIC_A 455 /* Dorado */
  797. #const AQUATIC_B 456 /* Salmon */
  798. endif
  799.  
  800. if TWO_A
  801. #const BIRD_A 816 /* Macaw */
  802. #const BIRD_B 1028 /* Stork */
  803. elseif TWO_B
  804. #const BIRD_A 1028 /* Stork */
  805. #const BIRD_B 816 /* Macaw */
  806. endif
  807.  
  808. if THREE_A
  809. #const NOMAD_SCOUT 814 /* Player Horse A */
  810. elseif THREE_B
  811. #const NOMAD_SCOUT 1602 /* Player Horse C */
  812. elseif THREE_C
  813. #const NOMAD_SCOUT 1606 /* Player Horse E */
  814. endif
  815.  
  816. #const WILDLIFE 835 /* Wild Horse */
  817. elseif THEME_MANGROVE
  818. #const WATER_A 58 /* Azure Shallow Water */
  819. #const WATER_B 23 /* Normal Medium Water */
  820. #const WATER_C 57 /* Azure Deep Water */
  821.  
  822. #const TERRAIN_SHALLOWS 59 /* Azure Shallows */
  823. #const TERRAIN_RESTRICT 40 /* Rock Terrain */
  824. #const TERRAIN_ROAD 61 /* Jungle Road */
  825.  
  826. #const S_STRAGGLER 1146 /* Rainforest Tree */
  827. #const O_STRAGGLER 1144 /* Mangrove Tree */
  828.  
  829. if TWO_A
  830. #const SHRUB 59 /* Berry Bush */
  831. elseif TWO_B
  832. #const SHRUB 1059 /* Fruit Bush */
  833. endif
  834.  
  835. #const HERDABLE_A 1142 /* Water Buffalo */
  836. #const HERDABLE_B 1142 /* Water Buffalo */
  837.  
  838. #const UNGULATE_A 65 /* Deer */
  839. #const UNGULATE_B 65 /* Deer */
  840.  
  841. if TWO_A
  842. #const LUREABLE_A 1301 /* Elephant */
  843. #const LUREABLE_B 1139 /* Rhino */
  844. elseif TWO_B
  845. #const LUREABLE_A 1139 /* Rhino */
  846. #const LUREABLE_B 1301 /* Elephant */
  847. endif
  848.  
  849. #define INDICATOR_PLANT
  850.  
  851. if SIX_A
  852. #const PREDATOR_A 1031 /* Crocodile */
  853. #const PREDATOR_A 1135 /* Komodo Dragon */
  854. elseif SIX_B
  855. #const PREDATOR_A 1031 /* Crocodile */
  856. #const PREDATOR_A 1137 /* Tiger */
  857. elseif SIX_C
  858. #const PREDATOR_A 1135 /* Komodo Dragon */
  859. #const PREDATOR_A 1031 /* Crocodile */
  860. elseif SIX_D
  861. #const PREDATOR_A 1135 /* Komodo Dragon */
  862. #const PREDATOR_A 1137 /* Tiger */
  863. elseif SIX_E
  864. #const PREDATOR_A 1137 /* Tiger */
  865. #const PREDATOR_A 1031 /* Crocodile */
  866. elseif SIX_F
  867. #const PREDATOR_A 1137 /* Tiger */
  868. #const PREDATOR_A 1135 /* Komodo Dragon */
  869. endif
  870.  
  871. if TWO_A
  872. #const NERITIC_A 69 /* Shore Fish */
  873. elseif TWO_B
  874. #const NERITIC_A 1141 /* Box Turtles */
  875. endif
  876.  
  877. if TWO_A
  878. #const AQUATIC_A 456 /* Salmon */
  879. #const AQUATIC_B 455 /* Dorado */
  880. elseif TWO_B
  881. #const AQUATIC_A 455 /* Dorado */
  882. #const AQUATIC_B 456 /* Salmon */
  883. endif
  884.  
  885. if TWO_A
  886. #const BIRD_A 816 /* Macaw */
  887. #const BIRD_B 1028 /* Stork */
  888. elseif TWO_B
  889. #const BIRD_A 1028 /* Stork */
  890. #const BIRD_B 816 /* Macaw */
  891. endif
  892.  
  893. if THREE_A
  894. #const NOMAD_SCOUT 814 /* Player Horse A */
  895. elseif THREE_B
  896. #const NOMAD_SCOUT 1602 /* Player Horse C */
  897. elseif THREE_C
  898. #const NOMAD_SCOUT 1606 /* Player Horse E */
  899. endif
  900.  
  901. #const WILDLIFE 835 /* Wild Horse */
  902. elseif THEME_DEAD
  903. #const WATER_A 1 /* Normal Shallow Water */
  904. #const WATER_B 23 /* Normal Medium Water */
  905. #const WATER_C 22 /* Normal Deep Water */
  906.  
  907. #const TERRAIN_SHALLOWS 4 /* Normal Shallows */
  908. #const TERRAIN_RESTRICT 40 /* Rock Terrain */
  909. #const TERRAIN_ROAD 25 /* Broken Road */
  910.  
  911. #const S_STRAGGLER 1250 /* Dead Tree */
  912. #const O_STRAGGLER 1250 /* Dead Tree */
  913. #const SHRUB 59 /* Berry Bush */
  914.  
  915. if SIX_A
  916. #const HERDABLE_A 594 /* Sheep */
  917. #const HERDABLE_B 1243 /* Goose */
  918. elseif SIX_B
  919. #const HERDABLE_A 594 /* Sheep */
  920. #const HERDABLE_B 1245 /* Pig */
  921. elseif SIX_C
  922. #const HERDABLE_A 1243 /* Goose */
  923. #const HERDABLE_B 594 /* Sheep */
  924. elseif SIX_D
  925. #const HERDABLE_A 1243 /* Goose */
  926. #const HERDABLE_B 1245 /* Pig */
  927. elseif SIX_E
  928. #const HERDABLE_A 1245 /* Pig */
  929. #const HERDABLE_B 594 /* Sheep */
  930. elseif SIX_F
  931. #const HERDABLE_A 1245 /* Pig */
  932. #const HERDABLE_B 1243 /* Goose */
  933. endif
  934.  
  935. #const UNGULATE_A 65 /* Deer */
  936. #const UNGULATE_B 65 /* Deer */
  937.  
  938. #const LUREABLE_A 48 /* Boar */
  939. #const LUREABLE_B 48 /* Boar */
  940. #define INDICATOR_SKELETON
  941.  
  942. if TWO_A
  943. #const PREDATOR_A 126 /* Wolf */
  944. #const PREDATOR_B 486 /* Bear */
  945. elseif TWO_B
  946. #const PREDATOR_A 486 /* Bear */
  947. #const PREDATOR_B 126 /* Wolf */
  948. endif
  949.  
  950. #const NERITIC_A 69 /* Shore Fish */
  951.  
  952. if TWO_A
  953. #const AQUATIC_A 456 /* Salmon */
  954. #const AQUATIC_B 457 /* Tuna */
  955. elseif TWO_B
  956. #const AQUATIC_A 457 /* Tuna */
  957. #const AQUATIC_B 456 /* Salmon */
  958. endif
  959.  
  960. if TWO_A
  961. #const BIRD_A 96 /* Hawk */
  962. #const BIRD_B 1056 /* Falcon */
  963. elseif TWO_B
  964. #const BIRD_A 1056 /* Falcon */
  965. #const BIRD_B 96 /* Hawk */
  966. endif
  967.  
  968. if THREE_A
  969. #const NOMAD_SCOUT 814 /* Player Horse A */
  970. elseif THREE_B
  971. #const NOMAD_SCOUT 1602 /* Player Horse C */
  972. elseif THREE_C
  973. #const NOMAD_SCOUT 1606 /* Player Horse E */
  974. endif
  975.  
  976. #const WILDLIFE 835 /* Wild Horse */
  977. elseif THEME_AUTUMN
  978. #const WATER_A 1 /* Normal Shallow Water */
  979. #const WATER_B 23 /* Normal Medium Water */
  980. #const WATER_C 22 /* Normal Deep Water */
  981.  
  982. #const TERRAIN_SHALLOWS 4 /* Normal Shallows */
  983. #const TERRAIN_RESTRICT 40 /* Rock Terrain */
  984. #const TERRAIN_ROAD 103 /* Gravel Road */
  985.  
  986. #const S_STRAGGLER 1248 /* Autumn Tree */
  987. #const O_STRAGGLER 1248 /* Autumn Tree */
  988. #const SHRUB 59 /* Berry Bush */
  989.  
  990. if SIX_A
  991. #const HERDABLE_A 594 /* Sheep */
  992. #const HERDABLE_B 1243 /* Goose */
  993. elseif SIX_B
  994. #const HERDABLE_A 594 /* Sheep */
  995. #const HERDABLE_B 1245 /* Pig */
  996. elseif SIX_C
  997. #const HERDABLE_A 1243 /* Goose */
  998. #const HERDABLE_B 594 /* Sheep */
  999. elseif SIX_D
  1000. #const HERDABLE_A 1243 /* Goose */
  1001. #const HERDABLE_B 1245 /* Pig */
  1002. elseif SIX_E
  1003. #const HERDABLE_A 1245 /* Pig */
  1004. #const HERDABLE_B 594 /* Sheep */
  1005. elseif SIX_F
  1006. #const HERDABLE_A 1245 /* Pig */
  1007. #const HERDABLE_B 1243 /* Goose */
  1008. endif
  1009.  
  1010. if TWO_A
  1011. #const UNGULATE_A 1239 /* Ibex */
  1012. #const UNGULATE_B 65 /* Deer */
  1013. elseif TWO_B
  1014. #const UNGULATE_A 65 /* Deer */
  1015. #const UNGULATE_B 1239 /* Ibex */
  1016. endif
  1017.  
  1018. #const LUREABLE_A 48 /* Boar */
  1019. #const LUREABLE_B 48 /* Boar */
  1020. #define INDICATOR_GRASS
  1021.  
  1022. if TWO_A
  1023. #const PREDATOR_A 126 /* Wolf */
  1024. #const PREDATOR_B 486 /* Bear */
  1025. elseif TWO_B
  1026. #const PREDATOR_A 486 /* Bear */
  1027. #const PREDATOR_B 126 /* Wolf */
  1028. endif
  1029.  
  1030. #const NERITIC_A 69 /* Shore Fish */
  1031.  
  1032. if TWO_A
  1033. #const AQUATIC_A 456 /* Salmon */
  1034. #const AQUATIC_B 457 /* Tuna */
  1035. elseif TWO_B
  1036. #const AQUATIC_A 457 /* Tuna */
  1037. #const AQUATIC_B 456 /* Salmon */
  1038. endif
  1039.  
  1040. if TWO_A
  1041. #const BIRD_A 1056 /* Falcon */
  1042. #const BIRD_B 96 /* Hawk */
  1043. elseif TWO_B
  1044. #const BIRD_A 96 /* Hawk */
  1045. #const BIRD_B 1056 /* Falcon */
  1046. endif
  1047.  
  1048. if THREE_A
  1049. #const NOMAD_SCOUT 814 /* Player Horse A */
  1050. elseif THREE_B
  1051. #const NOMAD_SCOUT 1602 /* Player Horse C */
  1052. elseif THREE_C
  1053. #const NOMAD_SCOUT 1606 /* Player Horse E */
  1054. endif
  1055.  
  1056. #const WILDLIFE 835 /* Wild Horse */
  1057. endif
  1058. endif
  1059. #define CUSTOM_CONSTANTS
  1060. if CUSTOM_CONSTANTS
  1061. #define SECURE_FOREST
  1062. if SECURE_FOREST
  1063. #const ORIGIN_PLACEHOLDER 68
  1064. #const PLACEHOLDER_TERRAIN 64
  1065. #const PLACEHOLDER_FOREST 65
  1066. #const REPLACE_A 84
  1067. #const REPLACE_B 85
  1068. #const REPLACE_C 86
  1069. #const REPLACE_D 87
  1070. #const REPLACE_E 33
  1071. #const REPLACE_F 34
  1072. #const REPLACE_G 44
  1073. #const REPLACE_H 62
  1074. endif
  1075.  
  1076. #define TERRAIN_CONSTANTS /* ---- Defining Terrains ---- */
  1077. if TERRAIN_CONSTANTS
  1078. #const GRASS_A 0
  1079. #const WATER_SHALLOW 1
  1080. #const BEACH 2
  1081. #const DIRT_C 3
  1082. #const SHALLOW 4
  1083. #const UNDERBRUSH 5
  1084. #const DIRT_A 6
  1085. #const FARMLAND 7
  1086. #const FARMLAND_DEAD 8
  1087. #const GRASS_C 9
  1088. #const FOREST_OAK 10
  1089. #const DIRT_B 11
  1090. #const GRASS_B 12
  1091. #const FOREST_PALM 13
  1092. #const DESERT 14
  1093. #const WATER_NOBEACH 15
  1094. #const GRASS_ALT 16
  1095. #const FOREST_JUNGLE 17
  1096. #const FOREST_BAMBOO 18
  1097. #const FOREST_PINE 19
  1098. #const FOREST_OAK_BUSH 20
  1099. #const FOREST_SNOW 21
  1100. #const WATER_DEEP 22
  1101. #const WATER_MEDIUM 23
  1102. #const ROAD 24
  1103. #const ROAD_BROKEN 25
  1104. #const ICE_SAILABLE 26
  1105. #const FOUNDATION 27
  1106. #const WATER_WALKABLE 28
  1107. #const FARMLAND_EMPTY 29
  1108. #const FARMLAND_SEEDS 30
  1109. #const FARMLAND_SPROUTS 31
  1110. #const SNOW 32
  1111. #const DIRT_SNOW 33 /* Obsolete */
  1112. #const GRASS_SNOW 34 /* Obsolete */
  1113. #const ICE 35
  1114. #const FOUNDATION_SNOW 36
  1115. #const ICE_BEACH 37
  1116. #const ROAD_SNOW 38 /* Obsolete */
  1117. #const ROAD_FUNGUS 39 /* Obsolete & Doesn't Blend */
  1118. #const ROCK_TERRAIN 40
  1119. #const SAVANNAH 41
  1120. #const SAVANNAH_GRASS 42
  1121. #const ROAD_DESERT_ALT 43 /* Obsolete */
  1122. #const MOORLAND_ALT 44 /* Obsolete */
  1123. #const CRACKED_SAND 45
  1124. #const QUICKSAND 46
  1125. #const BLACK_TERRAIN 47
  1126. #const FOREST_DRAGON 48
  1127. #const FOREST_BAOBAB 49
  1128. #const FOREST_ACACIA 50
  1129. #const BEACH_GRASS 51
  1130. #const BEACH_DARK 52
  1131. #const BEACH_BRIGHT 53
  1132. #const MANGROVE_SHALLOW 54
  1133. #const FOREST_MANGROVE 55
  1134. #const FOREST_RAIN 56
  1135. #const WATER_OCEAN 57
  1136. #const WATER_AZURE 58
  1137. #const SHALLOW_AZURE 59
  1138. #const GRASS_JUNGLE 60
  1139. #const ROAD_JUNGLE 61 /* Obsolete */
  1140. #const LEAVES_JUNGLE 62 /* Obsolete */
  1141. #const RICE_FARMLAND 63
  1142. #const RICE_FARMLAND_DEAD 64
  1143. #const RICE_FARMLAND_EMPTY 65
  1144. #const RICE_FARMLAND_SEEDS 66
  1145. #const RICE_FARMLAND_SPROUTS 67
  1146. #const GRAVEL 70
  1147. #const UNDERBRUSH_LEAVES 71
  1148. #const UNDERBRUSH_SNOW 72
  1149. #const SNOW_LIGHT 73
  1150. #const SNOW_STRONG 74
  1151. #const ROAD_FUNGUS 75
  1152. #const DIRT_MUD 76
  1153. #const UNDERBRUSH_JUNGLE 77
  1154. #const ROAD_DESERT 78 /* Doesn't Blend */
  1155. #const BEACH_UNSAILABLE 79
  1156. #const BEACH_WET_UNSAILABLE 80
  1157. #const BEACH_GRAVEL_UNSAILABLE 81
  1158. #const BEACH_ROCK_UNSAILABLE 82
  1159. #const GRASS_RAINFOREST 83
  1160. #const FOREST_MEDITERRANEAN 88
  1161. #const FOREST_BUSH 89
  1162. #const FOREST_REEDS_SHALLOWS 90
  1163. #const FOREST_REEDS_BEACH 91
  1164. #const FOREST_REEDS 92
  1165. #const WATER_GREEN 95
  1166. #const WATER_BROWN 96
  1167. #const GRASS_DRY 100
  1168. #const BOGLAND 101
  1169. #const GRAVEL_DESERT 102
  1170. #const ROAD_GRAVEL_ALT 103 /* Doesn't Blend */
  1171. #const FOREST_AUTUMN 104
  1172. #const FOREST_AUTUMN_SNOW 105
  1173. #const FOREST_DEAD 106
  1174. #const BEACH_WET 107
  1175. #const BEACH_GRAVEL 108
  1176. #const BEACH_ROCK 109
  1177. #const FOREST_BIRCH 110
  1178. #const SHALLOW_SWAMP 111
  1179. endif
  1180.  
  1181. #define WILD_ANIMALS /* ---- All Animal Types ---- */
  1182. if WILD_ANIMALS
  1183. #const SHEEP 594 /* Contains 100 food */
  1184. #const TURKEY 833 /* Contains 100 food */
  1185. #const LLAMA 305 /* Contains 100 food */
  1186. #const COW 705 /* Contains 150 food - bigger LOS */
  1187. #const COW_BLACK 1596
  1188. #const COW_SPOT 1598
  1189. #const COW_BROWN 1600
  1190. #const GOAT 1060 /* Contains 100 food */
  1191. #const BUFFALO 1142 /* Contains 150 food - bigger LOS */
  1192. #const GOOSE 1243 /* Contains 100 food */
  1193. #const PIG 1245 /* Contains 100 food */
  1194.  
  1195. #const DEER 65 /* Contains 140 food */
  1196. #const OSTRICH 1026 /* Contains 140 food */
  1197. #const ZEBRA 1019 /* Contains 140 food */
  1198. #const IBEX 1239 /* Contains 140 food */
  1199.  
  1200. #const BOAR 48 /* Contains 340 food */
  1201. #const JAVELINA 822 /* Contains 340 food */
  1202. #const BOAR_IRON 810 /* Contains 700 food and is gathered insanely fast */
  1203. #const ELEPHANT 1301 /* Contains 400 food */
  1204. #const RHINO 1139 /* Contains 400 food */
  1205.  
  1206. #const WOLF 126
  1207. #const WOLF_DIRE 89 /* Has 100 HP, but low attack */
  1208. #const WOLF_RABID 202 /* Slighty stronger wolves that pursue villagers from far away */
  1209. #const JAGUAR 812
  1210. #const BEAR 486
  1211. #const TIGER 1137
  1212. #const LION 1029
  1213. #const CROCODILE 1031
  1214. #const KOMODO_DRAGON 1135
  1215. #const SNOW_LEOPARD 1241
  1216.  
  1217. #const HAWK 96
  1218. #const MACAW 816 /* Habitat is rainforests and even savanna */
  1219. #const DOG 862
  1220. #const VULTURE 1305 /* Found in grasslands and deserts - avoids heavily forested areas */
  1221. #const STORK 1028 /* Found in Africa and in marshes, swamps and grasslands - avoids heavily forested areas */
  1222. #const FALCON 1056 /* Found in deserts, mangroves, tundra, dry forests and mountains */
  1223. #const SEAGULLS 303 /* Will not fly around like other birds. Will stay in a patch of 3x3 tiles */
  1224.  
  1225. #const SHORE_FISH 69 /* Contains 200 food */
  1226. #const BOX_TURTLES 1141 /* Contains 200 food */
  1227.  
  1228. #const FISH_SNAPPER 458 /* Contains 225 food */
  1229. #const FISH_TUNA 457 /* Contains 225 food */
  1230. #const FISH_SALMON 456 /* Contains 225 food */
  1231. #const FISH_PERCH 53 /* Contains 200 food */
  1232. #const FISH_DORADO 455 /* Contains 225 food */
  1233. #const FISH_MARLIN_A 450 /* Contains 350 food */
  1234. #const FISH_MARLIN_B 451 /* Contains 350 food */
  1235. #const FISH_DOLPHIN 61 /* Contains 350 food */
  1236. #const FISH_EXTRA 459 /* Contains 225 food - named FISH5 with salmon appearance */
  1237. endif
  1238.  
  1239. #define RESOURCE_OBJECTS /* ---- Miscellaneous Resources ---- */
  1240. if RESOURCE_OBJECTS
  1241. #const TREE_OAK 411
  1242. #const TREE_PALM 351
  1243. #const TREE_JUNGLE 414
  1244. #const TREE_BAMBOO 348
  1245. #const TREE_PINE 350
  1246. #const TREE_SNOWY 413
  1247. #const TREE_DRAGON 1051
  1248. #const TREE_BAOBAB 1052
  1249. #const TREE_ACACIA 1063
  1250. #const TREE_MANGROVE 1144
  1251. #const TREE_RAIN 1146
  1252. #const TREE_AUTUMN 1248
  1253. #const TREE_AUTUMN_SNOW 1249
  1254. #const TREE_DEAD 1250
  1255. #const TREE_CYPRESS 1347
  1256. #const TREE_ITALIAN 1348
  1257. #const TREE_OLIVE 1349
  1258. #const TREE_REEDS 1350 /* Contains 50 wood */
  1259.  
  1260. #const BUSH_A 302 /* Contains 100 wood */
  1261. #const BUSH_B 1053 /* Contains 100 wood */
  1262. #const BUSH_SNOW 1054 /* Contains 100 wood */
  1263.  
  1264. #const OAK_A 399
  1265. #const OAK_B 400
  1266. #const OAK_C 401
  1267. #const OAK_D 402 /* Short oak tree. Multiple branches and sort of look like a bushes */
  1268. #const OAK_E 403
  1269. #const OAK_F 404 /* A dead oak trees */
  1270. #const OAK_G 405 /* A tree with orange leavess */
  1271. #const OAK_H 406 /* Identical to OAK_G, but with green leaves */
  1272. #const OAK_I 407 /* Wide dead tree */
  1273. #const OAK_J 408
  1274. #const OAK_K 409
  1275. #const OAK_L 410
  1276.  
  1277. #const BERRY_BUSH 59 /* Standard forage bush that contains 125 food */
  1278. #const FRUIT_BUSH 1059 /* Fruit variation of the forage bush and contains 125 food */
  1279.  
  1280. #const GOLD_MINE 66 /* Standard gold mine that contains 800 gold. */
  1281. #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. */
  1282. #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. */
  1283.  
  1284. #const STONE_MINE 102 /* Standard stone mine that contains 800 gold. */
  1285. #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. */
  1286. #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. */
  1287.  
  1288. #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. */
  1289. #const WOOD_PILE 253 /* Stump that can be chopped for one wood, it can be altered with resource_delta, however. It is completely unsolid. */
  1290. endif
  1291.  
  1292. #define UNIT_CONSTANTS /* ---- Miscellaneous Units ---- */
  1293. if UNIT_CONSTANTS
  1294. #const HORSE_A 814 /* Original Horse */
  1295. #const HORSE_B 1356
  1296. #const HORSE_C 1602
  1297. #const HORSE_D 1604
  1298. #const HORSE_E 1606
  1299.  
  1300. #const CAMEL_A 897 /* Original Camel */
  1301. #const CAMEL_B 1237 /* Bactrian Camel */
  1302.  
  1303. /* Villagers */
  1304. #const VILLAGER 83
  1305. #const VILLAGER_FEMALE 293
  1306.  
  1307. #const BUILDER_FEMALE 212
  1308. #const BUILDER_MALE 118
  1309. #const REPAIRER_FEMALE 222
  1310. #const REPAIRER_MALE 156
  1311. #const FARMER_FEMALE 214
  1312. #const FARMER_MALE 259
  1313. #const FISHER_FEMALE 57
  1314. #const FISHER_MALE 56
  1315. #const FORAGER_FEMALE 354
  1316. #const FORAGER_MALE 120
  1317. #const GOLD_MINER_FEMALE 581
  1318. #const GOLD_MINER_MALE 579
  1319. #const STONE_MINER_FEMALE 220
  1320. #const STONE_MINER_MALE 124
  1321. #const HUNTER_FEMALE 216
  1322. #const HUNTER_MALE 122
  1323. #const LUMBERJACK_FEMALE 218
  1324. #const LUMBERJACK_MALE 123
  1325. #const SHEPERD_FEMALE 590
  1326. #const SHEPERD_MALE 592
  1327.  
  1328. /* Infantry Units */
  1329. #const MILITIA 74
  1330. #const MAN_AT_ARMS 75
  1331. #const LONG_SWORDSMAN 77
  1332. #const TWO_HANDED_SWORDSMAN 473
  1333. #const CHAMPION 567
  1334.  
  1335. #const SPEARMAN 93
  1336. #const PIKEMAN 358
  1337. #const HALBERDIER 359
  1338.  
  1339. #const EAGLE_SCOUT 751
  1340. #const EAGLE_WARRIOR 753
  1341. #const ELITE_EAGLE_WARRIOR 752
  1342.  
  1343. #const CONDOTTIERO 184
  1344.  
  1345. /* Ranged Units */
  1346. #const ARCHER 4
  1347. #const CROSSBOWMAN 24
  1348. #const ARBALESTER 492
  1349.  
  1350. #const SKIRMISHER 7
  1351. #const ELITE_SKIRMISHER 6
  1352. #const IMPERIAL_SKIRMISHER 1155
  1353.  
  1354. #const CAVALRY_ARCHER 39
  1355. #const HEAVY_CAVALRY_ARCHER 474
  1356.  
  1357. #const SLINGER 185
  1358. #const HAND_CANNONEER 5
  1359.  
  1360. #const GENITOUR 583
  1361. #const ELITE_GENITOUR 596
  1362.  
  1363. /* Mounted Units */
  1364. #const SCOUT_CAVALRY 448
  1365. #const LIGHT_CAVALRY 546
  1366. #const HUSSAR 441
  1367.  
  1368. #const KNIGHT 38
  1369. #const CAVALIER 283
  1370. #const PALADIN 569
  1371.  
  1372. #const CAMEL_RIDER 329
  1373. #const HEAVY_CAMEL_RIDER 330
  1374. #const IMPERIAL_CAMEL_RIDER 207
  1375.  
  1376. #const BATTLE_ELEPHANT 1132
  1377. #const ELITE_BATTLE_ELEPHANT 1134
  1378.  
  1379. #const STEPPE_LANCER 1370
  1380. #const ELITE_STEPPE_LANCER 1372
  1381.  
  1382. #const XOLOTL_WARRIOR 1570
  1383.  
  1384. /* Water Units */
  1385. #const FISHING_SHIP 13
  1386. #const TRANSPORT_SHIP 545
  1387. #const TRADE_COG 17
  1388.  
  1389. #const GALLEY 539
  1390. #const WAR_GALLEY 21
  1391. #const GALLEON 442
  1392.  
  1393. #const FIRE_GALLEY 1103
  1394. #const FIRE_SHIP 529
  1395. #const FAST_FIRE_SHIP 532
  1396.  
  1397. #const DEMOLITION_DRAFT 1104
  1398. #const DEMOLITION_SHIP 527
  1399. #const HEAVY_DEMOLITION_SHIP 528
  1400.  
  1401. #const CANNON_GALLEON 420
  1402. #const ELITE_CANNON_GALLEON 691
  1403.  
  1404. #const LONGBOAT 250
  1405. #const ELITE_LONGBOAT 533
  1406.  
  1407. #const TURTLE_SHIP 831
  1408. #const ELITE_TURTLE_SHIP 832
  1409.  
  1410. #const CARAVEL 1004
  1411. #const ELITE_CARAVEL 1006
  1412.  
  1413. /* Siege Units */
  1414. #const BATTERING_RAM 35
  1415. #const CAPPED_RAM 422
  1416. #const SIEGE_RAM 548
  1417.  
  1418. #const MANGONEL 280
  1419. #const ONAGER 550
  1420. #const SIEGE_ONAGER 588
  1421.  
  1422. #const SCORPION 279
  1423. #const HEAVY_SCORPION 542
  1424.  
  1425. #const BOMBARD_CANNON 36
  1426. #const SIEGE_TOWER 1105
  1427. #const SIEGE_TOWER_OLD 885
  1428.  
  1429. #const PETARD 440
  1430. #const TREBUCHET 42
  1431. #const TREBUCHET_PACKED 331
  1432. #const FLAMING_CAMEL 1263
  1433.  
  1434. /* Unique Units */
  1435. #const LONGBOWMAN 8
  1436. #const CATAPHRACT 40
  1437. #const WOAD_RAIDER 232
  1438. #const CHU_KO_NU 73
  1439. #const THROWING_AXEMAN 281
  1440. #const HUSKARL 41
  1441. #const SAMURAI 291
  1442. #const MANGUDAI 11
  1443. #const WAR_ELEPHANT 239
  1444. #const MAMELUKE 282
  1445. #const TEUTONIC_KNIGHT 25
  1446. #const JANISSARY 46
  1447. #const BERSERK 692
  1448. #const JAGUAR_WARRIOR 725
  1449. #const TARKAN 755
  1450. #const WAR_WAGON 827
  1451. #const PLUMED_ARCHER 763
  1452. #const CONQUISTADOR 771
  1453. #const KAMAYUK 879
  1454. #const ELEPHANT_ARCHER 873
  1455. #const GENOESE_CROSSBOWMAN 866
  1456. #const MAGYAR_HUSZAR 869
  1457. #const BOYAR 876
  1458. #const CAMEL_ARCHER 1007
  1459. #const SHOTEL_WARRIOR 1016
  1460. #const GBETO 1013
  1461. #const ORGAN_GUN 1001
  1462. #const ARAMBAI 1126
  1463. #const BALLISTA_ELEPHANT 1120
  1464. #const KARAMBIT_WARRIOR 1123
  1465. #const RATTAN_ARCHER 1129
  1466. #const KONNIK 1225
  1467. #const DISMOUNTED_KONNIK 1252
  1468. #const KIPCHAK 1231
  1469. #const LEITIS 1234
  1470. #const KESHIK 1228
  1471.  
  1472. #const ELITE_LONGBOWMAN 530
  1473. #const ELITE_CATAPHRACT 553
  1474. #const ELITE_WOAD_RAIDER 534
  1475. #const ELITE_CHU_KO_NU 559
  1476. #const ELITE_THROWING_AXEMAN 531
  1477. #const ELITE_HUSKARL 759
  1478. #const ELITE_SAMURAI 560
  1479. #const ELITE_MANGUDAI 561
  1480. #const ELITE_WAR_ELEPHANT 558
  1481. #const ELITE_MAMELUKE 556
  1482. #const ELITE_TEUTONIC_KNIGHT 554
  1483. #const ELITE_JANISSARY 557
  1484. #const ELITE_BERSERK 694
  1485. #const ELITE_JAGUAR_WARRIOR 726
  1486. #const ELITE_TARKAN 757
  1487. #const ELITE_WAR_WAGON 829
  1488. #const ELITE_PLUMED_ARCHER 765
  1489. #const ELITE_CONQUISTADOR 773
  1490. #const ELITE_KAMAYUK 881
  1491. #const ELITE_GENOESE_CROSSBOWMAN 868
  1492. #const ELITE_MAGYAR_HUSZAR 871
  1493. #const ELITE_BOYAR 878
  1494. #const ELITE_CAMEL_ARCHER 1009
  1495. #const ELITE_SHOTEL_WARRIOR 1018
  1496. #const ELITE_GBETO 1015
  1497. #const ELITE_ORGAN_GUN 1003
  1498. #const ELITE_ARAMBAI 1028
  1499. #const ELITE_BALLISTA_ELEPHANT 1122
  1500. #const ELITE_KARAMBIT_WARRIOR 1125
  1501. #const ELITE_RATTAN_ARCHER 1131
  1502. #const ELITE_KONNIK 1227
  1503. #const ELITE_DISMOUNTED_KONNIK 1253
  1504. #const ELITE_KIPCHAK 1233
  1505. #const ELITE_LEITIS 1236
  1506. #const ELITE_KESHIK 1230
  1507.  
  1508. /* Other Units */
  1509. #const AMAZON_WARRIOR 825
  1510. #const AMAZON_ARCHER 850
  1511. #const BANDIT 299
  1512. #const CANOE 778
  1513. #const CART 1338
  1514. #const CENTURION 275
  1515. #const DONKEY 846
  1516. #const DRAGON_SHIP 1302
  1517. #const FLAMETHROWER 188
  1518. #const HEAVY_CROSSBOWMAN 493
  1519. #const HEAVY_PIKEMAN 892
  1520. #const HEAVY_SWORDSMAN 76
  1521. #const IROQUOIS_WARRIOR 1374
  1522. #const JUNK 15
  1523. #const KHAN 1275
  1524. #const KING 434
  1525. #const LEGIONARY 1
  1526. #const MERCHANT 1572
  1527. #const NORSE_WARRIOR 361
  1528. #const OX_CART 1271
  1529. #const OX_WAGON 1273
  1530. #const PENGUIN 639
  1531. #const PRIEST 1023
  1532. #const QUEEN 1292
  1533. #const SABOTEUR 706
  1534. #const TRADE_CART 128
  1535. #const TRADE_CART_FULL 204
  1536. #const RELIC_CART 1304
  1537. #const ROYAL_JANISSARY 52
  1538.  
  1539. /* Heros */
  1540. #const EL_CID 198
  1541. #const EL_CID_CAMPEADOR 824
  1542. #const KING_ALFONSO 840
  1543. endif
  1544.  
  1545. #define BUILDING_CONSTANTS /* ---- General Buildings ---- */
  1546. if BUILDING_CONSTANTS
  1547. #const BARRACKS 12
  1548. #const ARCHERY_RANGE 87
  1549. #const STABLE 101
  1550. #const SIEGE_WORKSHOP 49
  1551. #const DOCK 45
  1552. #const HARBOR 1189
  1553. #const CASTLE 82
  1554. #const KREPOST 1251
  1555.  
  1556. #const TOWN_CENTER 109
  1557. #const HOUSE 70
  1558. #const MILL 68
  1559. #const FARM 50
  1560. #const RICE_FARM 1187
  1561. #const LUMBER_CAMP 562
  1562. #const MINING_CAMP 584
  1563. #const BLACKSMITH 103
  1564. #const MARKET 84
  1565. #const MONASTERY 104
  1566. #const UNIVERSITY 209
  1567. #const FISH_TRAP 199
  1568. #const WONDER 276
  1569. #const FEITORIA 1021
  1570.  
  1571. #const BATTLE_WORKSHOP 1647
  1572. #const SPECIAL_MARKET 1646
  1573. endif
  1574.  
  1575. #define DEFENSIVE_STRUCTURES /* ---- Defensive Structures ---- */
  1576. if DEFENSIVE_STRUCTURES
  1577. #const OUTPOST 598
  1578. #const OUTPOST_INDESTRUCTIBLE 308
  1579. #const WATCH_TOWER 79
  1580. #const GUARD_TOWER 234
  1581. #const KEEP 235
  1582. #const BOMBARD_TOWER 236
  1583. #const SEA_TOWER 785 /* Can only be placed on water. */
  1584. #const FORTIFIED_TOWER 1102 /* Can't be placed on water. */
  1585. #const FIRE_TOWER 190
  1586.  
  1587. #const ACCURSED_TOWER 684 /* Powerful guard tower with great range. */
  1588. #const TOWER_OF_FLIES 685 /* Powerful guard tower. */
  1589.  
  1590. #const FENCE 1062
  1591. #const PALISADE_WALL 72 /* Has 250 hit points - generates palisade gates. */
  1592. #const FORTIFIED_PALISADE 119 /* Has 500 hit points - generates palisade gates. */
  1593. #const STONE_WALL 117 /* Has 1800 hit points - generates stone gates. */
  1594. #const FORTIFIED_WALL 155 /* Has 3000 hit points - generates fortified stone gates. */
  1595. #const CITY_WALL 370 /* Has 3200 hit points - generates city gates. */
  1596. #const SEA_WALL 788
  1597. endif
  1598.  
  1599. #define HOUSE_OBJECTS /* ---- House Variaties ---- */
  1600. if HOUSE_OBJECTS
  1601. #const PAVILION_A 626
  1602. #const PAVILION_B 625
  1603. #const PAVILION_BIG 624
  1604. #const YURT_WOOD_A 713
  1605. #const YURT_WOOD_B 714
  1606. #const YURT_WOOD_C 715
  1607. #const YURT_WOOD_BIG 712
  1608. #const YURT_LEATHER_A 716
  1609. #const YURT_LEATHER_B 717
  1610. #const YURT_LEATHER_C 718
  1611. #const YURT_LEATHER_BIG 719
  1612. #const AFRICANHUT_A 1082
  1613. #const AFRICANHUT_B 1083
  1614. #const AFRICANHUT_C 1084
  1615. #const AFRICANHUT_D 1085
  1616. #const AFRICANHUT_E 1086
  1617. #const AFRICANHUT_F 1087
  1618. #const AFRICANHUT_G 1088
  1619. #const TENT_A 1097
  1620. #const TENT_B 1098
  1621. #const TENT_C 1099
  1622. #const TENT_D 1100
  1623. #const TENT_E 1101
  1624. #const ARMY_TENT_A 1196
  1625. #const ARMY_TENT_B 1197
  1626. #const ARMY_TENT_C 1198
  1627. #const ARMY_TENT_D 1199
  1628. #const ARMY_TENT_E 1200
  1629. endif
  1630.  
  1631. #define DECAYING_OBJECT /* ---- Decaying Aesthetics ---- */
  1632. if DECAYING_OBJECT
  1633. #const ANIMAL_BLOOD_SMALL 1611
  1634. #const ANIMAL_BLOOD_BIG 1612
  1635. endif
  1636.  
  1637. #define SOLID_AESTHETICS /* ---- Solid Aesthetics ---- */
  1638. if SOLID_AESTHETICS
  1639. #const MOUNTAIN_GRASS_A 310 /* Grassy bottom, sandy top */
  1640. #const MOUNTAIN_GRASS_B 311 /* Grassy bottom, sandy top */
  1641. #const MOUNTAIN_GRASS_C 1041 /* Grassy bottom, sandy top */
  1642.  
  1643. #const MOUNTAIN_SAND_A 744 /* A sandy mountain */
  1644. #const MOUNTAIN_SAND_B 745 /* A sandy mountain */
  1645.  
  1646. #const MOUNTAIN_ROCK_A 1042 /* Grassy bottom, brown rock in the middle and a snowy top */
  1647. #const MOUNTAIN_ROCK_B 1043 /* Grassy bottom, brown rock in the middle and a snowy top */
  1648. #const MOUNTAIN_ROCK_C 1044 /* Grassy bottom, brown rock in the middle and a snowy top */
  1649.  
  1650. #const MOUNTAIN_SNOW_A 1045 /* A rocky mountain covered in snow */
  1651. #const MOUNTAIN_SNOW_B 1046 /* A rocky mountain covered in snow */
  1652. #const MOUNTAIN_SNOW_C 1047 /* A rocky mountain covered in snow */
  1653.  
  1654. #const LOOT_WOOD 472 /* A pile of logs */
  1655. #const LOOT_FOOD 472 /* A pile of food */
  1656. #const LOOT_GOLD 472 /* A pile of golden treasures */
  1657. #const LOOT_STONE 472 /* A pile of mined rocks */
  1658.  
  1659. #const WELL 1567
  1660. #const ROMAN_RUINS 856
  1661. #const HAY_STACK 857
  1662.  
  1663. #const STATUE 817
  1664. #const STATUE_LEFT 1343
  1665. #const STATUE_RIGHT 1345
  1666. #const STATUE_COLUMN 1322
  1667. #const AZTEC_RUIN 855
  1668.  
  1669. #const QUARRY 1319
  1670. #const LUMBER 1320
  1671. #const GOODS 1321
  1672.  
  1673. #const SEA_ROCK_A 389
  1674. #const SEA_ROCK_B 396
  1675.  
  1676. #const ROCK_A 623
  1677. #const ROCK_B 1323
  1678. #const ROCK_BROWN 918
  1679. #const ROCK_BEACH 1148
  1680. #const ROCK_JUNGLE 1149
  1681.  
  1682. #const BOULDER_A 1048 /* Small 1x1 rock formation */
  1683. #const BOULDER_B 1049 /* Tall 1x1 rock formation */
  1684. #const BOULDER_C 1050 /* Big 3x3 rock formation */
  1685.  
  1686. #const STELAE_A 1092 /* 2x2 pillar */
  1687. #const STELAE_B 1093 /* 1x1 pillar */
  1688. #const STELAE_C 1094 /* 1x1 piller */
  1689. #const PAGODA_A 1201
  1690. #const PAGODA_B 1202
  1691. #const PAGODA_C 1203
  1692.  
  1693. #const BUDDHA_STATUE_A 1171
  1694. #const BUDDHA_STATUE_B 1172
  1695. #const BUDDHA_STATUE_C 1173
  1696. #const BUDDHA_STATUE_D 1174
  1697.  
  1698. #const PYRAMID 689 /* Can be captured by players. */
  1699. #const GREAT_PYRAMID 696 /* Can be captured by players. */
  1700. #const NUBIAN_PYRAMID 1563
  1701.  
  1702. #const BURNED_BUILDING 758 /* Will generate a burned house, barracks, archery range, stable, blacksmith, market, monastery or siege workshop */
  1703. #const BROKEN_BARRACKS 345
  1704. endif
  1705.  
  1706. #define UNSOLID_AESTHETICS /* ---- Unsolid Aesthetics ---- */
  1707. if UNSOLID_AESTHETICS
  1708. #const SHIPWRECK_A 721
  1709. #const SHIPWRECK_B 722
  1710.  
  1711. #const BUTTERFLIES_A 1608
  1712. #const BUTTERFLIES_B 1609
  1713. #const BUTTERFLIES_C 1610
  1714.  
  1715. #const TARGET_A 1564
  1716. #const TARGET_B 1565
  1717.  
  1718. #const FLAME_A 1333
  1719. #const FLAME_B 1334
  1720. #const FLAME_C 1335
  1721. #const FLAME_D 1336
  1722. #const SMOKE 1308
  1723.  
  1724. #const PATH_A 338
  1725. #const PATH_B 339
  1726. #const PATH_C 340
  1727. #const PATH_D 341
  1728.  
  1729. #const GRASS_PATCH 301
  1730. #const GRASS_SINGLE 1358
  1731. #const DRY_PATCH 1033
  1732. #const DRY_SINGLE 1359
  1733.  
  1734. #const FLOWERS_A 334
  1735. #const FLOWERS_B 335
  1736. #const FLOWERS_C 336
  1737. #const FLOWERS_D 337
  1738. #const FLOWER_BED 859
  1739. #const FERN_PATCH 1175
  1740.  
  1741. #const PLANT 818
  1742. #const PLANT_BUSH_GREEN 1360
  1743. #const PLANT_BUSH_DRY 1361
  1744. #const PLANT_DEAD 1365
  1745. #const PLANT_FLOWERS 1366
  1746. #const PLANT_JUNGLE 1351
  1747. #const PLANT_RAINFOREST 1354
  1748. #const PLANT_RAINFOREST_FLOWER 1355
  1749. #const PLANT_SHRUB_GREEN 1362
  1750. #const PLANT_SHRUB_DRY 1363
  1751. #const PLANT_UNDERBRUSH 1353
  1752. #const PLANT_UNDERBRUSH_FLOWER 1352
  1753. #const PLANT_WEEDS 1364
  1754.  
  1755. #const FLAG_A 600 /* Tall with almost no wind */
  1756. #const FLAG_B 601 /* Right hanging flag, very windy */
  1757. #const FLAG_C 602 /* Center hanging flag, somewhat windy */
  1758. #const FLAG_D 603 /* Center hanging flag, quite windy */
  1759. #const FLAG_E 604 /* Center hanging flag, quite windy */
  1760.  
  1761. #const CRACK 241
  1762. #const BONFIRE 304 /* Also works as a player object to provide line of sight. */
  1763. #const TORCH 499
  1764. #const CACTUS 709
  1765. #const RUG 711
  1766. #const NINE_BANDS 720
  1767. #const CRATER 723
  1768. #const ICE_PATCH 728
  1769. #const STUMP 809
  1770. #const SIGN 819
  1771. #const GRAVE 820
  1772. #const BROKEN_CART 858
  1773. #const GALLOW 1095
  1774. #const BARRELS 1330
  1775.  
  1776. #const SKELETON 710
  1777. #const ANIMAL_SKELETON 1091
  1778.  
  1779. #const RUBBLE_1 143
  1780. #const RUBBLE_2 144
  1781. #const RUBBLE_3 145
  1782. #const RUBBLE_4 146
  1783. #const RUBBLE_6 147
  1784. #const RUBBLE_8 148
  1785. #const RUBBLE_FENCE 1065
  1786. #const RUBBLE_BARRACKS_DARK 1402
  1787. #const RUBBLE_HOUSE_DARK 1403
  1788. #const RUBBLE_MILL_DARK 1404
  1789. #const RUBBLE_OUTPOST 1405
  1790. #const RUBBLE_PALISADE 1407
  1791. #const RUBBLE_TOWN_CENTER_DARK 1408
  1792. #const RUBBLE_LUMBER_CAMP_DARK 1409
  1793. #const RUBBLE_MINING_CAMP_DARK 1410
  1794. #const RUBBLE_MILL_FEUDAL 1411
  1795. #const RUBBLE_MILL_CASTLE 1412
  1796. #const RUBBLE_BARRACKS_FEUDAL 1413
  1797. #const RUBBLE_BARRACKS_CASTLE 1414
  1798. #const RUBBLE_ARCHERY_RANGE_FEUDAL 1415
  1799. #const RUBBLE_ARCHERY_RANGE_CASTLE 1416
  1800. #const RUBBLE_STABLE_FEUDAL 1417
  1801. #const RUBBLE_STABLE_CASTLE 1418
  1802. #const RUBBLE_BLACKSMITH_FEUDAL 1419
  1803. #const RUBBLE_BLACKSMITH_CASTLE 1420
  1804. #const RUBBLE_MONASTERY 1421
  1805. #const RUBBLE_MARKET_FEUDAL 1422
  1806. #const RUBBLE_MARKET_CASTLE 1423
  1807. #const RUBBLE_MARKET_IMPERIAL 1424
  1808. #const RUBBLE_SIEGE_WORKSHOP_CASTLE 1425
  1809. #const RUBBLE_SIEGE_WORKSHOP_IMPERIAL 1426
  1810. #const RUBBLE_UNIVERSITY_CASTLE 1427
  1811. #const RUBBLE_UNIVERSITY_IMPERIAL 1428
  1812. #const RUBBLE_TRADE_WORKSHOP 1429
  1813. #const RUBBLE_CASTLE 1430
  1814. #const RUBBLE_TOWN_CENTER_FEUDAL 1431
  1815. #const RUBBLE_TOWN_CENTER_CASTLE 1432
  1816. #const RUBBLE_TOWN_CENTER_IMPERIAL 1433
  1817. #const RUBBLE_HOUSE_FEUDAL 1434
  1818. #const RUBBLE_HOUSE_CASTLE 1435
  1819. #const RUBBLE_TOWER_FEUDAL 1436
  1820. #const RUBBLE_TOWER_CASTLE 1437
  1821. #const RUBBLE_TOWER_IMPERIAL 1438
  1822. #const RUBBLE_BOMBARD_TOWER 1439
  1823. #const RUBBLE_WONDER 1445
  1824. #const RUBBLE_FEITORIA 1446
  1825. #const RUBBLE_YURT_A 1447
  1826. #const RUBBLE_YURT_B 1448
  1827. #const RUBBLE_YURT_C 1449
  1828. #const RUBBLE_YURT_D 1450
  1829. #const RUBBLE_YURT_E 1451
  1830. #const RUBBLE_YURT_F 1452
  1831. #const RUBBLE_YURT_G 1453
  1832. #const RUBBLE_YURT_H 1454
  1833. #const RUBBLE_HUT_A 1455
  1834. #const RUBBLE_HUT_B 1456
  1835. #const RUBBLE_HUT_C 1457
  1836. #const RUBBLE_HUT_D 1458
  1837. #const RUBBLE_HUT_E 1459
  1838. #const RUBBLE_HUT_F 1460
  1839. #const RUBBLE_HUT_G 1461
  1840. #const RUBBLE_TENT_A 1462
  1841. #const RUBBLE_TENT_B 1463
  1842. #const RUBBLE_TENT_C 1464
  1843. #const RUBBLE_TENT_D 1465
  1844. #const RUBBLE_TENT_E 1466
  1845. #const RUBBLE_ARMY_TENT_A 1467
  1846. #const RUBBLE_ARMY_TENT_B 1468
  1847. #const RUBBLE_ARMY_TENT_C 1469
  1848. #const RUBBLE_ARMY_TENT_D 1470
  1849. #const RUBBLE_ARMY_TENT_E 1471
  1850. #const RUBBLE_BARRCADE_A 1472
  1851. #const RUBBLE_BARRCADE_B 1473
  1852. #const RUBBLE_BARRCADE_C 1474
  1853. #const RUBBLE_BARRCADE_D 1475
  1854. #const RUBBLE_PAVILION_A 1476
  1855. #const RUBBLE_PAVILION_B 1477
  1856. #const RUBBLE_PAVILION_C 1478
  1857. #const RUBBLE_KREPOST 1479
  1858. #const RUBBLE_CATHEDRAL 1480
  1859. #const RUBBLE_TEMPLE_OF_HEAVEN 1481
  1860. #const RUBBLE_DOME_OF_ROCK 1482
  1861. #const RUBBLE_SHRINE 1483
  1862. #const RUBBLE_STORAGE 1484
  1863. #const RUBBLE_ARCH_OF_CONSTANTINE 1485
  1864. #const RUBBLE_FORTRESS 1486
  1865. #const RUBBLE_GOL_GUMBAZ 1487
  1866. #const RUBBLE_POENARI_CASTLE 1488
  1867. #const RUBBLE_QUIMPER_CATHEDRAL 1489
  1868. #const RUBBLE_SANCHI_STUPA 1490
  1869. #const RUBBLE_SANKORE_MADRASAH 1491
  1870. #const RUBBLE_TOWER_OF_LONDON 1492
  1871. #const RUBBLE_DORMITION_CATHEDRAL 1493
  1872. #const RUBBLE_ACCURSED_TOWER 1494
  1873. #const RUBBLE_TOWER_OF_FLIES 1495
  1874. #const RUBBLE_MOSQUE 1496
  1875. #const RUBBLE_GRANARY 1499
  1876. #const RUBBLE_AMPHITHEATRE 1514
  1877. #const RUBBLE_PYRAMID 1515
  1878. #const RUBBLE_GREAT_PYRAMID 1516
  1879. #const RUBBLE_AACHEN_CATHEDRAL 1517
  1880. #const RUBBLE_COLOSSEUM 1520
  1881. #const RUBBLE_DONJON 1524
  1882.  
  1883. #const IMPALED_HEAD 821
  1884. #const IMPALED_CORPSE 1315
  1885. endif
  1886.  
  1887. #const AMOUNT_WORKSHOP_TRICKLE_FOOD 242
  1888. #const AMOUNT_WORKSHOP_TRICKLE_WOOD 243
  1889. #const AMOUNT_WORKSHOP_TRICKLE_STONE 244
  1890. #const AMOUNT_WORKSHOP_TRICKLE_GOLD 245
  1891.  
  1892. #define SPECIAL_OBJECTS /* ---- Special Objects ---- */
  1893. if SPECIAL_OBJECTS
  1894. #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 */
  1895. #const TERRAIN_BLOCKER 1613 /* On-Grid Object - doesn't allow objects to generate on the same tile, must not be used as player object */
  1896. endif
  1897. endif
  1898.  
  1899. <PLAYER_SETUP>
  1900. random_placement
  1901.  
  1902. #define PRELIMINARIES
  1903. if PRELIMINARIES
  1904. if LEGACY_CODE
  1905. else
  1906. behavior_version 1
  1907. endif
  1908.  
  1909. if EW_TESTING
  1910. #define EMPIRE_WARS
  1911. #define EW_FEUDAL
  1912. #define FEUDAL_AGE_START
  1913. else
  1914. if EMPIRE_WARS
  1915. if DARK_AGE_START
  1916. if ESCALATION_MODE
  1917. #define EW_DARK
  1918. effect_amount MOD_RESOURCE AMOUNT_STARTING_WOOD ATTR_SET -30
  1919. effect_amount MOD_RESOURCE AMOUNT_STARTING_FOOD ATTR_SET -100
  1920. else
  1921. #define EW_FEUDAL
  1922. endif
  1923. else
  1924. #define EW_FEUDAL /* All starting ages above Dark Age will behave as regular Empire Wars. */
  1925. endif
  1926. else
  1927. if MODE_TOGGLE
  1928. if LOW_RESOURCES
  1929. if NOMAD_MAP
  1930. #define STANDARD_START
  1931. else
  1932. #define NOMAD_START
  1933. endif
  1934. else
  1935. if NOMAD_MAP
  1936. #define NOMAD_START
  1937. endif
  1938. endif
  1939. endif
  1940. endif
  1941. if NOMAD_MAP
  1942. #define NOMAD_START
  1943. endif
  1944. endif
  1945.  
  1946. if NOMAD_START
  1947. nomad_resources
  1948. endif
  1949.  
  1950. if REGICIDE_BUILDING
  1951. #define FAR_MONASTERY
  1952. endif
  1953.  
  1954. if CENTRALISE_SPAWN
  1955. if RESTRICTED_SPAWN
  1956. #define CENTRALISE_OBJECT
  1957. else
  1958. if NOMAD_START
  1959. if REGICIDE_BUILDING
  1960. else
  1961. #define CENTRALISE_OBJECT
  1962. endif
  1963. endif
  1964. endif
  1965. else
  1966. if RESTRICTED_SPAWN
  1967. else
  1968. if NOMAD_START
  1969. if REGICIDE_BUILDING
  1970. #define CENTRALISE_OBJECT
  1971. endif
  1972. endif
  1973. endif
  1974. endif
  1975.  
  1976. /* Disabled
  1977. if COLLAPSE
  1978. if THEME_EUROPEAN
  1979. if SIX_A
  1980. set_gaia_civilization 1 /* British */
  1981. elseif SIX_B
  1982. set_gaia_civilization 2 /* French */
  1983. elseif SIX_C
  1984. set_gaia_civilization 4 /* Teutons */
  1985. elseif SIX_D
  1986. set_gaia_civilization 13 /* Celts */
  1987. elseif SIX_E
  1988. set_gaia_civilization 32 /* Bulgarians */
  1989. elseif SIX_F
  1990. set_gaia_civilization 36 /* Burgundians */
  1991. endif
  1992. elseif THEME_ALPINE
  1993. if TWO_A
  1994. set_gaia_civilization 11 /* Vikings */
  1995. elseif TWO_B
  1996. set_gaia_civilization 23 /* Slavs */
  1997. endif
  1998. elseif THEME_AMERICAN
  1999. if THREE_A
  2000. set_gaia_civilization 15 /* Aztecs */
  2001. elseif THREE_B
  2002. set_gaia_civilization 16 /* Mayans */
  2003. elseif THREE_C
  2004. set_gaia_civilization 21 /* Incas */
  2005. endif
  2006. elseif THEME_COLD
  2007. if TWO_A
  2008. set_gaia_civilization 11 /* Vikings */
  2009. elseif TWO_B
  2010. set_gaia_civilization 23 /* Slavs */
  2011. endif
  2012. elseif THEME_AUTUMN_COLD
  2013. set_gaia_civilization 23 /* Slavs */
  2014. elseif THEME_ASIAN
  2015. if FOUR_A
  2016. set_gaia_civilization 5 /* Japanese */
  2017. elseif FOUR_B
  2018. set_gaia_civilization 6 /* Chinese */
  2019. elseif FOUR_C
  2020. set_gaia_civilization 12 /* Mongols */
  2021. elseif FOUR_D
  2022. set_gaia_civilization 18 /* Koreans */
  2023. endif
  2024. elseif THEME_AFRICAN
  2025. if THREE_A
  2026. set_gaia_civilization 25 /* Ethiopians */
  2027. elseif THREE_B
  2028. set_gaia_civilization 26 /* Malians */
  2029. elseif THREE_C
  2030. set_gaia_civilization 27 /* Berbers */
  2031. endif
  2032. elseif THEME_EASTERN
  2033. if FIVE_A
  2034. set_gaia_civilization 7 /* Byzantine */
  2035. elseif FIVE_B
  2036. set_gaia_civilization 8 /* Persians */
  2037. elseif FIVE_C
  2038. set_gaia_civilization 9 /* Saracens */
  2039. elseif FIVE_D
  2040. set_gaia_civilization 10 /* Turks */
  2041. elseif FIVE_E
  2042. set_gaia_civilization 20 /* Indians */
  2043. endif
  2044. elseif THEME_TROPICAL
  2045. if FOUR_A
  2046. set_gaia_civilization 28 /* Khmer */
  2047. elseif FOUR_B
  2048. set_gaia_civilization 29 /* Malay */
  2049. elseif FOUR_C
  2050. set_gaia_civilization 30 /* Burmese */
  2051. elseif FOUR_D
  2052. set_gaia_civilization 31 /* Vietnamese */
  2053. endif
  2054. elseif THEME_MANGROVE
  2055. if FOUR_A
  2056. set_gaia_civilization 28 /* Khmer */
  2057. elseif FOUR_B
  2058. set_gaia_civilization 29 /* Malay */
  2059. elseif FOUR_C
  2060. set_gaia_civilization 30 /* Burmese */
  2061. elseif FOUR_D
  2062. set_gaia_civilization 31 /* Vietnamese */
  2063. endif
  2064. elseif THEME_DEAD
  2065. set_gaia_civilization 0 /* Gaia */
  2066. elseif THEME_AUTUMN
  2067. if SIX_A
  2068. set_gaia_civilization 3 /* Goths */
  2069. elseif SIX_B
  2070. set_gaia_civilization 17 /* Huns */
  2071. elseif SIX_C
  2072. set_gaia_civilization 22 /* Magyars */
  2073. elseif SIX_D
  2074. set_gaia_civilization 33 /* Tatars */
  2075. elseif SIX_E
  2076. set_gaia_civilization 34 /* Cumans */
  2077. elseif SIX_F
  2078. set_gaia_civilization 35 /* Lithuanians */
  2079. endif
  2080. elseif THEME_MEDITERRANEAN
  2081. if FOUR_A
  2082. set_gaia_civilization 14 /* Spanish */
  2083. elseif FOUR_B
  2084. set_gaia_civilization 19 /* Italians */
  2085. elseif FOUR_C
  2086. set_gaia_civilization 24 /* Portuguese */
  2087. elseif FOUR_D
  2088. set_gaia_civilization 37 /* Sicilians */
  2089. endif
  2090. endif
  2091. endif */
  2092.  
  2093. /* --------------------------------------------------------- */
  2094. /* ------------ Setting Decay Time to 8.3 Hours ------------ */
  2095. /* --------------------------------------------------------- */
  2096.  
  2097. effect_amount GAIA_SET_ATTRIBUTE ANIMAL_BLOOD_SMALL ATTR_STORAGE_VALUE 30000
  2098. effect_amount GAIA_SET_ATTRIBUTE ANIMAL_BLOOD_BIG ATTR_STORAGE_VALUE 30000
  2099. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_1 ATTR_STORAGE_VALUE 30000
  2100. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_2 ATTR_STORAGE_VALUE 30000
  2101. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_3 ATTR_STORAGE_VALUE 30000
  2102. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_4 ATTR_STORAGE_VALUE 30000
  2103. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_6 ATTR_STORAGE_VALUE 30000
  2104. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_8 ATTR_STORAGE_VALUE 30000
  2105. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_FENCE ATTR_STORAGE_VALUE 30000
  2106. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BARRACKS_DARK ATTR_STORAGE_VALUE 30000
  2107. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HOUSE_DARK ATTR_STORAGE_VALUE 30000
  2108. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MILL_DARK ATTR_STORAGE_VALUE 30000
  2109. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_OUTPOST ATTR_STORAGE_VALUE 30000
  2110. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_PALISADE ATTR_STORAGE_VALUE 30000
  2111. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWN_CENTER_DARK ATTR_STORAGE_VALUE 30000
  2112. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_LUMBER_CAMP_DARK ATTR_STORAGE_VALUE 30000
  2113. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MINING_CAMP_DARK ATTR_STORAGE_VALUE 30000
  2114. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MILL_FEUDAL ATTR_STORAGE_VALUE 30000
  2115. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MILL_CASTLE ATTR_STORAGE_VALUE 30000
  2116. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BARRACKS_FEUDAL ATTR_STORAGE_VALUE 30000
  2117. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BARRACKS_CASTLE ATTR_STORAGE_VALUE 30000
  2118. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ARCHERY_RANGE_FEUDAL ATTR_STORAGE_VALUE 30000
  2119. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ARCHERY_RANGE_CASTLE ATTR_STORAGE_VALUE 30000
  2120. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_STABLE_FEUDAL ATTR_STORAGE_VALUE 30000
  2121. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_STABLE_CASTLE ATTR_STORAGE_VALUE 30000
  2122. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BLACKSMITH_FEUDAL ATTR_STORAGE_VALUE 30000
  2123. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BLACKSMITH_CASTLE ATTR_STORAGE_VALUE 30000
  2124. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MONASTERY ATTR_STORAGE_VALUE 30000
  2125. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MARKET_FEUDAL ATTR_STORAGE_VALUE 30000
  2126. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MARKET_CASTLE ATTR_STORAGE_VALUE 30000
  2127. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MARKET_IMPERIAL ATTR_STORAGE_VALUE 30000
  2128. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_SIEGE_WORKSHOP_CASTLE ATTR_STORAGE_VALUE 30000
  2129. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_SIEGE_WORKSHOP_IMPERIAL ATTR_STORAGE_VALUE 30000
  2130. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_UNIVERSITY_CASTLE ATTR_STORAGE_VALUE 30000
  2131. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_UNIVERSITY_IMPERIAL ATTR_STORAGE_VALUE 30000
  2132. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TRADE_WORKSHOP ATTR_STORAGE_VALUE 30000
  2133. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_CASTLE ATTR_STORAGE_VALUE 30000
  2134. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWN_CENTER_FEUDAL ATTR_STORAGE_VALUE 30000
  2135. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWN_CENTER_CASTLE ATTR_STORAGE_VALUE 30000
  2136. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWN_CENTER_IMPERIAL ATTR_STORAGE_VALUE 30000
  2137. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HOUSE_FEUDAL ATTR_STORAGE_VALUE 30000
  2138. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HOUSE_CASTLE ATTR_STORAGE_VALUE 30000
  2139. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWER_FEUDAL ATTR_STORAGE_VALUE 30000
  2140. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWER_CASTLE ATTR_STORAGE_VALUE 30000
  2141. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWER_IMPERIAL ATTR_STORAGE_VALUE 30000
  2142. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BOMBARD_TOWER ATTR_STORAGE_VALUE 30000
  2143. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_WONDER ATTR_STORAGE_VALUE 30000
  2144. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_FEITORIA ATTR_STORAGE_VALUE 30000
  2145. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_YURT_A ATTR_STORAGE_VALUE 30000
  2146. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_YURT_B ATTR_STORAGE_VALUE 30000
  2147. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_YURT_C ATTR_STORAGE_VALUE 30000
  2148. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_YURT_D ATTR_STORAGE_VALUE 30000
  2149. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_YURT_E ATTR_STORAGE_VALUE 30000
  2150. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_YURT_F ATTR_STORAGE_VALUE 30000
  2151. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_YURT_G ATTR_STORAGE_VALUE 30000
  2152. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_YURT_H ATTR_STORAGE_VALUE 30000
  2153. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HUT_A ATTR_STORAGE_VALUE 30000
  2154. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HUT_B ATTR_STORAGE_VALUE 30000
  2155. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HUT_C ATTR_STORAGE_VALUE 30000
  2156. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HUT_D ATTR_STORAGE_VALUE 30000
  2157. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HUT_E ATTR_STORAGE_VALUE 30000
  2158. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HUT_F ATTR_STORAGE_VALUE 30000
  2159. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_HUT_G ATTR_STORAGE_VALUE 30000
  2160. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TENT_A ATTR_STORAGE_VALUE 30000
  2161. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TENT_B ATTR_STORAGE_VALUE 30000
  2162. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TENT_C ATTR_STORAGE_VALUE 30000
  2163. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TENT_D ATTR_STORAGE_VALUE 30000
  2164. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TENT_E ATTR_STORAGE_VALUE 30000
  2165. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ARMY_TENT_A ATTR_STORAGE_VALUE 30000
  2166. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ARMY_TENT_B ATTR_STORAGE_VALUE 30000
  2167. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ARMY_TENT_C ATTR_STORAGE_VALUE 30000
  2168. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ARMY_TENT_D ATTR_STORAGE_VALUE 30000
  2169. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ARMY_TENT_E ATTR_STORAGE_VALUE 30000
  2170. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BARRCADE_A ATTR_STORAGE_VALUE 30000
  2171. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BARRCADE_B ATTR_STORAGE_VALUE 30000
  2172. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BARRCADE_C ATTR_STORAGE_VALUE 30000
  2173. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_BARRCADE_D ATTR_STORAGE_VALUE 30000
  2174. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_PAVILION_A ATTR_STORAGE_VALUE 30000
  2175. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_PAVILION_B ATTR_STORAGE_VALUE 30000
  2176. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_PAVILION_C ATTR_STORAGE_VALUE 30000
  2177. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_KREPOST ATTR_STORAGE_VALUE 30000
  2178. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_CATHEDRAL ATTR_STORAGE_VALUE 30000
  2179. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TEMPLE_OF_HEAVEN ATTR_STORAGE_VALUE 30000
  2180. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_DOME_OF_ROCK ATTR_STORAGE_VALUE 30000
  2181. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_SHRINE ATTR_STORAGE_VALUE 30000
  2182. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_STORAGE ATTR_STORAGE_VALUE 30000
  2183. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ARCH_OF_CONSTANTINE ATTR_STORAGE_VALUE 30000
  2184. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_FORTRESS ATTR_STORAGE_VALUE 30000
  2185. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_GOL_GUMBAZ ATTR_STORAGE_VALUE 30000
  2186. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_POENARI_CASTLE ATTR_STORAGE_VALUE 30000
  2187. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_QUIMPER_CATHEDRAL ATTR_STORAGE_VALUE 30000
  2188. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_SANCHI_STUPA ATTR_STORAGE_VALUE 30000
  2189. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_SANKORE_MADRASAH ATTR_STORAGE_VALUE 30000
  2190. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWER_OF_LONDON ATTR_STORAGE_VALUE 30000
  2191. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_DORMITION_CATHEDRAL ATTR_STORAGE_VALUE 30000
  2192. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_ACCURSED_TOWER ATTR_STORAGE_VALUE 30000
  2193. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_TOWER_OF_FLIES ATTR_STORAGE_VALUE 30000
  2194. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_MOSQUE ATTR_STORAGE_VALUE 30000
  2195. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_GRANARY ATTR_STORAGE_VALUE 30000
  2196. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_AMPHITHEATRE ATTR_STORAGE_VALUE 30000
  2197. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_PYRAMID ATTR_STORAGE_VALUE 30000
  2198. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_GREAT_PYRAMID ATTR_STORAGE_VALUE 30000
  2199. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_AACHEN_CATHEDRAL ATTR_STORAGE_VALUE 30000
  2200. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_COLOSSEUM ATTR_STORAGE_VALUE 30000
  2201. effect_amount GAIA_SET_ATTRIBUTE RUBBLE_DONJON ATTR_STORAGE_VALUE 30000
  2202.  
  2203. /* --------------------------------------------------------------------------------------------- */
  2204. /* ------------ Nullifying Objects - Improving Performance & Remvoing Line of Sight ------------ */
  2205. /* --------------------------------------------------------------------------------------------- */
  2206.  
  2207. effect_amount SET_ATTRIBUTE BIRD_A ATTR_LINE_OF_SIGHT 0
  2208. effect_amount SET_ATTRIBUTE BIRD_B ATTR_LINE_OF_SIGHT 0
  2209.  
  2210. /* Placeholder object with no terrain restrictions. */
  2211. #const PH_GENERIC_ON 600
  2212. #const PH_GENERIC_OFF 649
  2213. effect_amount SET_ATTRIBUTE PH_GENERIC_ON ATTR_DEAD_ID -1
  2214. effect_amount SET_ATTRIBUTE PH_GENERIC_ON ATTR_TERRAIN_ID 0
  2215. effect_amount SET_ATTRIBUTE PH_GENERIC_ON ATTR_LINE_OF_SIGHT 0
  2216. effect_amount SET_ATTRIBUTE PH_GENERIC_ON ATTR_HITPOINTS 0
  2217. effect_amount SET_ATTRIBUTE PH_GENERIC_ON ATTR_STORAGE_VALUE 0
  2218. effect_amount SET_ATTRIBUTE PH_GENERIC_OFF ATTR_DEAD_ID -1
  2219. effect_amount SET_ATTRIBUTE PH_GENERIC_OFF ATTR_TERRAIN_ID 0
  2220. effect_amount SET_ATTRIBUTE PH_GENERIC_OFF ATTR_LINE_OF_SIGHT 0
  2221. effect_amount SET_ATTRIBUTE PH_GENERIC_OFF ATTR_HITPOINTS 0
  2222. effect_amount SET_ATTRIBUTE PH_GENERIC_OFF ATTR_STORAGE_VALUE 0
  2223.  
  2224. /* Placeholder object that may only generate on land terrains. */
  2225. #const PH_LAND_ON 601
  2226. #const PH_LAND_OFF 643
  2227. effect_amount GAIA_SET_ATTRIBUTE PH_LAND_ON ATTR_DEAD_ID -1
  2228. effect_amount GAIA_SET_ATTRIBUTE PH_LAND_ON ATTR_TERRAIN_ID 8
  2229. effect_amount GAIA_SET_ATTRIBUTE PH_LAND_ON ATTR_LINE_OF_SIGHT 0
  2230. effect_amount GAIA_SET_ATTRIBUTE PH_LAND_ON ATTR_HITPOINTS 0
  2231. effect_amount GAIA_SET_ATTRIBUTE PH_LAND_ON ATTR_STORAGE_VALUE 0
  2232. effect_amount GAIA_SET_ATTRIBUTE PH_LAND_OFF ATTR_DEAD_ID -1
  2233. effect_amount GAIA_SET_ATTRIBUTE PH_LAND_OFF ATTR_TERRAIN_ID 8
  2234. effect_amount GAIA_SET_ATTRIBUTE PH_LAND_OFF ATTR_LINE_OF_SIGHT 0
  2235. effect_amount GAIA_SET_ATTRIBUTE PH_LAND_OFF ATTR_HITPOINTS 0
  2236. effect_amount GAIA_SET_ATTRIBUTE PH_LAND_OFF ATTR_STORAGE_VALUE 0
  2237.  
  2238. /* Placeholder object that may be only generate on land and shallows. */
  2239. #const PH_COMPOSITE_ON 602
  2240. #const PH_COMPOSITE_OFF 645
  2241. effect_amount SET_ATTRIBUTE PH_COMPOSITE_ON ATTR_DEAD_ID -1
  2242. effect_amount SET_ATTRIBUTE PH_COMPOSITE_ON ATTR_TERRAIN_ID 7
  2243. effect_amount SET_ATTRIBUTE PH_COMPOSITE_ON ATTR_LINE_OF_SIGHT 0
  2244. effect_amount SET_ATTRIBUTE PH_COMPOSITE_ON ATTR_HITPOINTS 0
  2245. effect_amount SET_ATTRIBUTE PH_COMPOSITE_ON ATTR_STORAGE_VALUE 0
  2246. effect_amount SET_ATTRIBUTE PH_COMPOSITE_OFF ATTR_DEAD_ID -1
  2247. effect_amount SET_ATTRIBUTE PH_COMPOSITE_OFF ATTR_TERRAIN_ID 7
  2248. effect_amount SET_ATTRIBUTE PH_COMPOSITE_OFF ATTR_LINE_OF_SIGHT 0
  2249. effect_amount SET_ATTRIBUTE PH_COMPOSITE_OFF ATTR_HITPOINTS 0
  2250. effect_amount SET_ATTRIBUTE PH_COMPOSITE_OFF ATTR_STORAGE_VALUE 0
  2251.  
  2252. /* Placeholder object that may only generate on water and shallows. */
  2253. #const PH_HYBRID_ON 603
  2254. #const PH_HYBRID_OFF 633
  2255. effect_amount SET_ATTRIBUTE PH_HYBRID_ON ATTR_DEAD_ID -1
  2256. effect_amount SET_ATTRIBUTE PH_HYBRID_ON ATTR_TERRAIN_ID 13
  2257. effect_amount SET_ATTRIBUTE PH_HYBRID_ON ATTR_LINE_OF_SIGHT 0
  2258. effect_amount SET_ATTRIBUTE PH_HYBRID_ON ATTR_HITPOINTS 0
  2259. effect_amount SET_ATTRIBUTE PH_HYBRID_ON ATTR_STORAGE_VALUE 0
  2260. effect_amount SET_ATTRIBUTE PH_HYBRID_OFF ATTR_DEAD_ID -1
  2261. effect_amount SET_ATTRIBUTE PH_HYBRID_OFF ATTR_TERRAIN_ID 13
  2262. effect_amount SET_ATTRIBUTE PH_HYBRID_OFF ATTR_LINE_OF_SIGHT 0
  2263. effect_amount SET_ATTRIBUTE PH_HYBRID_OFF ATTR_HITPOINTS 0
  2264. effect_amount SET_ATTRIBUTE PH_HYBRID_OFF ATTR_STORAGE_VALUE 0
  2265.  
  2266. /* Placeholder object that may only be placed on water. */
  2267. #const PH_WATER_ON 604
  2268. #const PH_WATER_OFF 630
  2269. effect_amount SET_ATTRIBUTE PH_WATER_ON ATTR_DEAD_ID -1
  2270. effect_amount SET_ATTRIBUTE PH_WATER_ON ATTR_TERRAIN_ID 19
  2271. effect_amount SET_ATTRIBUTE PH_WATER_ON ATTR_LINE_OF_SIGHT 0
  2272. effect_amount SET_ATTRIBUTE PH_WATER_ON ATTR_HITPOINTS 0
  2273. effect_amount SET_ATTRIBUTE PH_WATER_ON ATTR_STORAGE_VALUE 0
  2274. effect_amount SET_ATTRIBUTE PH_WATER_OFF ATTR_DEAD_ID -1
  2275. effect_amount SET_ATTRIBUTE PH_WATER_OFF ATTR_TERRAIN_ID 19
  2276. effect_amount SET_ATTRIBUTE PH_WATER_OFF ATTR_LINE_OF_SIGHT 0
  2277. effect_amount SET_ATTRIBUTE PH_WATER_OFF ATTR_HITPOINTS 0
  2278. effect_amount SET_ATTRIBUTE PH_WATER_OFF ATTR_STORAGE_VALUE 0
  2279.  
  2280. /* Permanently reveals part of a map - 2x2 tiles. */
  2281. #const REVEALER_PERMANENT 0
  2282. #const REVEALER_TEMPORARY 127
  2283. #const REVEALER_REMOVABLE 201
  2284. effect_amount SET_ATTRIBUTE REVEALER_PERMANENT ATTR_TERRAIN_ID 0
  2285. effect_amount SET_ATTRIBUTE REVEALER_PERMANENT ATTR_LINE_OF_SIGHT 2
  2286. effect_amount SET_ATTRIBUTE REVEALER_TEMPORARY ATTR_DEAD_ID -1
  2287. effect_amount SET_ATTRIBUTE REVEALER_TEMPORARY ATTR_TERRAIN_ID 0
  2288. effect_amount SET_ATTRIBUTE REVEALER_TEMPORARY ATTR_LINE_OF_SIGHT 4
  2289. effect_amount SET_ATTRIBUTE REVEALER_TEMPORARY ATTR_HITPOINTS 0
  2290. effect_amount SET_ATTRIBUTE REVEALER_TEMPORARY ATTR_STORAGE_VALUE 0
  2291. effect_amount SET_ATTRIBUTE REVEALER_REMOVABLE ATTR_TERRAIN_ID 0
  2292. effect_amount SET_ATTRIBUTE REVEALER_REMOVABLE ATTR_LINE_OF_SIGHT 2
  2293.  
  2294. #const LAZY_VILLAGER 1285 /* Legacy Lazy Villager */
  2295. effect_amount SET_ATTRIBUTE LAZY_VILLAGER ATTR_DEAD_ID 83
  2296. effect_amount SET_ATTRIBUTE LAZY_VILLAGER ATTR_HITPOINTS 0
  2297.  
  2298. #const LAZY_MALE 1285 /* FE Flag */
  2299. effect_amount SET_ATTRIBUTE LAZY_MALE ATTR_DEAD_ID 83
  2300. effect_amount SET_ATTRIBUTE LAZY_MALE ATTR_HITPOINTS 0
  2301.  
  2302. #const LAZY_FEMALE 851 /* ES Flag */
  2303. effect_amount SET_ATTRIBUTE LAZY_FEMALE ATTR_DEAD_ID 293
  2304. effect_amount SET_ATTRIBUTE LAZY_FEMALE ATTR_HITPOINTS 0
  2305.  
  2306. if RESTRICTED_SPAWN
  2307. effect_amount GAIA_SET_ATTRIBUTE GOLD ATTR_TERRAIN_ID 7
  2308. effect_amount GAIA_SET_ATTRIBUTE STONE ATTR_TERRAIN_ID 7
  2309. effect_amount GAIA_SET_ATTRIBUTE SHRUB ATTR_TERRAIN_ID 7
  2310.  
  2311. if FEUDAL_AGE_START
  2312. effect_amount SET_ATTRIBUTE HOUSE ATTR_TERRAIN_ID 0
  2313. effect_amount SET_ATTRIBUTE MILL ATTR_TERRAIN_ID 0
  2314. effect_amount SET_ATTRIBUTE MINING_CAMP ATTR_TERRAIN_ID 0
  2315. effect_amount SET_ATTRIBUTE LUMBER_CAMP ATTR_TERRAIN_ID 0
  2316. effect_amount SET_ATTRIBUTE BARRACKS ATTR_TERRAIN_ID 0
  2317. effect_amount SET_ATTRIBUTE BLACKSMITH ATTR_TERRAIN_ID 0
  2318. endif
  2319. endif
  2320.  
  2321. /* Correcting terrain restrictions for deer, ostriches, zebras and ibices so they may also generate on beaches. */
  2322. effect_amount SET_ATTRIBUTE DEER ATTR_TERRAIN_ID 7
  2323. effect_amount SET_ATTRIBUTE OSTRICH ATTR_TERRAIN_ID 7
  2324. effect_amount SET_ATTRIBUTE ZEBRA ATTR_TERRAIN_ID 7
  2325. effect_amount SET_ATTRIBUTE IBEX ATTR_TERRAIN_ID 7
  2326.  
  2327. /* Setting terrain restrictions on various aesthetic objects, so they may not generate in the water. */
  2328. effect_amount GAIA_SET_ATTRIBUTE PLANT_BUSH_GREEN ATTR_TERRAIN_ID 8
  2329. effect_amount GAIA_SET_ATTRIBUTE PLANT_BUSH_DRY ATTR_TERRAIN_ID 8
  2330. effect_amount GAIA_SET_ATTRIBUTE PLANT_DEAD ATTR_TERRAIN_ID 8
  2331. effect_amount GAIA_SET_ATTRIBUTE PLANT_FLOWERS ATTR_TERRAIN_ID 8
  2332. effect_amount GAIA_SET_ATTRIBUTE PLANT_JUNGLE ATTR_TERRAIN_ID 8
  2333. effect_amount GAIA_SET_ATTRIBUTE PLANT_RAINFOREST ATTR_TERRAIN_ID 8
  2334. effect_amount GAIA_SET_ATTRIBUTE PLANT_RAINFOREST_FLOWER ATTR_TERRAIN_ID 8
  2335. effect_amount GAIA_SET_ATTRIBUTE PLANT_SHRUB_GREEN ATTR_TERRAIN_ID 8
  2336. effect_amount GAIA_SET_ATTRIBUTE PLANT_SHRUB_DRY ATTR_TERRAIN_ID 8
  2337. effect_amount GAIA_SET_ATTRIBUTE PLANT_UNDERBRUSH ATTR_TERRAIN_ID 8
  2338. effect_amount GAIA_SET_ATTRIBUTE PLANT_UNDERBRUSH_FLOWER ATTR_TERRAIN_ID 8
  2339. effect_amount GAIA_SET_ATTRIBUTE PLANT_WEEDS ATTR_TERRAIN_ID 8
  2340.  
  2341. /* Object used to fill in the corners on walls */
  2342. #const CORNER_PIECE 1093
  2343. effect_amount SET_ATTRIBUTE CORNER_PIECE ATTR_DEAD_ID -1
  2344. effect_amount SET_ATTRIBUTE CORNER_PIECE ATTR_TERRAIN_ID 0
  2345. effect_amount SET_ATTRIBUTE CORNER_PIECE ATTR_LINE_OF_SIGHT 0
  2346. effect_amount SET_ATTRIBUTE CORNER_PIECE ATTR_HITPOINTS 0
  2347. effect_amount SET_ATTRIBUTE CORNER_PIECE ATTR_STORAGE_VALUE 0
  2348. endif
  2349.  
  2350. <LAND_GENERATION>
  2351. base_terrain BASE_TERRAIN
  2352. enable_waves 0
  2353.  
  2354. create_land
  2355. {
  2356. terrain_type MIDDLE_TERRAIN
  2357.  
  2358. if KING_OT_HILL
  2359. number_of_tiles 160
  2360. base_size 5
  2361. else
  2362. number_of_tiles 142
  2363. base_size 4
  2364. endif
  2365.  
  2366. border_fuzziness 60
  2367. land_position 50 50
  2368. land_id 420
  2369. }
  2370.  
  2371.  
  2372. create_player_lands
  2373. {
  2374. terrain_type PLACEHOLDER_TERRAIN
  2375. number_of_tiles 2048
  2376. base_size 18
  2377. clumping_factor 15
  2378. other_zone_avoidance_distance 2
  2379.  
  2380. if TINY_MAP
  2381. circle_radius 34 0
  2382. elseif SMALL_MAP
  2383. circle_radius 34 0
  2384. elseif MEDIUM_MAP
  2385. circle_radius 35 0
  2386. elseif LARGE_MAP
  2387. circle_radius 37 0
  2388. elseif HUGE_MAP
  2389. circle_radius 38 0
  2390. elseif GIGANTIC_MAP
  2391. circle_radius 39 0
  2392. elseif LUDIKRIS_MAP
  2393. circle_radius 40 0
  2394. endif
  2395. }
  2396.  
  2397. <ELEVATION_GENERATION>
  2398.  
  2399. create_elevation 5
  2400. {
  2401. enable_balanced_elevation
  2402. base_terrain BASE_TERRAIN
  2403.  
  2404. if TINY_MAP
  2405. number_of_tiles 1434
  2406. number_of_clumps 67
  2407. elseif SMALL_MAP
  2408. number_of_tiles 2150
  2409. number_of_clumps 101
  2410. elseif MEDIUM_MAP
  2411. number_of_tiles 2867
  2412. number_of_clumps 134
  2413. elseif LARGE_MAP
  2414. number_of_tiles 4096
  2415. number_of_clumps 192
  2416. elseif HUGE_MAP
  2417. number_of_tiles 4915
  2418. number_of_clumps 230
  2419. elseif GIGANTIC_MAP
  2420. number_of_tiles 5939
  2421. number_of_clumps 278
  2422. elseif LUDIKRIS_MAP
  2423. number_of_tiles 23552
  2424. number_of_clumps 1104
  2425. endif
  2426. }
  2427.  
  2428.  
  2429. create_elevation 0
  2430. {
  2431. enable_balanced_elevation
  2432. base_terrain PLACEHOLDER_TERRAIN
  2433.  
  2434. if 2_PLAYER_GAME
  2435. number_of_tiles 0
  2436. number_of_clumps 0
  2437. elseif 3_PLAYER_GAME
  2438. number_of_tiles 0
  2439. number_of_clumps 0
  2440. elseif 4_PLAYER_GAME
  2441. number_of_tiles 0
  2442. number_of_clumps 0
  2443. elseif 5_PLAYER_GAME
  2444. number_of_tiles 0
  2445. number_of_clumps 0
  2446. elseif 6_PLAYER_GAME
  2447. number_of_tiles 0
  2448. number_of_clumps 0
  2449. elseif 7_PLAYER_GAME
  2450. number_of_tiles 0
  2451. number_of_clumps 0
  2452. elseif 8_PLAYER_GAME
  2453. number_of_tiles 0
  2454. number_of_clumps 0
  2455. endif
  2456. }
  2457.  
  2458. <TERRAIN_GENERATION>
  2459. if THEME_AMERICAN
  2460. color_correction CC_JUNGLE
  2461. elseif THEME_COLD
  2462. color_correction CC_WINTER
  2463. elseif THEME_AFRICAN
  2464. color_correction CC_DESERT
  2465. elseif THEME_EASTERN
  2466. color_correction CC_DESERT
  2467. elseif THEME_TROPICAL
  2468. color_correction CC_JUNGLE
  2469. elseif THEME_MANGROVE
  2470. color_correction CC_JUNGLE
  2471. elseif THEME_AUTUMN
  2472. color_correction CC_AUTUMN
  2473. elseif THEME_AUTUMN_COLD
  2474. color_correction CC_WINTER
  2475. endif
  2476.  
  2477. create_terrain MIDDLE_PLACEHOLDER
  2478. {
  2479. base_terrain MIDDLE_TERRAIN
  2480. land_percent 100
  2481. number_of_clumps 512
  2482. spacing_to_other_terrain_types 1
  2483. }
  2484.  
  2485. create_terrain BASE_TERRAIN
  2486. {
  2487. base_terrain MIDDLE_TERRAIN
  2488. land_percent 100
  2489. number_of_clumps 512
  2490. terrain_mask 1
  2491. }
  2492.  
  2493. create_terrain MIDDLE_TERRAIN
  2494. {
  2495. base_terrain MIDDLE_PLACEHOLDER
  2496. land_percent 100
  2497. number_of_clumps 512
  2498. }
  2499.  
  2500. create_terrain BASE_FOREST
  2501. {
  2502. base_terrain BASE_TERRAIN
  2503. land_percent 8
  2504. number_of_clumps 12
  2505. set_scale_by_groups
  2506. set_avoid_player_start_areas
  2507. spacing_to_other_terrain_types 6
  2508. }
  2509.  
  2510. create_terrain BASE_TERRAIN
  2511. {
  2512. base_terrain BASE_FOREST
  2513. land_percent 100
  2514. number_of_clumps 512
  2515. terrain_mask 1
  2516. }
  2517.  
  2518. if DEATH_MATCH
  2519. else
  2520. create_terrain STRAGGLER_FOREST
  2521. {
  2522. base_terrain BASE_TERRAIN
  2523. number_of_tiles 64
  2524. number_of_clumps 3
  2525. clumping_factor rnd(20,40)
  2526. set_scale_by_groups
  2527. set_avoid_player_start_areas
  2528. spacing_to_other_terrain_types 6
  2529. }
  2530. endif
  2531.  
  2532. #define INDEPENDENT_FOREST
  2533. /* #define DYNAMIC_SIZE */
  2534. /* #define ENABLE_AVOIDANCE */
  2535. /* #define AVOID_SPAWN */
  2536.  
  2537. if SECURE_FOREST
  2538. if 1_PLAYER_GAME
  2539. #define ONE_GENERATION
  2540. elseif 2_PLAYER_GAME
  2541. #define ONE_GENERATION
  2542. #define TWO_GENERATION
  2543. elseif 3_PLAYER_GAME
  2544. #define ONE_GENERATION
  2545. #define TWO_GENERATION
  2546. #define THREE_GENERATION
  2547. elseif 4_PLAYER_GAME
  2548. #define ONE_GENERATION
  2549. #define TWO_GENERATION
  2550. #define THREE_GENERATION
  2551. #define FOUR_GENERATION
  2552. elseif 5_PLAYER_GAME
  2553. #define ONE_GENERATION
  2554. #define TWO_GENERATION
  2555. #define THREE_GENERATION
  2556. #define FOUR_GENERATION
  2557. #define FIVE_GENERATION
  2558. elseif 6_PLAYER_GAME
  2559. #define ONE_GENERATION
  2560. #define TWO_GENERATION
  2561. #define THREE_GENERATION
  2562. #define FOUR_GENERATION
  2563. #define FIVE_GENERATION
  2564. #define SIX_GENERATION
  2565. elseif 7_PLAYER_GAME
  2566. #define ONE_GENERATION
  2567. #define TWO_GENERATION
  2568. #define THREE_GENERATION
  2569. #define FOUR_GENERATION
  2570. #define FIVE_GENERATION
  2571. #define SIX_GENERATION
  2572. #define SEVEN_GENERATION
  2573. elseif 8_PLAYER_GAME
  2574. #define ONE_GENERATION
  2575. #define TWO_GENERATION
  2576. #define THREE_GENERATION
  2577. #define FOUR_GENERATION
  2578. #define FIVE_GENERATION
  2579. #define SIX_GENERATION
  2580. #define SEVEN_GENERATION
  2581. #define EIGHT_GENERATION
  2582. endif
  2583.  
  2584. if INDEPENDENT_FOREST
  2585. #define VALID_FOREST
  2586. else
  2587. if 2_PLAYER_GAME
  2588. if TINY_MAP
  2589. #define VALID_FOREST
  2590. endif
  2591. elseif 3_PLAYER_GAME
  2592. if SMALL_MAP
  2593. #define VALID_FOREST
  2594. endif
  2595. elseif 4_PLAYER_GAME
  2596. if MEDIUM_MAP
  2597. #define VALID_FOREST
  2598. endif
  2599. elseif 6_PLAYER_GAME
  2600. if LARGE_MAP
  2601. #define VALID_FOREST
  2602. endif
  2603. elseif 8_PLAYER_GAME
  2604. if HUGE_MAP
  2605. #define VALID_FOREST
  2606. elseif GIGANTIC_MAP
  2607. #define VALID_FOREST
  2608. elseif LUDIKRIS_MAP
  2609. #define VALID_FOREST
  2610. endif
  2611. endif
  2612.  
  2613. if VALID_FOREST
  2614. else
  2615. #define INVALID_FOREST
  2616. endif
  2617. endif
  2618.  
  2619. if ONE_GENERATION
  2620. create_terrain REPLACE_A
  2621. {
  2622. base_terrain PLACEHOLDER_TERRAIN
  2623. land_percent 100
  2624. number_of_clumps 1
  2625.  
  2626. if SPECIFIC_HEIGHT
  2627. height_limits $heightLow $heightHigh
  2628. endif
  2629.  
  2630. if FLAT_ONLY
  2631. set_flat_terrain_only
  2632. endif
  2633. }
  2634. endif
  2635.  
  2636. if TWO_GENERATION
  2637. create_terrain REPLACE_B
  2638. {
  2639. base_terrain PLACEHOLDER_TERRAIN
  2640. land_percent 100
  2641. number_of_clumps 1
  2642.  
  2643. if SPECIFIC_HEIGHT
  2644. height_limits $heightLow $heightHigh
  2645. endif
  2646.  
  2647. if FLAT_ONLY
  2648. set_flat_terrain_only
  2649. endif
  2650. }
  2651. endif
  2652.  
  2653. if THREE_GENERATION
  2654. create_terrain REPLACE_C
  2655. {
  2656. base_terrain PLACEHOLDER_TERRAIN
  2657. land_percent 100
  2658. number_of_clumps 1
  2659.  
  2660. if SPECIFIC_HEIGHT
  2661. height_limits $heightLow $heightHigh
  2662. endif
  2663.  
  2664. if FLAT_ONLY
  2665. set_flat_terrain_only
  2666. endif
  2667. }
  2668. endif
  2669.  
  2670. if FOUR_GENERATION
  2671. create_terrain REPLACE_D
  2672. {
  2673. base_terrain PLACEHOLDER_TERRAIN
  2674. land_percent 100
  2675. number_of_clumps 1
  2676.  
  2677. if SPECIFIC_HEIGHT
  2678. height_limits $heightLow $heightHigh
  2679. endif
  2680.  
  2681. if FLAT_ONLY
  2682. set_flat_terrain_only
  2683. endif
  2684. }
  2685. endif
  2686.  
  2687. if FIVE_GENERATION
  2688. create_terrain REPLACE_E
  2689. {
  2690. base_terrain PLACEHOLDER_TERRAIN
  2691. land_percent 100
  2692. number_of_clumps 1
  2693.  
  2694. if SPECIFIC_HEIGHT
  2695. height_limits $heightLow $heightHigh
  2696. endif
  2697.  
  2698. if FLAT_ONLY
  2699. set_flat_terrain_only
  2700. endif
  2701. }
  2702. endif
  2703.  
  2704. if SIX_GENERATION
  2705. create_terrain REPLACE_F
  2706. {
  2707. base_terrain PLACEHOLDER_TERRAIN
  2708. land_percent 100
  2709. number_of_clumps 1
  2710.  
  2711. if SPECIFIC_HEIGHT
  2712. height_limits $heightLow $heightHigh
  2713. endif
  2714.  
  2715. if FLAT_ONLY
  2716. set_flat_terrain_only
  2717. endif
  2718. }
  2719. endif
  2720.  
  2721. if SEVEN_GENERATION
  2722. create_terrain REPLACE_G
  2723. {
  2724. base_terrain PLACEHOLDER_TERRAIN
  2725. land_percent 100
  2726. number_of_clumps 1
  2727.  
  2728. if SPECIFIC_HEIGHT
  2729. height_limits $heightLow $heightHigh
  2730. endif
  2731.  
  2732. if FLAT_ONLY
  2733. set_flat_terrain_only
  2734. endif
  2735. }
  2736. endif
  2737.  
  2738. if EIGHT_GENERATION
  2739. create_terrain REPLACE_H
  2740. {
  2741. base_terrain PLACEHOLDER_TERRAIN
  2742. land_percent 100
  2743. number_of_clumps 1
  2744.  
  2745. if SPECIFIC_HEIGHT
  2746. height_limits $heightLow $heightHigh
  2747. endif
  2748.  
  2749. if FLAT_ONLY
  2750. set_flat_terrain_only
  2751. endif
  2752. }
  2753. endif
  2754.  
  2755. create_terrain ORIGIN_PLACEHOLDER
  2756. {
  2757. base_terrain REPLACE_A
  2758. land_percent 100
  2759. number_of_clumps 512
  2760. spacing_to_other_terrain_types 6
  2761. }
  2762.  
  2763. create_terrain ORIGIN_PLACEHOLDER
  2764. {
  2765. base_terrain REPLACE_A
  2766. land_percent 100
  2767. number_of_clumps 512
  2768. spacing_to_other_terrain_types 6
  2769. }
  2770.  
  2771. create_terrain ORIGIN_PLACEHOLDER
  2772. {
  2773. base_terrain REPLACE_A
  2774. land_percent 100
  2775. number_of_clumps 512
  2776. spacing_to_other_terrain_types 6
  2777. }
  2778.  
  2779. create_terrain ORIGIN_PLACEHOLDER
  2780. {
  2781. base_terrain REPLACE_A
  2782. land_percent 100
  2783. number_of_clumps 512
  2784. spacing_to_other_terrain_types 6
  2785. }
  2786.  
  2787. create_terrain ORIGIN_PLACEHOLDER
  2788. {
  2789. base_terrain REPLACE_B
  2790. land_percent 100
  2791. number_of_clumps 512
  2792. spacing_to_other_terrain_types 6
  2793. }
  2794.  
  2795. create_terrain ORIGIN_PLACEHOLDER
  2796. {
  2797. base_terrain REPLACE_B
  2798. land_percent 100
  2799. number_of_clumps 512
  2800. spacing_to_other_terrain_types 6
  2801. }
  2802.  
  2803. create_terrain ORIGIN_PLACEHOLDER
  2804. {
  2805. base_terrain REPLACE_B
  2806. land_percent 100
  2807. number_of_clumps 512
  2808. spacing_to_other_terrain_types 6
  2809. }
  2810.  
  2811. create_terrain ORIGIN_PLACEHOLDER
  2812. {
  2813. base_terrain REPLACE_B
  2814. land_percent 100
  2815. number_of_clumps 512
  2816. spacing_to_other_terrain_types 6
  2817. }
  2818.  
  2819. create_terrain ORIGIN_PLACEHOLDER
  2820. {
  2821. base_terrain REPLACE_C
  2822. land_percent 100
  2823. number_of_clumps 512
  2824. spacing_to_other_terrain_types 6
  2825. }
  2826.  
  2827. create_terrain ORIGIN_PLACEHOLDER
  2828. {
  2829. base_terrain REPLACE_C
  2830. land_percent 100
  2831. number_of_clumps 512
  2832. spacing_to_other_terrain_types 6
  2833. }
  2834.  
  2835. create_terrain ORIGIN_PLACEHOLDER
  2836. {
  2837. base_terrain REPLACE_C
  2838. land_percent 100
  2839. number_of_clumps 512
  2840. spacing_to_other_terrain_types 6
  2841. }
  2842.  
  2843. create_terrain ORIGIN_PLACEHOLDER
  2844. {
  2845. base_terrain REPLACE_C
  2846. land_percent 100
  2847. number_of_clumps 512
  2848. spacing_to_other_terrain_types 6
  2849. }
  2850.  
  2851. create_terrain ORIGIN_PLACEHOLDER
  2852. {
  2853. base_terrain REPLACE_D
  2854. land_percent 100
  2855. number_of_clumps 512
  2856. spacing_to_other_terrain_types 6
  2857. }
  2858.  
  2859. create_terrain ORIGIN_PLACEHOLDER
  2860. {
  2861. base_terrain REPLACE_D
  2862. land_percent 100
  2863. number_of_clumps 512
  2864. spacing_to_other_terrain_types 6
  2865. }
  2866.  
  2867. create_terrain ORIGIN_PLACEHOLDER
  2868. {
  2869. base_terrain REPLACE_D
  2870. land_percent 100
  2871. number_of_clumps 512
  2872. spacing_to_other_terrain_types 6
  2873. }
  2874.  
  2875. create_terrain ORIGIN_PLACEHOLDER
  2876. {
  2877. base_terrain REPLACE_D
  2878. land_percent 100
  2879. number_of_clumps 512
  2880. spacing_to_other_terrain_types 6
  2881. }
  2882.  
  2883. create_terrain ORIGIN_PLACEHOLDER
  2884. {
  2885. base_terrain REPLACE_E
  2886. land_percent 100
  2887. number_of_clumps 512
  2888. spacing_to_other_terrain_types 6
  2889. }
  2890.  
  2891. create_terrain ORIGIN_PLACEHOLDER
  2892. {
  2893. base_terrain REPLACE_E
  2894. land_percent 100
  2895. number_of_clumps 512
  2896. spacing_to_other_terrain_types 6
  2897. }
  2898.  
  2899. create_terrain ORIGIN_PLACEHOLDER
  2900. {
  2901. base_terrain REPLACE_E
  2902. land_percent 100
  2903. number_of_clumps 512
  2904. spacing_to_other_terrain_types 6
  2905. }
  2906.  
  2907. create_terrain ORIGIN_PLACEHOLDER
  2908. {
  2909. base_terrain REPLACE_E
  2910. land_percent 100
  2911. number_of_clumps 512
  2912. spacing_to_other_terrain_types 6
  2913. }
  2914.  
  2915. create_terrain ORIGIN_PLACEHOLDER
  2916. {
  2917. base_terrain REPLACE_F
  2918. land_percent 100
  2919. number_of_clumps 512
  2920. spacing_to_other_terrain_types 6
  2921. }
  2922.  
  2923. create_terrain ORIGIN_PLACEHOLDER
  2924. {
  2925. base_terrain REPLACE_F
  2926. land_percent 100
  2927. number_of_clumps 512
  2928. spacing_to_other_terrain_types 6
  2929. }
  2930.  
  2931. create_terrain ORIGIN_PLACEHOLDER
  2932. {
  2933. base_terrain REPLACE_F
  2934. land_percent 100
  2935. number_of_clumps 512
  2936. spacing_to_other_terrain_types 6
  2937. }
  2938.  
  2939. create_terrain ORIGIN_PLACEHOLDER
  2940. {
  2941. base_terrain REPLACE_F
  2942. land_percent 100
  2943. number_of_clumps 512
  2944. spacing_to_other_terrain_types 6
  2945. }
  2946.  
  2947. create_terrain ORIGIN_PLACEHOLDER
  2948. {
  2949. base_terrain REPLACE_G
  2950. land_percent 100
  2951. number_of_clumps 512
  2952. spacing_to_other_terrain_types 6
  2953. }
  2954.  
  2955. create_terrain ORIGIN_PLACEHOLDER
  2956. {
  2957. base_terrain REPLACE_G
  2958. land_percent 100
  2959. number_of_clumps 512
  2960. spacing_to_other_terrain_types 6
  2961. }
  2962.  
  2963. create_terrain ORIGIN_PLACEHOLDER
  2964. {
  2965. base_terrain REPLACE_G
  2966. land_percent 100
  2967. number_of_clumps 512
  2968. spacing_to_other_terrain_types 6
  2969. }
  2970.  
  2971. create_terrain ORIGIN_PLACEHOLDER
  2972. {
  2973. base_terrain REPLACE_G
  2974. land_percent 100
  2975. number_of_clumps 512
  2976. spacing_to_other_terrain_types 6
  2977. }
  2978.  
  2979. create_terrain ORIGIN_PLACEHOLDER
  2980. {
  2981. base_terrain REPLACE_H
  2982. land_percent 100
  2983. number_of_clumps 512
  2984. spacing_to_other_terrain_types 6
  2985. }
  2986.  
  2987. create_terrain ORIGIN_PLACEHOLDER
  2988. {
  2989. base_terrain REPLACE_H
  2990. land_percent 100
  2991. number_of_clumps 512
  2992. spacing_to_other_terrain_types 6
  2993. }
  2994.  
  2995. create_terrain ORIGIN_PLACEHOLDER
  2996. {
  2997. base_terrain REPLACE_H
  2998. land_percent 100
  2999. number_of_clumps 512
  3000. spacing_to_other_terrain_types 6
  3001. }
  3002.  
  3003. create_terrain ORIGIN_PLACEHOLDER
  3004. {
  3005. base_terrain REPLACE_H
  3006. land_percent 100
  3007. number_of_clumps 512
  3008. spacing_to_other_terrain_types 6
  3009. }
  3010.  
  3011. if INVALID_FOREST
  3012. create_terrain PLACEHOLDER_TERRAIN
  3013. {
  3014. base_terrain REPLACE_A
  3015. land_percent 100
  3016. number_of_clumps 512
  3017. set_scale_by_groups
  3018. }
  3019.  
  3020. create_terrain PLACEHOLDER_TERRAIN
  3021. {
  3022. base_terrain REPLACE_A
  3023. land_percent 100
  3024. number_of_clumps 512
  3025. set_scale_by_groups
  3026. }
  3027.  
  3028. create_terrain PLACEHOLDER_TERRAIN
  3029. {
  3030. base_terrain REPLACE_A
  3031. land_percent 100
  3032. number_of_clumps 512
  3033. set_scale_by_groups
  3034. }
  3035.  
  3036. create_terrain PLACEHOLDER_TERRAIN
  3037. {
  3038. base_terrain REPLACE_A
  3039. land_percent 100
  3040. number_of_clumps 512
  3041. set_scale_by_groups
  3042. }
  3043.  
  3044. create_terrain PLACEHOLDER_TERRAIN
  3045. {
  3046. base_terrain REPLACE_B
  3047. land_percent 100
  3048. number_of_clumps 512
  3049. set_scale_by_groups
  3050. }
  3051.  
  3052. create_terrain PLACEHOLDER_TERRAIN
  3053. {
  3054. base_terrain REPLACE_B
  3055. land_percent 100
  3056. number_of_clumps 512
  3057. set_scale_by_groups
  3058. }
  3059.  
  3060. create_terrain PLACEHOLDER_TERRAIN
  3061. {
  3062. base_terrain REPLACE_B
  3063. land_percent 100
  3064. number_of_clumps 512
  3065. set_scale_by_groups
  3066. }
  3067.  
  3068. create_terrain PLACEHOLDER_TERRAIN
  3069. {
  3070. base_terrain REPLACE_B
  3071. land_percent 100
  3072. number_of_clumps 512
  3073. set_scale_by_groups
  3074. }
  3075.  
  3076. create_terrain PLACEHOLDER_TERRAIN
  3077. {
  3078. base_terrain REPLACE_C
  3079. land_percent 100
  3080. number_of_clumps 512
  3081. set_scale_by_groups
  3082. }
  3083.  
  3084. create_terrain PLACEHOLDER_TERRAIN
  3085. {
  3086. base_terrain REPLACE_C
  3087. land_percent 100
  3088. number_of_clumps 512
  3089. set_scale_by_groups
  3090. }
  3091.  
  3092. create_terrain PLACEHOLDER_TERRAIN
  3093. {
  3094. base_terrain REPLACE_C
  3095. land_percent 100
  3096. number_of_clumps 512
  3097. set_scale_by_groups
  3098. }
  3099.  
  3100. create_terrain PLACEHOLDER_TERRAIN
  3101. {
  3102. base_terrain REPLACE_C
  3103. land_percent 100
  3104. number_of_clumps 512
  3105. set_scale_by_groups
  3106. }
  3107.  
  3108. create_terrain PLACEHOLDER_TERRAIN
  3109. {
  3110. base_terrain REPLACE_D
  3111. land_percent 100
  3112. number_of_clumps 512
  3113. set_scale_by_groups
  3114. }
  3115.  
  3116. create_terrain PLACEHOLDER_TERRAIN
  3117. {
  3118. base_terrain REPLACE_D
  3119. land_percent 100
  3120. number_of_clumps 512
  3121. set_scale_by_groups
  3122. }
  3123.  
  3124. create_terrain PLACEHOLDER_TERRAIN
  3125. {
  3126. base_terrain REPLACE_D
  3127. land_percent 100
  3128. number_of_clumps 512
  3129. set_scale_by_groups
  3130. }
  3131.  
  3132. create_terrain PLACEHOLDER_TERRAIN
  3133. {
  3134. base_terrain REPLACE_D
  3135. land_percent 100
  3136. number_of_clumps 512
  3137. set_scale_by_groups
  3138. }
  3139.  
  3140. create_terrain PLACEHOLDER_TERRAIN
  3141. {
  3142. base_terrain REPLACE_E
  3143. land_percent 100
  3144. number_of_clumps 512
  3145. set_scale_by_groups
  3146. }
  3147.  
  3148. create_terrain PLACEHOLDER_TERRAIN
  3149. {
  3150. base_terrain REPLACE_E
  3151. land_percent 100
  3152. number_of_clumps 512
  3153. set_scale_by_groups
  3154. }
  3155.  
  3156. create_terrain PLACEHOLDER_TERRAIN
  3157. {
  3158. base_terrain REPLACE_E
  3159. land_percent 100
  3160. number_of_clumps 512
  3161. set_scale_by_groups
  3162. }
  3163.  
  3164. create_terrain PLACEHOLDER_TERRAIN
  3165. {
  3166. base_terrain REPLACE_E
  3167. land_percent 100
  3168. number_of_clumps 512
  3169. set_scale_by_groups
  3170. }
  3171.  
  3172. create_terrain PLACEHOLDER_TERRAIN
  3173. {
  3174. base_terrain REPLACE_F
  3175. land_percent 100
  3176. number_of_clumps 512
  3177. set_scale_by_groups
  3178. }
  3179.  
  3180. create_terrain PLACEHOLDER_TERRAIN
  3181. {
  3182. base_terrain REPLACE_F
  3183. land_percent 100
  3184. number_of_clumps 512
  3185. set_scale_by_groups
  3186. }
  3187.  
  3188. create_terrain PLACEHOLDER_TERRAIN
  3189. {
  3190. base_terrain REPLACE_F
  3191. land_percent 100
  3192. number_of_clumps 512
  3193. set_scale_by_groups
  3194. }
  3195.  
  3196. create_terrain PLACEHOLDER_TERRAIN
  3197. {
  3198. base_terrain REPLACE_F
  3199. land_percent 100
  3200. number_of_clumps 512
  3201. set_scale_by_groups
  3202. }
  3203.  
  3204. create_terrain PLACEHOLDER_TERRAIN
  3205. {
  3206. base_terrain REPLACE_G
  3207. land_percent 100
  3208. number_of_clumps 512
  3209. set_scale_by_groups
  3210. }
  3211.  
  3212. create_terrain PLACEHOLDER_TERRAIN
  3213. {
  3214. base_terrain REPLACE_G
  3215. land_percent 100
  3216. number_of_clumps 512
  3217. set_scale_by_groups
  3218. }
  3219.  
  3220. create_terrain PLACEHOLDER_TERRAIN
  3221. {
  3222. base_terrain REPLACE_G
  3223. land_percent 100
  3224. number_of_clumps 512
  3225. set_scale_by_groups
  3226. }
  3227.  
  3228. create_terrain PLACEHOLDER_TERRAIN
  3229. {
  3230. base_terrain REPLACE_G
  3231. land_percent 100
  3232. number_of_clumps 512
  3233. set_scale_by_groups
  3234. }
  3235.  
  3236. create_terrain PLACEHOLDER_TERRAIN
  3237. {
  3238. base_terrain REPLACE_H
  3239. land_percent 100
  3240. number_of_clumps 512
  3241. set_scale_by_groups
  3242. }
  3243.  
  3244. create_terrain PLACEHOLDER_TERRAIN
  3245. {
  3246. base_terrain REPLACE_H
  3247. land_percent 100
  3248. number_of_clumps 512
  3249. set_scale_by_groups
  3250. }
  3251.  
  3252. create_terrain PLACEHOLDER_TERRAIN
  3253. {
  3254. base_terrain REPLACE_H
  3255. land_percent 100
  3256. number_of_clumps 512
  3257. set_scale_by_groups
  3258. }
  3259.  
  3260. create_terrain PLACEHOLDER_TERRAIN
  3261. {
  3262. base_terrain REPLACE_H
  3263. land_percent 100
  3264. number_of_clumps 512
  3265. set_scale_by_groups
  3266. }
  3267. endif
  3268.  
  3269. if VALID_FOREST
  3270. create_terrain SPAWN_FOREST
  3271. {
  3272. base_terrain REPLACE_A
  3273.  
  3274. if TEAMS_CONNECTED
  3275. number_of_tiles 129
  3276. number_of_clumps 3
  3277. set_scale_by_groups
  3278. else
  3279. if DYNAMIC_SIZE
  3280. if MEDIUM_MAP
  3281. number_of_tiles 171
  3282. number_of_clumps 4
  3283. elseif LARGE_MAP
  3284. number_of_tiles 162
  3285. number_of_clumps 4
  3286. elseif HUGE_MAP
  3287. number_of_tiles 153
  3288. number_of_clumps 4
  3289. elseif LUDIKRIS_MAP
  3290. number_of_tiles 720
  3291. number_of_clumps 16
  3292. else
  3293. number_of_tiles 180
  3294. number_of_clumps 4
  3295. endif
  3296. else
  3297. number_of_tiles 180
  3298. number_of_clumps 4
  3299. endif
  3300. endif
  3301.  
  3302. if AVOID_SPAWN
  3303. set_avoid_player_start_areas
  3304. endif
  3305.  
  3306. if AVOID_SPAWN_SPECIFIC
  3307. set_avoid_player_start_areas $SpawnAvoidance
  3308. endif
  3309.  
  3310. if ENABLE_AVOIDANCE
  3311. spacing_to_other_terrain_types 0
  3312. endif
  3313. }
  3314.  
  3315. create_terrain SPAWN_FOREST
  3316. {
  3317. base_terrain REPLACE_B
  3318.  
  3319. if TEAMS_CONNECTED
  3320. number_of_tiles 129
  3321. number_of_clumps 3
  3322. set_scale_by_groups
  3323. else
  3324. if DYNAMIC_SIZE
  3325. if MEDIUM_MAP
  3326. number_of_tiles 171
  3327. number_of_clumps 4
  3328. elseif LARGE_MAP
  3329. number_of_tiles 162
  3330. number_of_clumps 4
  3331. elseif HUGE_MAP
  3332. number_of_tiles 153
  3333. number_of_clumps 4
  3334. elseif LUDIKRIS_MAP
  3335. number_of_tiles 720
  3336. number_of_clumps 16
  3337. else
  3338. number_of_tiles 180
  3339. number_of_clumps 4
  3340. endif
  3341. else
  3342. number_of_tiles 180
  3343. number_of_clumps 4
  3344. endif
  3345. endif
  3346.  
  3347. if AVOID_SPAWN
  3348. set_avoid_player_start_areas
  3349. endif
  3350.  
  3351. if AVOID_SPAWN_SPECIFIC
  3352. set_avoid_player_start_areas $SpawnAvoidance
  3353. endif
  3354.  
  3355. if ENABLE_AVOIDANCE
  3356. spacing_to_other_terrain_types 0
  3357. endif
  3358. }
  3359.  
  3360. create_terrain SPAWN_FOREST
  3361. {
  3362. base_terrain REPLACE_C
  3363.  
  3364. if TEAMS_CONNECTED
  3365. number_of_tiles 129
  3366. number_of_clumps 3
  3367. set_scale_by_groups
  3368. else
  3369. if DYNAMIC_SIZE
  3370. if MEDIUM_MAP
  3371. number_of_tiles 171
  3372. number_of_clumps 4
  3373. elseif LARGE_MAP
  3374. number_of_tiles 162
  3375. number_of_clumps 4
  3376. elseif HUGE_MAP
  3377. number_of_tiles 153
  3378. number_of_clumps 4
  3379. elseif LUDIKRIS_MAP
  3380. number_of_tiles 720
  3381. number_of_clumps 16
  3382. else
  3383. number_of_tiles 180
  3384. number_of_clumps 4
  3385. endif
  3386. else
  3387. number_of_tiles 180
  3388. number_of_clumps 4
  3389. endif
  3390. endif
  3391.  
  3392. if AVOID_SPAWN
  3393. set_avoid_player_start_areas
  3394. endif
  3395.  
  3396. if AVOID_SPAWN_SPECIFIC
  3397. set_avoid_player_start_areas $SpawnAvoidance
  3398. endif
  3399.  
  3400. if ENABLE_AVOIDANCE
  3401. spacing_to_other_terrain_types 0
  3402. endif
  3403. }
  3404.  
  3405. create_terrain SPAWN_FOREST
  3406. {
  3407. base_terrain REPLACE_D
  3408.  
  3409. if TEAMS_CONNECTED
  3410. number_of_tiles 129
  3411. number_of_clumps 3
  3412. set_scale_by_groups
  3413. else
  3414. if DYNAMIC_SIZE
  3415. if MEDIUM_MAP
  3416. number_of_tiles 171
  3417. number_of_clumps 4
  3418. elseif LARGE_MAP
  3419. number_of_tiles 162
  3420. number_of_clumps 4
  3421. elseif HUGE_MAP
  3422. number_of_tiles 153
  3423. number_of_clumps 4
  3424. elseif LUDIKRIS_MAP
  3425. number_of_tiles 720
  3426. number_of_clumps 16
  3427. else
  3428. number_of_tiles 180
  3429. number_of_clumps 4
  3430. endif
  3431. else
  3432. number_of_tiles 180
  3433. number_of_clumps 4
  3434. endif
  3435. endif
  3436.  
  3437. if AVOID_SPAWN
  3438. set_avoid_player_start_areas
  3439. endif
  3440.  
  3441. if AVOID_SPAWN_SPECIFIC
  3442. set_avoid_player_start_areas $SpawnAvoidance
  3443. endif
  3444.  
  3445. if ENABLE_AVOIDANCE
  3446. spacing_to_other_terrain_types 0
  3447. endif
  3448. }
  3449.  
  3450. create_terrain SPAWN_FOREST
  3451. {
  3452. base_terrain REPLACE_E
  3453.  
  3454. if TEAMS_CONNECTED
  3455. number_of_tiles 129
  3456. number_of_clumps 3
  3457. set_scale_by_groups
  3458. else
  3459. if DYNAMIC_SIZE
  3460. if MEDIUM_MAP
  3461. number_of_tiles 171
  3462. number_of_clumps 4
  3463. elseif LARGE_MAP
  3464. number_of_tiles 162
  3465. number_of_clumps 4
  3466. elseif HUGE_MAP
  3467. number_of_tiles 153
  3468. number_of_clumps 4
  3469. elseif LUDIKRIS_MAP
  3470. number_of_tiles 720
  3471. number_of_clumps 16
  3472. else
  3473. number_of_tiles 180
  3474. number_of_clumps 4
  3475. endif
  3476. else
  3477. number_of_tiles 180
  3478. number_of_clumps 4
  3479. endif
  3480. endif
  3481.  
  3482. if AVOID_SPAWN
  3483. set_avoid_player_start_areas
  3484. endif
  3485.  
  3486. if AVOID_SPAWN_SPECIFIC
  3487. set_avoid_player_start_areas $SpawnAvoidance
  3488. endif
  3489.  
  3490. if ENABLE_AVOIDANCE
  3491. spacing_to_other_terrain_types 0
  3492. endif
  3493. }
  3494.  
  3495. create_terrain SPAWN_FOREST
  3496. {
  3497. base_terrain REPLACE_F
  3498.  
  3499. if TEAMS_CONNECTED
  3500. number_of_tiles 129
  3501. number_of_clumps 3
  3502. set_scale_by_groups
  3503. else
  3504. if DYNAMIC_SIZE
  3505. if MEDIUM_MAP
  3506. number_of_tiles 171
  3507. number_of_clumps 4
  3508. elseif LARGE_MAP
  3509. number_of_tiles 162
  3510. number_of_clumps 4
  3511. elseif HUGE_MAP
  3512. number_of_tiles 153
  3513. number_of_clumps 4
  3514. elseif LUDIKRIS_MAP
  3515. number_of_tiles 720
  3516. number_of_clumps 16
  3517. else
  3518. number_of_tiles 180
  3519. number_of_clumps 4
  3520. endif
  3521. else
  3522. number_of_tiles 180
  3523. number_of_clumps 4
  3524. endif
  3525. endif
  3526.  
  3527. if AVOID_SPAWN
  3528. set_avoid_player_start_areas
  3529. endif
  3530.  
  3531. if AVOID_SPAWN_SPECIFIC
  3532. set_avoid_player_start_areas $SpawnAvoidance
  3533. endif
  3534.  
  3535. if ENABLE_AVOIDANCE
  3536. spacing_to_other_terrain_types 0
  3537. endif
  3538. }
  3539.  
  3540. create_terrain SPAWN_FOREST
  3541. {
  3542. base_terrain REPLACE_G
  3543.  
  3544. if TEAMS_CONNECTED
  3545. number_of_tiles 129
  3546. number_of_clumps 3
  3547. set_scale_by_groups
  3548. else
  3549. if DYNAMIC_SIZE
  3550. if MEDIUM_MAP
  3551. number_of_tiles 171
  3552. number_of_clumps 4
  3553. elseif LARGE_MAP
  3554. number_of_tiles 162
  3555. number_of_clumps 4
  3556. elseif HUGE_MAP
  3557. number_of_tiles 153
  3558. number_of_clumps 4
  3559. elseif LUDIKRIS_MAP
  3560. number_of_tiles 720
  3561. number_of_clumps 16
  3562. else
  3563. number_of_tiles 180
  3564. number_of_clumps 4
  3565. endif
  3566. else
  3567. number_of_tiles 180
  3568. number_of_clumps 4
  3569. endif
  3570. endif
  3571.  
  3572. if AVOID_SPAWN
  3573. set_avoid_player_start_areas
  3574. endif
  3575.  
  3576. if AVOID_SPAWN_SPECIFIC
  3577. set_avoid_player_start_areas $SpawnAvoidance
  3578. endif
  3579.  
  3580. if ENABLE_AVOIDANCE
  3581. spacing_to_other_terrain_types 0
  3582. endif
  3583. }
  3584.  
  3585. create_terrain SPAWN_FOREST
  3586. {
  3587. base_terrain REPLACE_H
  3588.  
  3589. if TEAMS_CONNECTED
  3590. number_of_tiles 129
  3591. number_of_clumps 3
  3592. set_scale_by_groups
  3593. else
  3594. if DYNAMIC_SIZE
  3595. if MEDIUM_MAP
  3596. number_of_tiles 171
  3597. number_of_clumps 4
  3598. elseif LARGE_MAP
  3599. number_of_tiles 162
  3600. number_of_clumps 4
  3601. elseif HUGE_MAP
  3602. number_of_tiles 153
  3603. number_of_clumps 4
  3604. elseif LUDIKRIS_MAP
  3605. number_of_tiles 756
  3606. number_of_clumps 17
  3607. else
  3608. number_of_tiles 180
  3609. number_of_clumps 4
  3610. endif
  3611. else
  3612. number_of_tiles 180
  3613. number_of_clumps 4
  3614. endif
  3615. endif
  3616.  
  3617. if AVOID_SPAWN
  3618. set_avoid_player_start_areas
  3619. endif
  3620.  
  3621. if AVOID_SPAWN_SPECIFIC
  3622. set_avoid_player_start_areas $SpawnAvoidance
  3623. endif
  3624.  
  3625. if ENABLE_AVOIDANCE
  3626. spacing_to_other_terrain_types 0
  3627. endif
  3628. }
  3629. else
  3630. create_terrain SPAWN_FOREST
  3631. {
  3632. base_terrain PLACEHOLDER_TERRAIN
  3633.  
  3634. if TINY_MAP
  3635. number_of_tiles 360
  3636. number_of_clumps 8
  3637. elseif SMALL_MAP
  3638. number_of_tiles 540
  3639. number_of_clumps 12
  3640. elseif MEDIUM_MAP
  3641. number_of_tiles 720
  3642. number_of_clumps 16
  3643. elseif LARGE_MAP
  3644. number_of_tiles 1080
  3645. number_of_clumps 24
  3646. elseif HUGE_MAP
  3647. number_of_tiles 1440
  3648. number_of_clumps 32
  3649. elseif GIGANTIC_MAP
  3650. number_of_tiles 1620
  3651. number_of_clumps 36
  3652. elseif LUDIKRIS_MAP
  3653. number_of_tiles 7200
  3654. number_of_clumps 160
  3655. endif
  3656.  
  3657. if AVOID_SPAWN
  3658. set_avoid_player_start_areas
  3659. endif
  3660.  
  3661. if AVOID_SPAWN_SPECIFIC
  3662. set_avoid_player_start_areas $SpawnAvoidance
  3663. endif
  3664.  
  3665. if ENABLE_AVOIDANCE
  3666. spacing_to_other_terrain_types 0
  3667. endif
  3668. }
  3669. endif
  3670.  
  3671. if DEBUG_MODE
  3672. else
  3673. create_terrain SPAWN_TERRAIN
  3674. {
  3675. base_terrain PLACEHOLDER_TERRAIN
  3676. land_percent 100
  3677. number_of_clumps 512
  3678. }
  3679.  
  3680. create_terrain SPAWN_TERRAIN
  3681. {
  3682. base_terrain PLACEHOLDER_TERRAIN
  3683. land_percent 100
  3684. number_of_clumps 512
  3685. }
  3686.  
  3687. create_terrain SPAWN_TERRAIN
  3688. {
  3689. base_terrain PLACEHOLDER_TERRAIN
  3690. land_percent 100
  3691. number_of_clumps 512
  3692. }
  3693.  
  3694. create_terrain SPAWN_TERRAIN
  3695. {
  3696. base_terrain PLACEHOLDER_TERRAIN
  3697. land_percent 100
  3698. number_of_clumps 512
  3699. }
  3700.  
  3701. create_terrain SPAWN_TERRAIN
  3702. {
  3703. base_terrain PLACEHOLDER_TERRAIN
  3704. land_percent 100
  3705. number_of_clumps 512
  3706. }
  3707.  
  3708. create_terrain SPAWN_TERRAIN
  3709. {
  3710. base_terrain PLACEHOLDER_TERRAIN
  3711. land_percent 100
  3712. number_of_clumps 512
  3713. }
  3714.  
  3715. create_terrain SPAWN_TERRAIN
  3716. {
  3717. base_terrain PLACEHOLDER_TERRAIN
  3718. land_percent 100
  3719. number_of_clumps 512
  3720. }
  3721.  
  3722. create_terrain SPAWN_TERRAIN
  3723. {
  3724. base_terrain PLACEHOLDER_TERRAIN
  3725. land_percent 100
  3726. number_of_clumps 512
  3727. }
  3728.  
  3729. if ORIGIN_CONSTANT
  3730. else
  3731. create_terrain SPAWN_TERRAIN
  3732. {
  3733. base_terrain ORIGIN_PLACEHOLDER
  3734. land_percent 100
  3735. number_of_clumps 512
  3736. }
  3737. endif
  3738.  
  3739. create_terrain SPAWN_TERRAIN
  3740. {
  3741. base_terrain REPLACE_A
  3742. land_percent 100
  3743. number_of_clumps 512
  3744. }
  3745.  
  3746. create_terrain SPAWN_TERRAIN
  3747. {
  3748. base_terrain REPLACE_A
  3749. land_percent 100
  3750. number_of_clumps 512
  3751. }
  3752.  
  3753. create_terrain SPAWN_TERRAIN
  3754. {
  3755. base_terrain REPLACE_A
  3756. land_percent 100
  3757. number_of_clumps 512
  3758. }
  3759.  
  3760. create_terrain SPAWN_TERRAIN
  3761. {
  3762. base_terrain REPLACE_A
  3763. land_percent 100
  3764. number_of_clumps 512
  3765. }
  3766.  
  3767. create_terrain SPAWN_TERRAIN
  3768. {
  3769. base_terrain REPLACE_A
  3770. land_percent 100
  3771. number_of_clumps 512
  3772. }
  3773.  
  3774. create_terrain SPAWN_TERRAIN
  3775. {
  3776. base_terrain REPLACE_A
  3777. land_percent 100
  3778. number_of_clumps 512
  3779. }
  3780.  
  3781. create_terrain SPAWN_TERRAIN
  3782. {
  3783. base_terrain REPLACE_A
  3784. land_percent 100
  3785. number_of_clumps 512
  3786. }
  3787.  
  3788. create_terrain SPAWN_TERRAIN
  3789. {
  3790. base_terrain REPLACE_A
  3791. land_percent 100
  3792. number_of_clumps 512
  3793. }
  3794.  
  3795. create_terrain SPAWN_TERRAIN
  3796. {
  3797. base_terrain REPLACE_A
  3798. land_percent 100
  3799. number_of_clumps 512
  3800. }
  3801.  
  3802. create_terrain SPAWN_TERRAIN
  3803. {
  3804. base_terrain REPLACE_A
  3805. land_percent 100
  3806. number_of_clumps 512
  3807. }
  3808.  
  3809. create_terrain SPAWN_TERRAIN
  3810. {
  3811. base_terrain REPLACE_A
  3812. land_percent 100
  3813. number_of_clumps 512
  3814. }
  3815.  
  3816. create_terrain SPAWN_TERRAIN
  3817. {
  3818. base_terrain REPLACE_A
  3819. land_percent 100
  3820. number_of_clumps 512
  3821. }
  3822.  
  3823. create_terrain SPAWN_TERRAIN
  3824. {
  3825. base_terrain REPLACE_B
  3826. land_percent 100
  3827. number_of_clumps 512
  3828. }
  3829.  
  3830. create_terrain SPAWN_TERRAIN
  3831. {
  3832. base_terrain REPLACE_B
  3833. land_percent 100
  3834. number_of_clumps 512
  3835. }
  3836.  
  3837. create_terrain SPAWN_TERRAIN
  3838. {
  3839. base_terrain REPLACE_B
  3840. land_percent 100
  3841. number_of_clumps 512
  3842. }
  3843.  
  3844. create_terrain SPAWN_TERRAIN
  3845. {
  3846. base_terrain REPLACE_B
  3847. land_percent 100
  3848. number_of_clumps 512
  3849. }
  3850.  
  3851. create_terrain SPAWN_TERRAIN
  3852. {
  3853. base_terrain REPLACE_B
  3854. land_percent 100
  3855. number_of_clumps 512
  3856. }
  3857.  
  3858. create_terrain SPAWN_TERRAIN
  3859. {
  3860. base_terrain REPLACE_B
  3861. land_percent 100
  3862. number_of_clumps 512
  3863. }
  3864.  
  3865. create_terrain SPAWN_TERRAIN
  3866. {
  3867. base_terrain REPLACE_B
  3868. land_percent 100
  3869. number_of_clumps 512
  3870. }
  3871.  
  3872. create_terrain SPAWN_TERRAIN
  3873. {
  3874. base_terrain REPLACE_B
  3875. land_percent 100
  3876. number_of_clumps 512
  3877. }
  3878.  
  3879. create_terrain SPAWN_TERRAIN
  3880. {
  3881. base_terrain REPLACE_B
  3882. land_percent 100
  3883. number_of_clumps 512
  3884. }
  3885.  
  3886. create_terrain SPAWN_TERRAIN
  3887. {
  3888. base_terrain REPLACE_B
  3889. land_percent 100
  3890. number_of_clumps 512
  3891. }
  3892.  
  3893. create_terrain SPAWN_TERRAIN
  3894. {
  3895. base_terrain REPLACE_B
  3896. land_percent 100
  3897. number_of_clumps 512
  3898. }
  3899.  
  3900. create_terrain SPAWN_TERRAIN
  3901. {
  3902. base_terrain REPLACE_B
  3903. land_percent 100
  3904. number_of_clumps 512
  3905. }
  3906.  
  3907. create_terrain SPAWN_TERRAIN
  3908. {
  3909. base_terrain REPLACE_C
  3910. land_percent 100
  3911. number_of_clumps 512
  3912. }
  3913.  
  3914. create_terrain SPAWN_TERRAIN
  3915. {
  3916. base_terrain REPLACE_C
  3917. land_percent 100
  3918. number_of_clumps 512
  3919. }
  3920.  
  3921. create_terrain SPAWN_TERRAIN
  3922. {
  3923. base_terrain REPLACE_C
  3924. land_percent 100
  3925. number_of_clumps 512
  3926. }
  3927.  
  3928. create_terrain SPAWN_TERRAIN
  3929. {
  3930. base_terrain REPLACE_C
  3931. land_percent 100
  3932. number_of_clumps 512
  3933. }
  3934.  
  3935. create_terrain SPAWN_TERRAIN
  3936. {
  3937. base_terrain REPLACE_C
  3938. land_percent 100
  3939. number_of_clumps 512
  3940. }
  3941.  
  3942. create_terrain SPAWN_TERRAIN
  3943. {
  3944. base_terrain REPLACE_C
  3945. land_percent 100
  3946. number_of_clumps 512
  3947. }
  3948.  
  3949. create_terrain SPAWN_TERRAIN
  3950. {
  3951. base_terrain REPLACE_C
  3952. land_percent 100
  3953. number_of_clumps 512
  3954. }
  3955.  
  3956. create_terrain SPAWN_TERRAIN
  3957. {
  3958. base_terrain REPLACE_C
  3959. land_percent 100
  3960. number_of_clumps 512
  3961. }
  3962.  
  3963. create_terrain SPAWN_TERRAIN
  3964. {
  3965. base_terrain REPLACE_C
  3966. land_percent 100
  3967. number_of_clumps 512
  3968. }
  3969.  
  3970. create_terrain SPAWN_TERRAIN
  3971. {
  3972. base_terrain REPLACE_C
  3973. land_percent 100
  3974. number_of_clumps 512
  3975. }
  3976.  
  3977. create_terrain SPAWN_TERRAIN
  3978. {
  3979. base_terrain REPLACE_C
  3980. land_percent 100
  3981. number_of_clumps 512
  3982. }
  3983.  
  3984. create_terrain SPAWN_TERRAIN
  3985. {
  3986. base_terrain REPLACE_C
  3987. land_percent 100
  3988. number_of_clumps 512
  3989. }
  3990.  
  3991. create_terrain SPAWN_TERRAIN
  3992. {
  3993. base_terrain REPLACE_D
  3994. land_percent 100
  3995. number_of_clumps 512
  3996. }
  3997.  
  3998. create_terrain SPAWN_TERRAIN
  3999. {
  4000. base_terrain REPLACE_D
  4001. land_percent 100
  4002. number_of_clumps 512
  4003. }
  4004.  
  4005. create_terrain SPAWN_TERRAIN
  4006. {
  4007. base_terrain REPLACE_D
  4008. land_percent 100
  4009. number_of_clumps 512
  4010. }
  4011.  
  4012. create_terrain SPAWN_TERRAIN
  4013. {
  4014. base_terrain REPLACE_D
  4015. land_percent 100
  4016. number_of_clumps 512
  4017. }
  4018.  
  4019. create_terrain SPAWN_TERRAIN
  4020. {
  4021. base_terrain REPLACE_D
  4022. land_percent 100
  4023. number_of_clumps 512
  4024. }
  4025.  
  4026. create_terrain SPAWN_TERRAIN
  4027. {
  4028. base_terrain REPLACE_D
  4029. land_percent 100
  4030. number_of_clumps 512
  4031. }
  4032.  
  4033. create_terrain SPAWN_TERRAIN
  4034. {
  4035. base_terrain REPLACE_D
  4036. land_percent 100
  4037. number_of_clumps 512
  4038. }
  4039.  
  4040. create_terrain SPAWN_TERRAIN
  4041. {
  4042. base_terrain REPLACE_D
  4043. land_percent 100
  4044. number_of_clumps 512
  4045. }
  4046.  
  4047. create_terrain SPAWN_TERRAIN
  4048. {
  4049. base_terrain REPLACE_D
  4050. land_percent 100
  4051. number_of_clumps 512
  4052. }
  4053.  
  4054. create_terrain SPAWN_TERRAIN
  4055. {
  4056. base_terrain REPLACE_D
  4057. land_percent 100
  4058. number_of_clumps 512
  4059. }
  4060.  
  4061. create_terrain SPAWN_TERRAIN
  4062. {
  4063. base_terrain REPLACE_D
  4064. land_percent 100
  4065. number_of_clumps 512
  4066. }
  4067.  
  4068. create_terrain SPAWN_TERRAIN
  4069. {
  4070. base_terrain REPLACE_D
  4071. land_percent 100
  4072. number_of_clumps 512
  4073. }
  4074.  
  4075. create_terrain SPAWN_TERRAIN
  4076. {
  4077. base_terrain REPLACE_E
  4078. land_percent 100
  4079. number_of_clumps 512
  4080. }
  4081.  
  4082. create_terrain SPAWN_TERRAIN
  4083. {
  4084. base_terrain REPLACE_E
  4085. land_percent 100
  4086. number_of_clumps 512
  4087. }
  4088.  
  4089. create_terrain SPAWN_TERRAIN
  4090. {
  4091. base_terrain REPLACE_E
  4092. land_percent 100
  4093. number_of_clumps 512
  4094. }
  4095.  
  4096. create_terrain SPAWN_TERRAIN
  4097. {
  4098. base_terrain REPLACE_E
  4099. land_percent 100
  4100. number_of_clumps 512
  4101. }
  4102.  
  4103. create_terrain SPAWN_TERRAIN
  4104. {
  4105. base_terrain REPLACE_E
  4106. land_percent 100
  4107. number_of_clumps 512
  4108. }
  4109.  
  4110. create_terrain SPAWN_TERRAIN
  4111. {
  4112. base_terrain REPLACE_E
  4113. land_percent 100
  4114. number_of_clumps 512
  4115. }
  4116.  
  4117. create_terrain SPAWN_TERRAIN
  4118. {
  4119. base_terrain REPLACE_E
  4120. land_percent 100
  4121. number_of_clumps 512
  4122. }
  4123.  
  4124. create_terrain SPAWN_TERRAIN
  4125. {
  4126. base_terrain REPLACE_E
  4127. land_percent 100
  4128. number_of_clumps 512
  4129. }
  4130.  
  4131. create_terrain SPAWN_TERRAIN
  4132. {
  4133. base_terrain REPLACE_E
  4134. land_percent 100
  4135. number_of_clumps 512
  4136. }
  4137.  
  4138. create_terrain SPAWN_TERRAIN
  4139. {
  4140. base_terrain REPLACE_E
  4141. land_percent 100
  4142. number_of_clumps 512
  4143. }
  4144.  
  4145. create_terrain SPAWN_TERRAIN
  4146. {
  4147. base_terrain REPLACE_E
  4148. land_percent 100
  4149. number_of_clumps 512
  4150. }
  4151.  
  4152. create_terrain SPAWN_TERRAIN
  4153. {
  4154. base_terrain REPLACE_E
  4155. land_percent 100
  4156. number_of_clumps 512
  4157. }
  4158.  
  4159. create_terrain SPAWN_TERRAIN
  4160. {
  4161. base_terrain REPLACE_F
  4162. land_percent 100
  4163. number_of_clumps 512
  4164. }
  4165.  
  4166. create_terrain SPAWN_TERRAIN
  4167. {
  4168. base_terrain REPLACE_F
  4169. land_percent 100
  4170. number_of_clumps 512
  4171. }
  4172.  
  4173. create_terrain SPAWN_TERRAIN
  4174. {
  4175. base_terrain REPLACE_F
  4176. land_percent 100
  4177. number_of_clumps 512
  4178. }
  4179.  
  4180. create_terrain SPAWN_TERRAIN
  4181. {
  4182. base_terrain REPLACE_F
  4183. land_percent 100
  4184. number_of_clumps 512
  4185. }
  4186.  
  4187. create_terrain SPAWN_TERRAIN
  4188. {
  4189. base_terrain REPLACE_F
  4190. land_percent 100
  4191. number_of_clumps 512
  4192. }
  4193.  
  4194. create_terrain SPAWN_TERRAIN
  4195. {
  4196. base_terrain REPLACE_F
  4197. land_percent 100
  4198. number_of_clumps 512
  4199. }
  4200.  
  4201. create_terrain SPAWN_TERRAIN
  4202. {
  4203. base_terrain REPLACE_F
  4204. land_percent 100
  4205. number_of_clumps 512
  4206. }
  4207.  
  4208. create_terrain SPAWN_TERRAIN
  4209. {
  4210. base_terrain REPLACE_F
  4211. land_percent 100
  4212. number_of_clumps 512
  4213. }
  4214.  
  4215. create_terrain SPAWN_TERRAIN
  4216. {
  4217. base_terrain REPLACE_F
  4218. land_percent 100
  4219. number_of_clumps 512
  4220. }
  4221.  
  4222. create_terrain SPAWN_TERRAIN
  4223. {
  4224. base_terrain REPLACE_F
  4225. land_percent 100
  4226. number_of_clumps 512
  4227. }
  4228.  
  4229. create_terrain SPAWN_TERRAIN
  4230. {
  4231. base_terrain REPLACE_F
  4232. land_percent 100
  4233. number_of_clumps 512
  4234. }
  4235.  
  4236. create_terrain SPAWN_TERRAIN
  4237. {
  4238. base_terrain REPLACE_F
  4239. land_percent 100
  4240. number_of_clumps 512
  4241. }
  4242.  
  4243. create_terrain SPAWN_TERRAIN
  4244. {
  4245. base_terrain REPLACE_G
  4246. land_percent 100
  4247. number_of_clumps 512
  4248. }
  4249.  
  4250. create_terrain SPAWN_TERRAIN
  4251. {
  4252. base_terrain REPLACE_G
  4253. land_percent 100
  4254. number_of_clumps 512
  4255. }
  4256.  
  4257. create_terrain SPAWN_TERRAIN
  4258. {
  4259. base_terrain REPLACE_G
  4260. land_percent 100
  4261. number_of_clumps 512
  4262. }
  4263.  
  4264. create_terrain SPAWN_TERRAIN
  4265. {
  4266. base_terrain REPLACE_G
  4267. land_percent 100
  4268. number_of_clumps 512
  4269. }
  4270.  
  4271. create_terrain SPAWN_TERRAIN
  4272. {
  4273. base_terrain REPLACE_G
  4274. land_percent 100
  4275. number_of_clumps 512
  4276. }
  4277.  
  4278. create_terrain SPAWN_TERRAIN
  4279. {
  4280. base_terrain REPLACE_G
  4281. land_percent 100
  4282. number_of_clumps 512
  4283. }
  4284.  
  4285. create_terrain SPAWN_TERRAIN
  4286. {
  4287. base_terrain REPLACE_G
  4288. land_percent 100
  4289. number_of_clumps 512
  4290. }
  4291.  
  4292. create_terrain SPAWN_TERRAIN
  4293. {
  4294. base_terrain REPLACE_G
  4295. land_percent 100
  4296. number_of_clumps 512
  4297. }
  4298.  
  4299. create_terrain SPAWN_TERRAIN
  4300. {
  4301. base_terrain REPLACE_G
  4302. land_percent 100
  4303. number_of_clumps 512
  4304. }
  4305.  
  4306. create_terrain SPAWN_TERRAIN
  4307. {
  4308. base_terrain REPLACE_G
  4309. land_percent 100
  4310. number_of_clumps 512
  4311. }
  4312.  
  4313. create_terrain SPAWN_TERRAIN
  4314. {
  4315. base_terrain REPLACE_G
  4316. land_percent 100
  4317. number_of_clumps 512
  4318. }
  4319.  
  4320. create_terrain SPAWN_TERRAIN
  4321. {
  4322. base_terrain REPLACE_G
  4323. land_percent 100
  4324. number_of_clumps 512
  4325. }
  4326.  
  4327. create_terrain SPAWN_TERRAIN
  4328. {
  4329. base_terrain REPLACE_H
  4330. land_percent 100
  4331. number_of_clumps 512
  4332. }
  4333.  
  4334. create_terrain SPAWN_TERRAIN
  4335. {
  4336. base_terrain REPLACE_H
  4337. land_percent 100
  4338. number_of_clumps 512
  4339. }
  4340.  
  4341. create_terrain SPAWN_TERRAIN
  4342. {
  4343. base_terrain REPLACE_H
  4344. land_percent 100
  4345. number_of_clumps 512
  4346. }
  4347.  
  4348. create_terrain SPAWN_TERRAIN
  4349. {
  4350. base_terrain REPLACE_H
  4351. land_percent 100
  4352. number_of_clumps 512
  4353. }
  4354.  
  4355. create_terrain SPAWN_TERRAIN
  4356. {
  4357. base_terrain REPLACE_H
  4358. land_percent 100
  4359. number_of_clumps 512
  4360. }
  4361.  
  4362. create_terrain SPAWN_TERRAIN
  4363. {
  4364. base_terrain REPLACE_H
  4365. land_percent 100
  4366. number_of_clumps 512
  4367. }
  4368.  
  4369. create_terrain SPAWN_TERRAIN
  4370. {
  4371. base_terrain REPLACE_H
  4372. land_percent 100
  4373. number_of_clumps 512
  4374. }
  4375.  
  4376. create_terrain SPAWN_TERRAIN
  4377. {
  4378. base_terrain REPLACE_H
  4379. land_percent 100
  4380. number_of_clumps 512
  4381. }
  4382.  
  4383. create_terrain SPAWN_TERRAIN
  4384. {
  4385. base_terrain REPLACE_H
  4386. land_percent 100
  4387. number_of_clumps 512
  4388. }
  4389.  
  4390. create_terrain SPAWN_TERRAIN
  4391. {
  4392. base_terrain REPLACE_H
  4393. land_percent 100
  4394. number_of_clumps 512
  4395. }
  4396.  
  4397. create_terrain SPAWN_TERRAIN
  4398. {
  4399. base_terrain REPLACE_H
  4400. land_percent 100
  4401. number_of_clumps 512
  4402. }
  4403.  
  4404. create_terrain SPAWN_TERRAIN
  4405. {
  4406. base_terrain REPLACE_H
  4407. land_percent 100
  4408. number_of_clumps 512
  4409. }
  4410. endif
  4411. endif
  4412.  
  4413. if COLLAPSE
  4414. create_terrain BASE_BLEND_B
  4415. {
  4416. base_terrain BASE_TERRAIN
  4417. land_percent 100
  4418. number_of_clumps 512
  4419. height_limits 2 5
  4420. }
  4421.  
  4422. create_terrain BASE_BLEND_B
  4423. {
  4424. base_terrain BASE_TERRAIN
  4425. land_percent 12
  4426. number_of_clumps 24
  4427. set_scale_by_groups
  4428. height_limits 1 1
  4429. terrain_mask 1
  4430. }
  4431.  
  4432. create_terrain BASE_BLEND_B
  4433. {
  4434. base_terrain BASE_TERRAIN
  4435. land_percent 100
  4436. number_of_clumps 512
  4437. height_limits 2 5
  4438. }
  4439.  
  4440. create_terrain BASE_BLEND_B
  4441. {
  4442. base_terrain BASE_TERRAIN
  4443. land_percent 12
  4444. number_of_clumps 24
  4445. set_scale_by_groups
  4446. height_limits 1 1
  4447. terrain_mask 1
  4448. }
  4449.  
  4450. create_terrain BASE_BLEND_B
  4451. {
  4452. base_terrain BASE_TERRAIN
  4453. land_percent 100
  4454. number_of_clumps 512
  4455. height_limits 2 5
  4456. }
  4457.  
  4458. create_terrain BASE_BLEND_B
  4459. {
  4460. base_terrain BASE_TERRAIN
  4461. land_percent 12
  4462. number_of_clumps 24
  4463. set_scale_by_groups
  4464. height_limits 1 1
  4465. terrain_mask 1
  4466. }
  4467.  
  4468. create_terrain BASE_BLEND_B
  4469. {
  4470. base_terrain BASE_TERRAIN
  4471. land_percent 100
  4472. number_of_clumps 512
  4473. height_limits 2 5
  4474. }
  4475.  
  4476. create_terrain BASE_BLEND_B
  4477. {
  4478. base_terrain BASE_TERRAIN
  4479. land_percent 12
  4480. number_of_clumps 24
  4481. set_scale_by_groups
  4482. height_limits 1 1
  4483. terrain_mask 1
  4484. }
  4485.  
  4486. create_terrain BASE_BLEND_B
  4487. {
  4488. base_terrain BASE_TERRAIN
  4489. land_percent 100
  4490. number_of_clumps 512
  4491. height_limits 2 5
  4492. }
  4493.  
  4494. create_terrain BASE_BLEND_B
  4495. {
  4496. base_terrain BASE_TERRAIN
  4497. land_percent 12
  4498. number_of_clumps 24
  4499. set_scale_by_groups
  4500. height_limits 1 1
  4501. terrain_mask 1
  4502. }
  4503.  
  4504. create_terrain BASE_BLEND_B
  4505. {
  4506. base_terrain BASE_TERRAIN
  4507. land_percent 100
  4508. number_of_clumps 512
  4509. height_limits 2 5
  4510. }
  4511.  
  4512. create_terrain BASE_BLEND_B
  4513. {
  4514. base_terrain BASE_TERRAIN
  4515. land_percent 12
  4516. number_of_clumps 24
  4517. set_scale_by_groups
  4518. height_limits 1 1
  4519. terrain_mask 1
  4520. }
  4521.  
  4522. create_terrain BASE_BLEND_B
  4523. {
  4524. base_terrain BASE_TERRAIN
  4525. land_percent 100
  4526. number_of_clumps 512
  4527. height_limits 2 5
  4528. }
  4529.  
  4530. create_terrain BASE_BLEND_B
  4531. {
  4532. base_terrain BASE_TERRAIN
  4533. land_percent 12
  4534. number_of_clumps 24
  4535. set_scale_by_groups
  4536. height_limits 1 1
  4537. terrain_mask 1
  4538. }
  4539.  
  4540. create_terrain BASE_BLEND_B
  4541. {
  4542. base_terrain BASE_TERRAIN
  4543. land_percent 100
  4544. number_of_clumps 512
  4545. height_limits 2 5
  4546. }
  4547.  
  4548. create_terrain BASE_BLEND_B
  4549. {
  4550. base_terrain BASE_TERRAIN
  4551. land_percent 12
  4552. number_of_clumps 24
  4553. set_scale_by_groups
  4554. height_limits 1 1
  4555. terrain_mask 1
  4556. }
  4557.  
  4558. create_terrain BASE_BLEND_B
  4559. {
  4560. base_terrain BASE_TERRAIN
  4561. land_percent 100
  4562. number_of_clumps 512
  4563. height_limits 2 5
  4564. }
  4565.  
  4566. create_terrain BASE_BLEND_B
  4567. {
  4568. base_terrain BASE_TERRAIN
  4569. land_percent 12
  4570. number_of_clumps 24
  4571. set_scale_by_groups
  4572. height_limits 1 1
  4573. terrain_mask 1
  4574. }
  4575.  
  4576. create_terrain BASE_BLEND_B
  4577. {
  4578. base_terrain BASE_TERRAIN
  4579. land_percent 100
  4580. number_of_clumps 512
  4581. height_limits 2 5
  4582. }
  4583.  
  4584. create_terrain BASE_BLEND_B
  4585. {
  4586. base_terrain BASE_TERRAIN
  4587. land_percent 12
  4588. number_of_clumps 24
  4589. set_scale_by_groups
  4590. height_limits 1 1
  4591. terrain_mask 1
  4592. }
  4593.  
  4594. create_terrain BASE_BLEND_B
  4595. {
  4596. base_terrain BASE_TERRAIN
  4597. land_percent 100
  4598. number_of_clumps 512
  4599. height_limits 2 5
  4600. }
  4601.  
  4602. create_terrain BASE_BLEND_B
  4603. {
  4604. base_terrain BASE_TERRAIN
  4605. land_percent 12
  4606. number_of_clumps 24
  4607. set_scale_by_groups
  4608. height_limits 1 1
  4609. terrain_mask 1
  4610. }
  4611.  
  4612. create_terrain BASE_BLEND_B
  4613. {
  4614. base_terrain BASE_TERRAIN
  4615. land_percent 100
  4616. number_of_clumps 512
  4617. height_limits 2 5
  4618. }
  4619.  
  4620. create_terrain BASE_BLEND_B
  4621. {
  4622. base_terrain BASE_TERRAIN
  4623. land_percent 12
  4624. number_of_clumps 24
  4625. set_scale_by_groups
  4626. height_limits 1 1
  4627. terrain_mask 1
  4628. }
  4629.  
  4630. create_terrain BASE_BLEND_B
  4631. {
  4632. base_terrain BASE_TERRAIN
  4633. land_percent 100
  4634. number_of_clumps 512
  4635. height_limits 2 5
  4636. }
  4637.  
  4638. create_terrain BASE_BLEND_B
  4639. {
  4640. base_terrain BASE_TERRAIN
  4641. land_percent 12
  4642. number_of_clumps 24
  4643. set_scale_by_groups
  4644. height_limits 1 1
  4645. terrain_mask 1
  4646. }
  4647.  
  4648. create_terrain BASE_BLEND_B
  4649. {
  4650. base_terrain BASE_TERRAIN
  4651. land_percent 100
  4652. number_of_clumps 512
  4653. height_limits 2 5
  4654. }
  4655.  
  4656. create_terrain BASE_BLEND_B
  4657. {
  4658. base_terrain BASE_TERRAIN
  4659. land_percent 12
  4660. number_of_clumps 24
  4661. set_scale_by_groups
  4662. height_limits 1 1
  4663. terrain_mask 1
  4664. }
  4665.  
  4666. create_terrain BASE_BLEND_B
  4667. {
  4668. base_terrain BASE_TERRAIN
  4669. land_percent 100
  4670. number_of_clumps 512
  4671. height_limits 2 5
  4672. }
  4673.  
  4674. create_terrain BASE_BLEND_B
  4675. {
  4676. base_terrain BASE_TERRAIN
  4677. land_percent 12
  4678. number_of_clumps 24
  4679. set_scale_by_groups
  4680. height_limits 1 1
  4681. terrain_mask 1
  4682. }
  4683.  
  4684. create_terrain BASE_BLEND_B
  4685. {
  4686. base_terrain BASE_TERRAIN
  4687. land_percent 100
  4688. number_of_clumps 512
  4689. height_limits 2 5
  4690. }
  4691.  
  4692. create_terrain BASE_BLEND_B
  4693. {
  4694. base_terrain BASE_TERRAIN
  4695. land_percent 12
  4696. number_of_clumps 24
  4697. set_scale_by_groups
  4698. height_limits 1 1
  4699. terrain_mask 1
  4700. }
  4701. endif
  4702.  
  4703. create_terrain BASE_BLEND_A
  4704. {
  4705. base_terrain BASE_TERRAIN
  4706. land_percent 24
  4707. number_of_clumps 16
  4708. clumping_factor -20
  4709. set_scale_by_groups
  4710. terrain_mask 1
  4711. }
  4712.  
  4713. create_terrain BASE_TERRAIN
  4714. {
  4715. base_terrain MIDDLE_TERRAIN
  4716. number_of_tiles 24
  4717. number_of_clumps 24
  4718. set_scale_by_groups
  4719. terrain_mask 2
  4720. }
  4721.  
  4722. create_terrain SNOW_LIGHT
  4723. {
  4724. base_terrain BASE_TERRAIN
  4725. land_percent 2
  4726. number_of_clumps 24
  4727. set_scale_by_groups
  4728. terrain_mask 1
  4729. }
  4730.  
  4731. create_terrain SNOW_LIGHT
  4732. {
  4733. base_terrain BASE_FOREST
  4734. land_percent 1
  4735. number_of_clumps 64
  4736. set_scale_by_groups
  4737. terrain_mask 1
  4738. }
  4739.  
  4740. <CONNECTION_GENERATION>
  4741. create_connect_all_lands
  4742. {
  4743. terrain_size BASE_TERRAIN 1000 0
  4744. terrain_size SPAWN_TERRAIN 1000 0
  4745.  
  4746. replace_terrain BEACH BEACH_TERRAIN
  4747. terrain_cost BEACH 1
  4748. terrain_size BEACH 1000 0
  4749. }
  4750.  
  4751. <OBJECTS_GENERATION>
  4752. if TERRAIN_DEBUGGING
  4753. else
  4754. if PRELIMINARIES
  4755. create_object PH_GENERIC_OFF /* Edge Avoidance */
  4756. {
  4757. min_distance_to_players 0
  4758. max_distance_to_players 0
  4759. place_on_specific_land_id 420
  4760.  
  4761. actor_area 5010
  4762.  
  4763. if TINY_MAP
  4764. actor_area_radius 58
  4765. elseif SMALL_MAP
  4766. actor_area_radius 70
  4767. elseif MEDIUM_MAP
  4768. actor_area_radius 82
  4769. elseif LARGE_MAP
  4770. actor_area_radius 98
  4771. elseif HUGE_MAP
  4772. actor_area_radius 108
  4773. elseif GIGANTIC_MAP
  4774. actor_area_radius 118
  4775. elseif LUDIKRIS_MAP
  4776. actor_area_radius 238
  4777. endif
  4778. }
  4779.  
  4780. if ENABLE_EDGE
  4781. create_object PH_GENERIC_OFF /* Map Edge */
  4782. {
  4783. number_of_objects 65536
  4784. temp_min_distance_group_placement 4
  4785.  
  4786. actor_area 5020
  4787. actor_area_radius 2
  4788.  
  4789. avoid_actor_area 5010 /* Edge Avoidance */
  4790.  
  4791. if DEBUG_MODE
  4792. second_object FLAG_E
  4793. endif
  4794. }
  4795.  
  4796. create_object PH_GENERIC_OFF /* Map Edge */
  4797. {
  4798. number_of_objects 65536
  4799. temp_min_distance_group_placement 4
  4800.  
  4801. actor_area 5020
  4802. actor_area_radius 2
  4803.  
  4804. avoid_actor_area 5010 /* Edge Avoidance */
  4805. avoid_actor_area 5020 /* Map Edge */
  4806.  
  4807. if DEBUG_MODE
  4808. second_object FLAG_E
  4809. endif
  4810. }
  4811. endif
  4812.  
  4813. if SAFE_LUREABLE
  4814. create_object PH_GENERIC_OFF /* Lureable Blocker */
  4815. {
  4816. min_distance_to_players 0
  4817. max_distance_to_players 0
  4818. place_on_specific_land_id 420
  4819.  
  4820. actor_area 5030
  4821.  
  4822. if TINY_MAP
  4823. actor_area_radius 41
  4824. elseif SMALL_MAP
  4825. actor_area_radius 49
  4826. elseif MEDIUM_MAP
  4827. actor_area_radius 59
  4828. elseif LARGE_MAP
  4829. actor_area_radius 73
  4830. elseif HUGE_MAP
  4831. actor_area_radius 82
  4832. elseif GIGANTIC_MAP
  4833. actor_area_radius 91
  4834. elseif LUDIKRIS_MAP
  4835. if CLOSE_PROXIMITY
  4836. actor_area_radius 192
  4837. else
  4838. actor_area_radius 0
  4839. endif
  4840. endif
  4841. }
  4842. endif
  4843.  
  4844. create_object PH_GENERIC_OFF /* Edge Avoidance - AAMF */
  4845. {
  4846. min_distance_to_players 0
  4847. max_distance_to_players 0
  4848. place_on_specific_land_id 420
  4849.  
  4850. actor_area 8000
  4851.  
  4852. if TINY_MAP
  4853. actor_area_radius 57
  4854. elseif SMALL_MAP
  4855. actor_area_radius 69
  4856. elseif MEDIUM_MAP
  4857. actor_area_radius 81
  4858. elseif LARGE_MAP
  4859. actor_area_radius 97
  4860. elseif HUGE_MAP
  4861. actor_area_radius 107
  4862. elseif GIGANTIC_MAP
  4863. actor_area_radius 117
  4864. elseif LUDIKRIS_MAP
  4865. actor_area_radius 237
  4866. endif
  4867. }
  4868.  
  4869. if COLLAPSE
  4870. create_object PH_GENERIC_OFF
  4871. {
  4872. set_place_for_every_player
  4873. set_gaia_object_only
  4874. min_distance_to_players 0
  4875. max_distance_to_players 0
  4876.  
  4877. actor_area 6000
  4878. actor_area_radius 0
  4879. }
  4880.  
  4881. create_object PH_GENERIC_OFF
  4882. {
  4883. set_place_for_every_player
  4884. set_gaia_object_only
  4885. min_distance_to_players 0
  4886. max_distance_to_players 0
  4887.  
  4888. actor_area 6001
  4889. actor_area_radius 1
  4890. }
  4891.  
  4892. create_object PH_GENERIC_OFF
  4893. {
  4894. set_place_for_every_player
  4895. set_gaia_object_only
  4896. min_distance_to_players 0
  4897. max_distance_to_players 0
  4898.  
  4899. actor_area 6002
  4900. actor_area_radius 2
  4901. }
  4902.  
  4903. create_object PH_GENERIC_OFF
  4904. {
  4905. set_place_for_every_player
  4906. set_gaia_object_only
  4907. min_distance_to_players 0
  4908. max_distance_to_players 0
  4909.  
  4910. actor_area 6003
  4911. actor_area_radius 3
  4912. }
  4913.  
  4914. create_object PH_GENERIC_OFF
  4915. {
  4916. set_place_for_every_player
  4917. set_gaia_object_only
  4918. min_distance_to_players 0
  4919. max_distance_to_players 0
  4920.  
  4921. actor_area 6004
  4922. actor_area_radius 4
  4923. }
  4924.  
  4925. create_object PH_GENERIC_OFF
  4926. {
  4927. set_place_for_every_player
  4928. set_gaia_object_only
  4929. min_distance_to_players 0
  4930. max_distance_to_players 0
  4931.  
  4932. actor_area 6005
  4933. actor_area_radius 5
  4934. }
  4935.  
  4936. create_object PH_GENERIC_OFF
  4937. {
  4938. set_place_for_every_player
  4939. set_gaia_object_only
  4940. min_distance_to_players 0
  4941. max_distance_to_players 0
  4942.  
  4943. actor_area 6006
  4944. actor_area_radius 6
  4945. }
  4946.  
  4947. create_object PH_GENERIC_OFF
  4948. {
  4949. set_place_for_every_player
  4950. set_gaia_object_only
  4951. min_distance_to_players 0
  4952. max_distance_to_players 0
  4953.  
  4954. actor_area 6007
  4955. actor_area_radius 7
  4956. }
  4957.  
  4958. create_object PH_GENERIC_OFF
  4959. {
  4960. set_place_for_every_player
  4961. set_gaia_object_only
  4962. min_distance_to_players 0
  4963. max_distance_to_players 0
  4964.  
  4965. actor_area 6008
  4966. actor_area_radius 8
  4967. }
  4968.  
  4969. create_object PH_GENERIC_OFF
  4970. {
  4971. set_place_for_every_player
  4972. set_gaia_object_only
  4973. min_distance_to_players 0
  4974. max_distance_to_players 0
  4975.  
  4976. actor_area 6009
  4977. actor_area_radius 9
  4978. }
  4979.  
  4980. create_object PH_GENERIC_OFF
  4981. {
  4982. set_place_for_every_player
  4983. set_gaia_object_only
  4984. min_distance_to_players 0
  4985. max_distance_to_players 0
  4986.  
  4987. actor_area 6010
  4988. actor_area_radius 10
  4989. }
  4990.  
  4991. create_object PH_GENERIC_OFF
  4992. {
  4993. set_place_for_every_player
  4994. set_gaia_object_only
  4995. min_distance_to_players 0
  4996. max_distance_to_players 0
  4997.  
  4998. actor_area 6011
  4999. actor_area_radius 11
  5000. }
  5001.  
  5002. create_object PH_GENERIC_OFF
  5003. {
  5004. set_place_for_every_player
  5005. set_gaia_object_only
  5006. min_distance_to_players 0
  5007. max_distance_to_players 0
  5008.  
  5009. actor_area 6012
  5010. actor_area_radius 12
  5011. }
  5012.  
  5013. create_object PH_GENERIC_OFF
  5014. {
  5015. set_place_for_every_player
  5016. set_gaia_object_only
  5017. min_distance_to_players 0
  5018. max_distance_to_players 0
  5019.  
  5020. actor_area 6013
  5021. actor_area_radius 13
  5022. }
  5023.  
  5024. create_object PH_GENERIC_OFF
  5025. {
  5026. set_place_for_every_player
  5027. set_gaia_object_only
  5028. min_distance_to_players 0
  5029. max_distance_to_players 0
  5030.  
  5031. actor_area 6014
  5032. actor_area_radius 14
  5033. }
  5034.  
  5035. create_object PH_GENERIC_OFF
  5036. {
  5037. set_place_for_every_player
  5038. set_gaia_object_only
  5039. min_distance_to_players 0
  5040. max_distance_to_players 0
  5041.  
  5042. actor_area 6015
  5043. actor_area_radius 15
  5044. }
  5045.  
  5046. create_object PH_GENERIC_OFF
  5047. {
  5048. set_place_for_every_player
  5049. set_gaia_object_only
  5050. min_distance_to_players 0
  5051. max_distance_to_players 0
  5052.  
  5053. actor_area 6016
  5054. actor_area_radius 16
  5055. }
  5056.  
  5057. create_object PH_GENERIC_OFF
  5058. {
  5059. set_place_for_every_player
  5060. set_gaia_object_only
  5061. min_distance_to_players 0
  5062. max_distance_to_players 0
  5063.  
  5064. actor_area 6017
  5065. actor_area_radius 17
  5066. }
  5067.  
  5068. create_object PH_GENERIC_OFF
  5069. {
  5070. set_place_for_every_player
  5071. set_gaia_object_only
  5072. min_distance_to_players 0
  5073. max_distance_to_players 0
  5074.  
  5075. actor_area 6018
  5076. actor_area_radius 18
  5077. }
  5078.  
  5079. create_object PH_GENERIC_OFF
  5080. {
  5081. set_place_for_every_player
  5082. set_gaia_object_only
  5083. min_distance_to_players 0
  5084. max_distance_to_players 0
  5085.  
  5086. actor_area 6019
  5087. actor_area_radius 19
  5088. }
  5089.  
  5090. create_object PH_GENERIC_OFF
  5091. {
  5092. set_place_for_every_player
  5093. set_gaia_object_only
  5094. min_distance_to_players 0
  5095. max_distance_to_players 0
  5096.  
  5097. actor_area 6020
  5098. actor_area_radius 20
  5099. }
  5100.  
  5101. create_object PH_GENERIC_OFF
  5102. {
  5103. set_place_for_every_player
  5104. set_gaia_object_only
  5105. min_distance_to_players 0
  5106. max_distance_to_players 0
  5107.  
  5108. actor_area 6021
  5109. actor_area_radius 21
  5110. }
  5111.  
  5112. create_object PH_GENERIC_OFF
  5113. {
  5114. set_place_for_every_player
  5115. set_gaia_object_only
  5116. min_distance_to_players 0
  5117. max_distance_to_players 0
  5118.  
  5119. actor_area 6022
  5120. actor_area_radius 22
  5121. }
  5122.  
  5123. create_object PH_GENERIC_OFF
  5124. {
  5125. set_place_for_every_player
  5126. set_gaia_object_only
  5127. min_distance_to_players 0
  5128. max_distance_to_players 0
  5129.  
  5130. actor_area 6023
  5131. actor_area_radius 23
  5132. }
  5133.  
  5134. create_object PH_GENERIC_OFF
  5135. {
  5136. set_place_for_every_player
  5137. set_gaia_object_only
  5138. min_distance_to_players 0
  5139. max_distance_to_players 0
  5140.  
  5141. actor_area 6024
  5142. actor_area_radius 24
  5143. }
  5144.  
  5145. create_object PH_GENERIC_OFF
  5146. {
  5147. set_place_for_every_player
  5148. set_gaia_object_only
  5149. min_distance_to_players 0
  5150. max_distance_to_players 0
  5151.  
  5152. actor_area 6025
  5153. actor_area_radius 25
  5154. }
  5155.  
  5156. create_object PH_GENERIC_OFF
  5157. {
  5158. set_place_for_every_player
  5159. set_gaia_object_only
  5160. min_distance_to_players 0
  5161. max_distance_to_players 0
  5162.  
  5163. actor_area 6026
  5164. actor_area_radius 26
  5165. }
  5166.  
  5167. create_object PH_GENERIC_OFF
  5168. {
  5169. set_place_for_every_player
  5170. set_gaia_object_only
  5171. min_distance_to_players 0
  5172. max_distance_to_players 0
  5173.  
  5174. actor_area 6027
  5175. actor_area_radius 27
  5176. }
  5177.  
  5178. create_object PH_GENERIC_OFF
  5179. {
  5180. set_place_for_every_player
  5181. set_gaia_object_only
  5182. min_distance_to_players 0
  5183. max_distance_to_players 0
  5184.  
  5185. actor_area 6028
  5186. actor_area_radius 28
  5187. }
  5188.  
  5189. create_object PH_GENERIC_OFF
  5190. {
  5191. set_place_for_every_player
  5192. set_gaia_object_only
  5193. min_distance_to_players 0
  5194. max_distance_to_players 0
  5195.  
  5196. actor_area 6029
  5197. actor_area_radius 29
  5198. }
  5199.  
  5200. create_object PH_GENERIC_OFF
  5201. {
  5202. set_place_for_every_player
  5203. set_gaia_object_only
  5204. min_distance_to_players 0
  5205. max_distance_to_players 0
  5206.  
  5207. actor_area 6030
  5208. actor_area_radius 30
  5209. }
  5210.  
  5211. create_object PH_GENERIC_OFF
  5212. {
  5213. set_place_for_every_player
  5214. set_gaia_object_only
  5215. min_distance_to_players 0
  5216. max_distance_to_players 0
  5217.  
  5218. actor_area 6031
  5219. actor_area_radius 31
  5220. }
  5221.  
  5222. create_object PH_GENERIC_OFF
  5223. {
  5224. set_place_for_every_player
  5225. set_gaia_object_only
  5226. min_distance_to_players 0
  5227. max_distance_to_players 0
  5228.  
  5229. actor_area 6032
  5230. actor_area_radius 32
  5231. }
  5232.  
  5233. create_object PH_GENERIC_OFF
  5234. {
  5235. set_place_for_every_player
  5236. set_gaia_object_only
  5237. min_distance_to_players 0
  5238. max_distance_to_players 0
  5239.  
  5240. actor_area 6033
  5241. actor_area_radius 33
  5242. }
  5243.  
  5244. create_object PH_GENERIC_OFF
  5245. {
  5246. set_place_for_every_player
  5247. set_gaia_object_only
  5248. min_distance_to_players 0
  5249. max_distance_to_players 0
  5250.  
  5251. actor_area 6034
  5252. actor_area_radius 34
  5253. }
  5254.  
  5255. create_object PH_GENERIC_OFF
  5256. {
  5257. set_place_for_every_player
  5258. set_gaia_object_only
  5259. min_distance_to_players 0
  5260. max_distance_to_players 0
  5261.  
  5262. actor_area 6035
  5263. actor_area_radius 35
  5264. }
  5265.  
  5266. create_object PH_GENERIC_OFF
  5267. {
  5268. set_place_for_every_player
  5269. set_gaia_object_only
  5270. min_distance_to_players 0
  5271. max_distance_to_players 0
  5272.  
  5273. actor_area 6036
  5274. actor_area_radius 36
  5275. }
  5276.  
  5277. create_object PH_GENERIC_OFF
  5278. {
  5279. set_place_for_every_player
  5280. set_gaia_object_only
  5281. min_distance_to_players 0
  5282. max_distance_to_players 0
  5283.  
  5284. actor_area 6037
  5285. actor_area_radius 37
  5286. }
  5287.  
  5288. create_object PH_GENERIC_OFF
  5289. {
  5290. set_place_for_every_player
  5291. set_gaia_object_only
  5292. min_distance_to_players 0
  5293. max_distance_to_players 0
  5294.  
  5295. actor_area 6038
  5296. actor_area_radius 38
  5297. }
  5298.  
  5299. create_object PH_GENERIC_OFF
  5300. {
  5301. set_place_for_every_player
  5302. set_gaia_object_only
  5303. min_distance_to_players 0
  5304. max_distance_to_players 0
  5305.  
  5306. actor_area 6039
  5307. actor_area_radius 39
  5308. }
  5309.  
  5310. create_object PH_GENERIC_OFF
  5311. {
  5312. set_place_for_every_player
  5313. set_gaia_object_only
  5314. min_distance_to_players 0
  5315. max_distance_to_players 0
  5316.  
  5317. actor_area 6040
  5318. actor_area_radius 40
  5319. }
  5320.  
  5321. create_object PH_GENERIC_OFF
  5322. {
  5323. set_place_for_every_player
  5324. set_gaia_object_only
  5325. min_distance_to_players 0
  5326. max_distance_to_players 0
  5327.  
  5328. actor_area 6041
  5329. actor_area_radius 41
  5330. }
  5331.  
  5332. create_object PH_GENERIC_OFF
  5333. {
  5334. set_place_for_every_player
  5335. set_gaia_object_only
  5336. min_distance_to_players 0
  5337. max_distance_to_players 0
  5338.  
  5339. actor_area 6042
  5340. actor_area_radius 42
  5341. }
  5342.  
  5343. create_object PH_GENERIC_OFF
  5344. {
  5345. set_place_for_every_player
  5346. set_gaia_object_only
  5347. min_distance_to_players 0
  5348. max_distance_to_players 0
  5349.  
  5350. actor_area 6043
  5351. actor_area_radius 43
  5352. }
  5353.  
  5354. create_object PH_GENERIC_OFF
  5355. {
  5356. set_place_for_every_player
  5357. set_gaia_object_only
  5358. min_distance_to_players 0
  5359. max_distance_to_players 0
  5360.  
  5361. actor_area 6044
  5362. actor_area_radius 44
  5363. }
  5364.  
  5365. create_object PH_GENERIC_OFF
  5366. {
  5367. set_place_for_every_player
  5368. set_gaia_object_only
  5369. min_distance_to_players 0
  5370. max_distance_to_players 0
  5371.  
  5372. actor_area 6045
  5373. actor_area_radius 45
  5374. }
  5375.  
  5376. create_object PH_GENERIC_OFF
  5377. {
  5378. set_place_for_every_player
  5379. set_gaia_object_only
  5380. min_distance_to_players 0
  5381. max_distance_to_players 0
  5382.  
  5383. actor_area 6046
  5384. actor_area_radius 46
  5385. }
  5386.  
  5387. create_object PH_GENERIC_OFF
  5388. {
  5389. set_place_for_every_player
  5390. set_gaia_object_only
  5391. min_distance_to_players 0
  5392. max_distance_to_players 0
  5393.  
  5394. actor_area 6047
  5395. actor_area_radius 47
  5396. }
  5397.  
  5398. create_object PH_GENERIC_OFF
  5399. {
  5400. set_place_for_every_player
  5401. set_gaia_object_only
  5402. min_distance_to_players 0
  5403. max_distance_to_players 0
  5404.  
  5405. actor_area 6048
  5406. actor_area_radius 48
  5407. }
  5408.  
  5409. create_object PH_GENERIC_OFF
  5410. {
  5411. set_place_for_every_player
  5412. set_gaia_object_only
  5413. min_distance_to_players 0
  5414. max_distance_to_players 0
  5415.  
  5416. actor_area 6049
  5417. actor_area_radius 49
  5418. }
  5419.  
  5420. create_object PH_GENERIC_OFF
  5421. {
  5422. set_place_for_every_player
  5423. set_gaia_object_only
  5424. min_distance_to_players 0
  5425. max_distance_to_players 0
  5426.  
  5427. actor_area 6050
  5428. actor_area_radius 50
  5429. }
  5430.  
  5431. create_object PH_GENERIC_OFF
  5432. {
  5433. set_place_for_every_player
  5434. set_gaia_object_only
  5435. min_distance_to_players 0
  5436. max_distance_to_players 0
  5437.  
  5438. actor_area 6051
  5439. actor_area_radius 51
  5440. }
  5441.  
  5442. create_object PH_GENERIC_OFF
  5443. {
  5444. set_place_for_every_player
  5445. set_gaia_object_only
  5446. min_distance_to_players 0
  5447. max_distance_to_players 0
  5448.  
  5449. actor_area 6052
  5450. actor_area_radius 52
  5451. }
  5452.  
  5453. create_object PH_GENERIC_OFF
  5454. {
  5455. set_place_for_every_player
  5456. set_gaia_object_only
  5457. min_distance_to_players 0
  5458. max_distance_to_players 0
  5459.  
  5460. actor_area 6053
  5461. actor_area_radius 53
  5462. }
  5463.  
  5464. create_object PH_GENERIC_OFF
  5465. {
  5466. set_place_for_every_player
  5467. set_gaia_object_only
  5468. min_distance_to_players 0
  5469. max_distance_to_players 0
  5470.  
  5471. actor_area 6054
  5472. actor_area_radius 54
  5473. }
  5474.  
  5475. create_object PH_GENERIC_OFF
  5476. {
  5477. set_place_for_every_player
  5478. set_gaia_object_only
  5479. min_distance_to_players 0
  5480. max_distance_to_players 0
  5481.  
  5482. actor_area 6055
  5483. actor_area_radius 55
  5484. }
  5485.  
  5486. create_object PH_GENERIC_OFF
  5487. {
  5488. set_place_for_every_player
  5489. set_gaia_object_only
  5490. min_distance_to_players 0
  5491. max_distance_to_players 0
  5492.  
  5493. actor_area 6056
  5494. actor_area_radius 56
  5495. }
  5496.  
  5497. create_object PH_GENERIC_OFF
  5498. {
  5499. set_place_for_every_player
  5500. set_gaia_object_only
  5501. min_distance_to_players 0
  5502. max_distance_to_players 0
  5503.  
  5504. actor_area 6057
  5505. actor_area_radius 57
  5506. }
  5507.  
  5508. create_object PH_GENERIC_OFF
  5509. {
  5510. set_place_for_every_player
  5511. set_gaia_object_only
  5512. min_distance_to_players 0
  5513. max_distance_to_players 0
  5514.  
  5515. actor_area 6058
  5516. actor_area_radius 58
  5517. }
  5518.  
  5519. create_object PH_GENERIC_OFF
  5520. {
  5521. set_place_for_every_player
  5522. set_gaia_object_only
  5523. min_distance_to_players 0
  5524. max_distance_to_players 0
  5525.  
  5526. actor_area 6059
  5527. actor_area_radius 59
  5528. }
  5529.  
  5530. create_object PH_GENERIC_OFF
  5531. {
  5532. set_place_for_every_player
  5533. set_gaia_object_only
  5534. min_distance_to_players 0
  5535. max_distance_to_players 0
  5536.  
  5537. actor_area 6060
  5538. actor_area_radius 60
  5539. }
  5540.  
  5541. create_object PH_GENERIC_OFF
  5542. {
  5543. set_place_for_every_player
  5544. set_gaia_object_only
  5545. min_distance_to_players 0
  5546. max_distance_to_players 0
  5547.  
  5548. actor_area 6061
  5549. actor_area_radius 61
  5550. }
  5551.  
  5552. create_object PH_GENERIC_OFF
  5553. {
  5554. set_place_for_every_player
  5555. set_gaia_object_only
  5556. min_distance_to_players 0
  5557. max_distance_to_players 0
  5558.  
  5559. actor_area 6062
  5560. actor_area_radius 62
  5561. }
  5562.  
  5563. create_object PH_GENERIC_OFF
  5564. {
  5565. set_place_for_every_player
  5566. set_gaia_object_only
  5567. min_distance_to_players 0
  5568. max_distance_to_players 0
  5569.  
  5570. actor_area 6063
  5571. actor_area_radius 63
  5572. }
  5573.  
  5574. create_object PH_GENERIC_OFF
  5575. {
  5576. set_place_for_every_player
  5577. set_gaia_object_only
  5578. min_distance_to_players 0
  5579. max_distance_to_players 0
  5580.  
  5581. actor_area 6064
  5582. actor_area_radius 64
  5583. }
  5584. endif
  5585.  
  5586. if EW_DARK
  5587. create_object EW_REVEALER
  5588. {
  5589. set_place_for_every_player
  5590. min_distance_to_players 0
  5591. max_distance_to_players 0
  5592. }
  5593. endif
  5594. endif
  5595.  
  5596. create_object ROCK_B
  5597. {
  5598. place_on_specific_land_id 420
  5599. number_of_objects 2
  5600. min_distance_to_players 2
  5601. find_closest
  5602. temp_min_distance_group_placement 3
  5603. }
  5604.  
  5605. create_object PH_GENERIC_ON
  5606. {
  5607. second_object GRAVE
  5608. number_of_objects 1024
  5609. temp_min_distance_group_placement 2
  5610. layer_to_place_on BASE_TERRAIN
  5611.  
  5612. max_distance_to_other_zones 2
  5613. avoid_forest_zone 2
  5614. avoid_cliff_zone 2
  5615.  
  5616. actor_area 500
  5617. actor_area_radius 4
  5618. }
  5619.  
  5620. if CENTRALISE_OBJECT
  5621. create_object PH_GENERIC_ON
  5622. else
  5623. create_object PH_GENERIC_OFF
  5624. endif
  5625. {
  5626. second_object TOWN_CENTER
  5627. set_place_for_every_player
  5628.  
  5629. if NOMAD_START
  5630. number_of_objects 0
  5631. else
  5632. number_of_objects 1
  5633. endif
  5634.  
  5635. min_distance_to_players 0
  5636. max_distance_to_players 0
  5637.  
  5638. actor_area 1
  5639. actor_area_radius 1
  5640. }
  5641.  
  5642. if EMPIRE_WARS
  5643. elseif REGICIDE
  5644. elseif NOMAD_START
  5645. else
  5646. create_object PH_GENERIC_OFF /* Couples Therapy */
  5647. {
  5648. set_place_for_every_player
  5649. set_gaia_object_only
  5650. number_of_objects 3
  5651. find_closest
  5652.  
  5653. actor_area 5200
  5654. actor_area_radius 4
  5655.  
  5656. avoid_actor_area 6005 /* Minimum Player Distance */
  5657.  
  5658. if DEBUG_MODE
  5659. second_object FLAG_D
  5660. endif
  5661. }
  5662.  
  5663. create_object PH_GENERIC_OFF /* Orderly Line */
  5664. {
  5665. set_place_for_every_player
  5666. set_gaia_object_only
  5667. find_closest
  5668.  
  5669. actor_area 5210
  5670. actor_area_radius 0
  5671.  
  5672. avoid_actor_area 5200 /* Couples Therapy */
  5673. avoid_actor_area 6005 /* Minimum Player Distance */
  5674.  
  5675. if DEBUG_MODE
  5676. second_object FLAG_E
  5677. endif
  5678. }
  5679.  
  5680. if CENTRALISE_OBJECT
  5681. create_object PH_GENERIC_ON
  5682. else
  5683. create_object PH_GENERIC_OFF
  5684. endif
  5685. {
  5686. second_object VILLAGER
  5687. set_place_for_every_player
  5688. number_of_objects 2
  5689. find_closest
  5690.  
  5691. min_distance_group_placement 1
  5692. max_distance_to_other_zones 1
  5693. avoid_forest_zone 1
  5694. avoid_cliff_zone 1
  5695.  
  5696. actor_area 2
  5697. actor_area_radius 1
  5698.  
  5699. avoid_actor_area 5200 /* Couples Therapy */
  5700. avoid_actor_area 5210 /* Orderly Line */
  5701.  
  5702. if NOMAD_START
  5703. if CAPTURE_THE_RELIC
  5704. avoid_actor_area 6002 /* Minimum Player Distance */
  5705. endif
  5706. else
  5707. avoid_actor_area 6005 /* Minimum Player Distance */
  5708. endif
  5709. }
  5710. endif
  5711.  
  5712. if CENTRALISE_OBJECT
  5713. create_object PH_GENERIC_ON
  5714. else
  5715. create_object PH_GENERIC_OFF
  5716. endif
  5717. {
  5718. second_object VILLAGER
  5719. set_place_for_every_player
  5720.  
  5721. if EMPIRE_WARS
  5722. number_of_objects 0
  5723. elseif REGICIDE
  5724. number_of_objects 10
  5725. else
  5726. if NOMAD_START
  5727. number_of_objects 3
  5728. else
  5729. number_of_objects 1
  5730. endif
  5731. endif
  5732.  
  5733. if NOMAD_START
  5734. if SCATTERED_VILLAGERS
  5735. temp_min_distance_group_placement 32
  5736. else
  5737. find_closest
  5738. endif
  5739. else
  5740. find_closest
  5741. endif
  5742.  
  5743. min_distance_group_placement 1
  5744. max_distance_to_other_zones 1
  5745. avoid_forest_zone 1
  5746. avoid_cliff_zone 1
  5747.  
  5748. actor_area 2
  5749. actor_area_radius 1
  5750.  
  5751. avoid_actor_area 2 /* Villager */
  5752. avoid_actor_area 5020 /* Map Edge */
  5753.  
  5754. if NOMAD_START
  5755. if REGICIDE
  5756. avoid_actor_area 6003 /* Minimum Player Distance */
  5757. elseif CAPTURE_THE_RELIC
  5758. avoid_actor_area 6002 /* Minimum Player Distance */
  5759. endif
  5760. else
  5761. avoid_actor_area 6005 /* Minimum Player Distance */
  5762. endif
  5763. }
  5764.  
  5765. if CENTRALISE_OBJECT
  5766. create_object PH_GENERIC_ON
  5767. else
  5768. create_object PH_GENERIC_OFF
  5769. endif
  5770. {
  5771. set_place_for_every_player
  5772. find_closest
  5773.  
  5774. min_distance_group_placement 1
  5775. max_distance_to_other_zones 2
  5776. avoid_forest_zone 1
  5777. avoid_cliff_zone 1
  5778.  
  5779. actor_area 3
  5780. actor_area_radius 1
  5781.  
  5782. avoid_actor_area 2 /* Villagers */
  5783. avoid_actor_area 5020 /* Map Edge */
  5784.  
  5785. if NOMAD_START
  5786. if REGICIDE
  5787. avoid_actor_area 6003 /* Minimum Player Distance */
  5788. elseif CAPTURE_THE_RELIC
  5789. avoid_actor_area 6002 /* Minimum Player Distance */
  5790. endif
  5791. else
  5792. avoid_actor_area 6005 /* Minimum Player Distance */
  5793. endif
  5794.  
  5795. if REGICIDE
  5796. if REGICIDE_QUEEN
  5797. second_object QUEEN
  5798. else
  5799. second_object SCOUT
  5800. endif
  5801. else
  5802. if NOMAD_START
  5803. if NOMAD_UNIT
  5804. second_object NOMAD_SCOUT
  5805. endif
  5806. else
  5807. second_object SCOUT
  5808. endif
  5809. endif
  5810. }
  5811.  
  5812. if ENABLE_WALLS
  5813. create_object WALL
  5814. {
  5815. set_place_for_every_player
  5816. min_distance_to_players 16
  5817. max_distance_to_players 16
  5818.  
  5819. actor_area 4
  5820. actor_area_radius 2
  5821. }
  5822.  
  5823. if CORNER_PIECES
  5824. create_object CORNER_PIECE
  5825. {
  5826. second_object WALL
  5827. set_place_for_every_player
  5828. number_of_objects 64
  5829. min_distance_to_players 16
  5830. max_distance_to_players 16
  5831.  
  5832. actor_area 4
  5833. actor_area_radius 2
  5834. }
  5835. endif
  5836. endif
  5837.  
  5838. if REGICIDE
  5839. if CENTRALISE_OBJECT
  5840. create_object PH_GENERIC_ON
  5841. else
  5842. create_object PH_GENERIC_OFF
  5843. endif
  5844. {
  5845. set_place_for_every_player
  5846.  
  5847. if REGICIDE_BUILDING
  5848. else
  5849. number_of_objects 0
  5850. endif
  5851.  
  5852. find_closest
  5853.  
  5854. min_distance_group_placement 1
  5855. max_distance_to_other_zones 4
  5856. avoid_forest_zone 2
  5857. avoid_cliff_zone 2
  5858.  
  5859. actor_area 200
  5860. actor_area_radius 4
  5861.  
  5862. avoid_actor_area 2 /* Villagers */
  5863. avoid_actor_area 3 /* Scout or Queen */
  5864.  
  5865. avoid_actor_area 5020 /* Map Edge */
  5866.  
  5867. if NOMAD_START
  5868. else
  5869. avoid_actor_area 6010 /* Minimum Player Distance */
  5870. endif
  5871.  
  5872. if NOMAD_START
  5873. second_object WATCH_TOWER
  5874. else
  5875. second_object CASTLE
  5876. endif
  5877. }
  5878.  
  5879. if CENTRALISE_OBJECT
  5880. create_object PH_GENERIC_ON
  5881. else
  5882. create_object PH_GENERIC_OFF
  5883. endif
  5884. {
  5885. second_object KING
  5886. set_place_for_every_player
  5887. find_closest
  5888.  
  5889. max_distance_to_other_zones 2
  5890. avoid_forest_zone 1
  5891. avoid_cliff_zone 1
  5892.  
  5893. actor_area 210
  5894. actor_area_radius 1
  5895.  
  5896. avoid_actor_area 2 /* Villagers */
  5897. avoid_actor_area 3 /* Scout or Queen */
  5898.  
  5899. avoid_actor_area 5020 /* Map Edge */
  5900.  
  5901. if NOMAD_START
  5902. if REGICIDE
  5903. avoid_actor_area 6003 /* Minimum Player Distance */
  5904. elseif CAPTURE_THE_RELIC
  5905. avoid_actor_area 6002 /* Minimum Player Distance */
  5906. endif
  5907. else
  5908. avoid_actor_area 6005 /* Minimum Player Distance */
  5909. endif
  5910. }
  5911. endif
  5912.  
  5913. if CAPTURE_THE_RELIC
  5914. if CENTRALISE_OBJECT
  5915. create_object PH_GENERIC_ON
  5916. else
  5917. if FAR_MONASTERY
  5918. create_object MONASTERY
  5919. else
  5920. create_object PH_GENERIC_OFF
  5921. endif
  5922. endif
  5923. {
  5924. set_place_for_every_player
  5925. find_closest
  5926.  
  5927. max_distance_to_other_zones 4
  5928. avoid_forest_zone 2
  5929. avoid_cliff_zone 2
  5930.  
  5931. actor_area 300
  5932. actor_area_radius 4
  5933.  
  5934. avoid_actor_area 2 /* Villagers */
  5935. avoid_actor_area 3 /* Scout or Queen */
  5936. avoid_actor_area 200 /* Castle */
  5937.  
  5938. avoid_actor_area 5020 /* Map Edge */
  5939.  
  5940. if NOMAD_START
  5941. if FAR_MONASTERY
  5942. avoid_actor_area 6010 /* Minimum Player Distance */
  5943. endif
  5944. else
  5945. avoid_actor_area 6010 /* Minimum Player Distance */
  5946. endif
  5947.  
  5948. if CENTRALISE_OBJECT
  5949. second_object MONASTERY
  5950. else
  5951. if FAR_MONASTERY
  5952. else
  5953. second_object MONASTERY
  5954. endif
  5955. endif
  5956. }
  5957. endif
  5958.  
  5959. if DEATH_MATCH
  5960. elseif INFINITE_RESOURCES
  5961. else
  5962. create_object S_STRAGGLER
  5963. {
  5964. set_place_for_every_player
  5965. set_gaia_object_only
  5966.  
  5967. if EW_FEUDAL
  5968. number_of_objects 0
  5969. else
  5970. number_of_objects 4
  5971. endif
  5972.  
  5973. find_closest
  5974. temp_min_distance_group_placement 4
  5975. resource_delta 1
  5976.  
  5977. max_distance_to_other_zones 2
  5978. avoid_forest_zone 2
  5979. avoid_cliff_zone 2
  5980.  
  5981. actor_area 10
  5982. actor_area_radius 4
  5983.  
  5984. avoid_actor_area 2 /* Villagers */
  5985. avoid_actor_area 3 /* Scout or Queen */
  5986. avoid_actor_area 10 /* Spawn Stragglers */
  5987. avoid_actor_area 11 /* DEW Straggler */
  5988. avoid_actor_area 210 /* King */
  5989.  
  5990. avoid_actor_area 6004 /* Minimum Player Distance */
  5991. }
  5992.  
  5993. create_object S_STRAGGLER
  5994. {
  5995. set_place_for_every_player
  5996. set_gaia_object_only
  5997.  
  5998. if EW_FEUDAL
  5999. number_of_objects 0
  6000. endif
  6001.  
  6002. find_closest
  6003. resource_delta 1
  6004.  
  6005. max_distance_to_other_zones 2
  6006. avoid_forest_zone 2
  6007. avoid_cliff_zone 2
  6008.  
  6009. actor_area 11
  6010. actor_area_radius 1
  6011.  
  6012. avoid_actor_area 2 /* Villagers */
  6013. avoid_actor_area 3 /* Scout or Queen */
  6014. avoid_actor_area 10 /* Spawn Stragglers */
  6015. avoid_actor_area 11 /* DEW Straggler */
  6016. avoid_actor_area 210 /* King */
  6017.  
  6018. avoid_actor_area 6004 /* Minimum Player Distance */
  6019. }
  6020. endif
  6021.  
  6022. if INFINITE_RESOURCES
  6023. else
  6024. create_object PH_GENERIC_OFF /* Resource Distributor */
  6025. {
  6026. set_place_for_every_player
  6027. set_gaia_object_only
  6028. number_of_objects rnd(4,6)
  6029. find_closest
  6030. temp_min_distance_group_placement 6
  6031.  
  6032. actor_area 5000
  6033.  
  6034. if CLOSE_PROXIMITY
  6035. actor_area_radius 2
  6036. else
  6037. actor_area_radius 6
  6038. endif
  6039.  
  6040. avoid_actor_area 6010 /* Minimum Player Distance */
  6041.  
  6042. if DEBUG_MODE
  6043. second_object FLAG_A
  6044. endif
  6045. }
  6046.  
  6047. if DEATH_MATCH
  6048. else
  6049. /* Primary Shrubbery */
  6050. create_object SHRUB
  6051. {
  6052. set_place_for_every_player
  6053. set_gaia_object_only
  6054. number_of_objects 6
  6055. set_tight_grouping
  6056. group_placement_radius 1
  6057. find_closest
  6058.  
  6059. max_distance_to_other_zones 4
  6060. avoid_forest_zone 3
  6061. avoid_cliff_zone 3
  6062.  
  6063. actor_area 70
  6064.  
  6065. if EW_FEUDAL
  6066. actor_area_radius 1
  6067. else
  6068. min_distance_group_placement 2
  6069. actor_area_radius 10
  6070. endif
  6071.  
  6072. avoid_actor_area 4 /* Walls */
  6073. avoid_actor_area 70 /* Primary Shrubbery */
  6074. avoid_actor_area 200 /* Castle */
  6075. avoid_actor_area 300 /* Monastery */
  6076. avoid_actor_area 500 /* Graves */
  6077.  
  6078. avoid_actor_area 5000 /* Resource Distributor */
  6079. avoid_actor_area 5020 /* Map Edge */
  6080. avoid_actor_area 6010 /* Minimum Player Distance */
  6081. }
  6082.  
  6083. if EW_FEUDAL
  6084. create_object PH_GENERIC_OFF /* Minimum Shrub Spacer */
  6085. {
  6086. set_place_for_every_player
  6087. set_gaia_object_only
  6088. number_of_objects 32
  6089.  
  6090. actor_area 702
  6091. actor_area_radius 2
  6092. actor_area_to_place_in 70
  6093. }
  6094.  
  6095. create_object PH_GENERIC_OFF /* Default Shrub Spacer */
  6096. {
  6097. set_place_for_every_player
  6098. set_gaia_object_only
  6099. number_of_objects 32
  6100.  
  6101. actor_area 700
  6102. actor_area_radius 10
  6103. actor_area_to_place_in 70
  6104. }
  6105.  
  6106. create_object PH_GENERIC_OFF /* Far Shrub Spacer */
  6107. {
  6108. set_place_for_every_player
  6109. set_gaia_object_only
  6110. number_of_objects 32
  6111.  
  6112. actor_area 701
  6113. actor_area_radius 24
  6114. actor_area_to_place_in 70
  6115. }
  6116. else
  6117. create_object PH_GENERIC_OFF /* RM Far Primary Shrub Spacer */
  6118. {
  6119. set_place_for_every_player
  6120. set_gaia_object_only
  6121. number_of_objects 1024
  6122. temp_min_distance_group_placement 4
  6123.  
  6124. actor_area 701
  6125. actor_area_radius 14
  6126. actor_area_to_place_in 70
  6127. }
  6128. endif
  6129. endif
  6130.  
  6131. /* Primary Gold */
  6132. create_object GOLD
  6133. {
  6134. set_place_for_every_player
  6135. set_gaia_object_only
  6136. number_of_objects 7
  6137. set_tight_grouping
  6138. group_placement_radius 1
  6139. find_closest
  6140.  
  6141. max_distance_to_other_zones 4
  6142. avoid_forest_zone 3
  6143. avoid_cliff_zone 3
  6144.  
  6145. actor_area 80
  6146.  
  6147. if EW_FEUDAL
  6148. actor_area_radius 1
  6149. else
  6150. min_distance_group_placement 2
  6151. actor_area_radius 10
  6152. endif
  6153.  
  6154. avoid_actor_area 4 /* Walls */
  6155. avoid_actor_area 70 /* Primary Shrubbery */
  6156. avoid_actor_area 80 /* Primary Gold */
  6157. avoid_actor_area 200 /* Castle */
  6158. avoid_actor_area 300 /* Monastery */
  6159. avoid_actor_area 500 /* Graves */
  6160. avoid_actor_area 700 /* Default Shrub Spacer */
  6161.  
  6162. avoid_actor_area 5000 /* Resource Distributor */
  6163. avoid_actor_area 5020 /* Map Edge */
  6164. avoid_actor_area 6010 /* Minimum Player Distance */
  6165. }
  6166.  
  6167. if EW_FEUDAL
  6168. create_object PH_GENERIC_OFF /* Minimum Primary Gold Spacer */
  6169. {
  6170. set_place_for_every_player
  6171. set_gaia_object_only
  6172. number_of_objects 32
  6173.  
  6174. actor_area 802
  6175. actor_area_radius 2
  6176. actor_area_to_place_in 80
  6177. }
  6178.  
  6179. create_object PH_GENERIC_OFF /* Default Primary Gold Spacer */
  6180. {
  6181. set_place_for_every_player
  6182. set_gaia_object_only
  6183. number_of_objects 32
  6184.  
  6185. actor_area 800
  6186. actor_area_radius 10
  6187. actor_area_to_place_in 80
  6188. }
  6189.  
  6190. create_object PH_GENERIC_OFF /* Far Primary Gold Spacer */
  6191. {
  6192. set_place_for_every_player
  6193. set_gaia_object_only
  6194. number_of_objects 32
  6195.  
  6196. actor_area 801
  6197. actor_area_radius 24
  6198. actor_area_to_place_in 80
  6199. }
  6200.  
  6201. if EW_FEUDAL
  6202. create_object PH_GENERIC_OFF /* EW Ungulate Container */
  6203. {
  6204. set_place_for_every_player
  6205. set_gaia_object_only
  6206. number_of_objects 32
  6207.  
  6208. actor_area 803
  6209. actor_area_radius 4
  6210. actor_area_to_place_in 80
  6211. }
  6212. endif
  6213. else
  6214. create_object PH_GENERIC_OFF /* RM Far Primary Gold Spacer */
  6215. {
  6216. set_place_for_every_player
  6217. set_gaia_object_only
  6218. number_of_objects 1024
  6219. temp_min_distance_group_placement 4
  6220.  
  6221. actor_area 801
  6222. actor_area_radius 14
  6223. actor_area_to_place_in 80
  6224. }
  6225. endif
  6226.  
  6227. /* ------------ Medium Distance ------------ */
  6228.  
  6229. create_object PH_GENERIC_OFF /* Resource Distributor */
  6230. {
  6231. set_place_for_every_player
  6232. set_gaia_object_only
  6233. number_of_objects rnd(4,6)
  6234. find_closest
  6235. temp_min_distance_group_placement 6
  6236.  
  6237. actor_area 5000
  6238.  
  6239. if CLOSE_PROXIMITY
  6240. actor_area_radius 2
  6241. else
  6242. actor_area_radius 6
  6243. endif
  6244.  
  6245. avoid_actor_area 6014 /* Minimum Player Distance */
  6246.  
  6247. if DEBUG_MODE
  6248. second_object FLAG_A
  6249. endif
  6250. }
  6251.  
  6252. /* Primary Stone */
  6253. create_object STONE
  6254. {
  6255. set_place_for_every_player
  6256. set_gaia_object_only
  6257. number_of_objects 5
  6258. set_tight_grouping
  6259. group_placement_radius 1
  6260. find_closest
  6261.  
  6262. max_distance_to_other_zones 4
  6263. avoid_forest_zone 3
  6264. avoid_cliff_zone 3
  6265.  
  6266. actor_area 90
  6267.  
  6268. if EW_FEUDAL
  6269. actor_area_radius 1
  6270. else
  6271. min_distance_group_placement 2
  6272. actor_area_radius 10
  6273. endif
  6274.  
  6275. avoid_actor_area 4 /* Walls */
  6276. avoid_actor_area 70 /* Primary Shrubbery */
  6277. avoid_actor_area 80 /* Primary Gold */
  6278. avoid_actor_area 90 /* Primary Stone */
  6279. avoid_actor_area 200 /* Castle */
  6280. avoid_actor_area 300 /* Monastery */
  6281. avoid_actor_area 500 /* Graves */
  6282. avoid_actor_area 700 /* Default Shrub Spacer */
  6283. avoid_actor_area 800 /* Default Primary Gold Spacer */
  6284.  
  6285. avoid_actor_area 5000 /* Resource Distributor */
  6286. avoid_actor_area 5020 /* Map Edge */
  6287. avoid_actor_area 6014 /* Minimum Player Distance */
  6288. }
  6289.  
  6290. if EW_FEUDAL
  6291. create_object PH_GENERIC_OFF /* Minimum Primary Stone Spacer */
  6292. {
  6293. set_place_for_every_player
  6294. set_gaia_object_only
  6295. number_of_objects 32
  6296.  
  6297. actor_area 902
  6298. actor_area_radius 2
  6299. actor_area_to_place_in 90
  6300. }
  6301.  
  6302. create_object PH_GENERIC_OFF /* Default Primary Stone Spacer */
  6303. {
  6304. set_place_for_every_player
  6305. set_gaia_object_only
  6306. number_of_objects 32
  6307.  
  6308. actor_area 900
  6309. actor_area_radius 10
  6310. actor_area_to_place_in 90
  6311. }
  6312.  
  6313. create_object PH_GENERIC_OFF /* Far Primary Stone Spacer */
  6314. {
  6315. set_place_for_every_player
  6316. set_gaia_object_only
  6317. number_of_objects 32
  6318.  
  6319. actor_area 901
  6320. actor_area_radius 24
  6321. actor_area_to_place_in 90
  6322. }
  6323. else
  6324. create_object PH_GENERIC_OFF /* RM Far Primary Stone Spacer */
  6325. {
  6326. set_place_for_every_player
  6327. set_gaia_object_only
  6328. number_of_objects 1024
  6329. temp_min_distance_group_placement 4
  6330.  
  6331. actor_area 901
  6332. actor_area_radius 14
  6333. actor_area_to_place_in 90
  6334. }
  6335. endif
  6336.  
  6337. /* ------------ Far Distance ------------ */
  6338.  
  6339. create_object PH_GENERIC_OFF /* Resource Distributor */
  6340. {
  6341. set_place_for_every_player
  6342. set_gaia_object_only
  6343. number_of_objects rnd(4,6)
  6344. find_closest
  6345. temp_min_distance_group_placement 6
  6346.  
  6347. actor_area 5000
  6348.  
  6349. if CLOSE_PROXIMITY
  6350. actor_area_radius 2
  6351. else
  6352. actor_area_radius 4
  6353. endif
  6354.  
  6355. avoid_actor_area 6020 /* Minimum Player Distance */
  6356.  
  6357. if DEBUG_MODE
  6358. second_object FLAG_A
  6359. endif
  6360. }
  6361.  
  6362. /* Secondary Gold */
  6363. create_object GOLD
  6364. {
  6365. set_place_for_every_player
  6366. set_gaia_object_only
  6367. number_of_objects 4
  6368. set_tight_grouping
  6369. group_placement_radius 1
  6370. find_closest
  6371.  
  6372. max_distance_to_other_zones 4
  6373. avoid_forest_zone 3
  6374. avoid_cliff_zone 3
  6375.  
  6376. actor_area 81
  6377.  
  6378. if EW_FEUDAL
  6379. actor_area_radius 1
  6380. else
  6381. min_distance_group_placement 2
  6382. actor_area_radius 10
  6383. endif
  6384.  
  6385. avoid_actor_area 4 /* Walls */
  6386. avoid_actor_area 70 /* Primary Shrubbery */
  6387. avoid_actor_area 80 /* Primary Gold */
  6388. avoid_actor_area 81 /* Secondary Gold */
  6389. avoid_actor_area 90 /* Primary Stone */
  6390. avoid_actor_area 200 /* Castle */
  6391. avoid_actor_area 300 /* Monastery */
  6392. avoid_actor_area 500 /* Graves */
  6393. avoid_actor_area 700 /* Default Shrub Spacer */
  6394. avoid_actor_area 801 /* Far Primary Gold Spacer */
  6395. avoid_actor_area 900 /* Default Primary Stone Spacer */
  6396.  
  6397. avoid_actor_area 5000 /* Resource Distributor */
  6398. avoid_actor_area 5020 /* Map Edge */
  6399. avoid_actor_area 6020 /* Minimum Player Distance */
  6400. }
  6401.  
  6402. if EW_FEUDAL
  6403. create_object PH_GENERIC_OFF /* Minimum Secondary Gold Spacer */
  6404. {
  6405. set_place_for_every_player
  6406. set_gaia_object_only
  6407. number_of_objects 32
  6408.  
  6409. actor_area 812
  6410. actor_area_radius 2
  6411. actor_area_to_place_in 81
  6412. }
  6413.  
  6414. create_object PH_GENERIC_OFF /* Default Secondary Gold Spacer */
  6415. {
  6416. set_place_for_every_player
  6417. set_gaia_object_only
  6418. number_of_objects 32
  6419.  
  6420. actor_area 810
  6421. actor_area_radius 10
  6422. actor_area_to_place_in 81
  6423. }
  6424.  
  6425. create_object PH_GENERIC_OFF /* Far Secondary Gold Spacer */
  6426. {
  6427. set_place_for_every_player
  6428. set_gaia_object_only
  6429. number_of_objects 32
  6430.  
  6431. actor_area 811
  6432. actor_area_radius 24
  6433. actor_area_to_place_in 81
  6434. }
  6435. else
  6436. create_object PH_GENERIC_OFF /* RM Far Secondary Gold Spacer */
  6437. {
  6438. set_place_for_every_player
  6439. set_gaia_object_only
  6440. number_of_objects 1024
  6441. temp_min_distance_group_placement 4
  6442.  
  6443. actor_area 811
  6444. actor_area_radius 14
  6445. actor_area_to_place_in 81
  6446. }
  6447. endif
  6448.  
  6449. /* ------------ Furthest Distance ------------ */
  6450.  
  6451. create_object PH_GENERIC_OFF /* Resource Distributor */
  6452. {
  6453. set_place_for_every_player
  6454. set_gaia_object_only
  6455. number_of_objects rnd(4,6)
  6456. find_closest
  6457. temp_min_distance_group_placement 6
  6458.  
  6459. actor_area 5000
  6460.  
  6461. if CLOSE_PROXIMITY
  6462. actor_area_radius 4
  6463. else
  6464. actor_area_radius 6
  6465. endif
  6466.  
  6467. avoid_actor_area 6026 /* Minimum Player Distance */
  6468.  
  6469. if DEBUG_MODE
  6470. second_object FLAG_A
  6471. endif
  6472. }
  6473.  
  6474. /* Secondary Stone */
  6475. create_object STONE
  6476. {
  6477. set_place_for_every_player
  6478. set_gaia_object_only
  6479. number_of_objects 4
  6480. set_tight_grouping
  6481. group_placement_radius 1
  6482. find_closest
  6483.  
  6484. max_distance_to_other_zones 4
  6485. avoid_forest_zone 3
  6486. avoid_cliff_zone 3
  6487.  
  6488. actor_area 91
  6489.  
  6490. if EW_FEUDAL
  6491. actor_area_radius 1
  6492. else
  6493. min_distance_group_placement 2
  6494. actor_area_radius 10
  6495. endif
  6496.  
  6497. avoid_actor_area 4 /* Walls */
  6498. avoid_actor_area 70 /* Primary Shrubbery */
  6499. avoid_actor_area 80 /* Primary Gold */
  6500. avoid_actor_area 81 /* Secondary Gold */
  6501. avoid_actor_area 90 /* Primary Stone */
  6502. avoid_actor_area 91 /* Secondary Stone */
  6503. avoid_actor_area 200 /* Castle */
  6504. avoid_actor_area 300 /* Monastery */
  6505. avoid_actor_area 500 /* Graves */
  6506. avoid_actor_area 700 /* Default Shrub Spacer */
  6507. avoid_actor_area 800 /* Default Primary Gold Divider */
  6508. avoid_actor_area 810 /* Default Secondary Gold Divider */
  6509. avoid_actor_area 901 /* Far Stone Divider */
  6510.  
  6511. avoid_actor_area 5000 /* Resource Distributor */
  6512. avoid_actor_area 5020 /* Map Edge */
  6513. avoid_actor_area 6026 /* Minimum Player Distance */
  6514. }
  6515.  
  6516. if EW_FEUDAL
  6517. create_object PH_GENERIC_OFF /* Minimum Secondary Stone Spacer */
  6518. {
  6519. set_place_for_every_player
  6520. set_gaia_object_only
  6521. number_of_objects 32
  6522.  
  6523. actor_area 912
  6524. actor_area_radius 2
  6525. actor_area_to_place_in 91
  6526. }
  6527.  
  6528. create_object PH_GENERIC_OFF /* Default Secondary Stone Spacer */
  6529. {
  6530. set_place_for_every_player
  6531. set_gaia_object_only
  6532. number_of_objects 32
  6533.  
  6534. actor_area 910
  6535. actor_area_radius 10
  6536. actor_area_to_place_in 91
  6537. }
  6538.  
  6539. create_object PH_GENERIC_OFF /* Far Secondary Stone Spacer */
  6540. {
  6541. set_place_for_every_player
  6542. set_gaia_object_only
  6543. number_of_objects 32
  6544.  
  6545. actor_area 911
  6546. actor_area_radius 24
  6547. actor_area_to_place_in 91
  6548. }
  6549. else
  6550. create_object PH_GENERIC_OFF /* RM Far Secondary Stone Spacer */
  6551. {
  6552. set_place_for_every_player
  6553. set_gaia_object_only
  6554. number_of_objects 1024
  6555. temp_min_distance_group_placement 4
  6556.  
  6557. actor_area 911
  6558. actor_area_radius 14
  6559. actor_area_to_place_in 91
  6560. }
  6561. endif
  6562.  
  6563. /* Tertiary Gold */
  6564. create_object GOLD
  6565. {
  6566. set_place_for_every_player
  6567. set_gaia_object_only
  6568. number_of_objects 4
  6569. set_tight_grouping
  6570. group_placement_radius 1
  6571. find_closest
  6572.  
  6573. max_distance_to_other_zones 4
  6574. avoid_forest_zone 3
  6575. avoid_cliff_zone 3
  6576.  
  6577. actor_area 82
  6578.  
  6579. if EW_FEUDAL
  6580. actor_area_radius 1
  6581. else
  6582. min_distance_group_placement 2
  6583. actor_area_radius 10
  6584. endif
  6585.  
  6586. avoid_actor_area 4 /* Walls */
  6587. avoid_actor_area 70 /* Primary Shrubbery */
  6588. avoid_actor_area 80 /* Primary Gold */
  6589. avoid_actor_area 81 /* Secondary Gold */
  6590. avoid_actor_area 82 /* Tertiary Gold */
  6591. avoid_actor_area 90 /* Primary Stone */
  6592. avoid_actor_area 91 /* Secondary Stone */
  6593. avoid_actor_area 200 /* Castle */
  6594. avoid_actor_area 300 /* Monastery */
  6595. avoid_actor_area 500 /* Graves */
  6596. avoid_actor_area 700 /* Default Shrub Spacer */
  6597. avoid_actor_area 800 /* Default Primary Gold Divider */
  6598. avoid_actor_area 810 /* Default Secondary Gold Divider */
  6599. avoid_actor_area 900 /* Default Primary Stone Divider */
  6600. avoid_actor_area 910 /* Default Secondary Stone Divider */
  6601.  
  6602. avoid_actor_area 5000 /* Resource Distributor */
  6603. avoid_actor_area 5020 /* Map Edge */
  6604. avoid_actor_area 6026 /* Minimum Player Distance */
  6605. }
  6606.  
  6607. if EW_FEUDAL
  6608. create_object PH_GENERIC_OFF /* Minimum Tertiary Gold Spacer */
  6609. {
  6610. set_place_for_every_player
  6611. set_gaia_object_only
  6612. number_of_objects 32
  6613.  
  6614. actor_area 822
  6615. actor_area_radius 2
  6616. actor_area_to_place_in 82
  6617. }
  6618.  
  6619. create_object PH_GENERIC_OFF /* Default Tertiary Gold Spacer */
  6620. {
  6621. set_place_for_every_player
  6622. set_gaia_object_only
  6623. number_of_objects 32
  6624.  
  6625. actor_area 820
  6626. actor_area_radius 10
  6627. actor_area_to_place_in 82
  6628. }
  6629.  
  6630. create_object PH_GENERIC_OFF /* Far Tertiary Gold Spacer */
  6631. {
  6632. set_place_for_every_player
  6633. set_gaia_object_only
  6634. number_of_objects 32
  6635.  
  6636. actor_area 821
  6637. actor_area_radius 24
  6638. actor_area_to_place_in 82
  6639. }
  6640. else
  6641. create_object PH_GENERIC_OFF /* RM Far Tertiary Gold Spacer */
  6642. {
  6643. set_place_for_every_player
  6644. set_gaia_object_only
  6645. number_of_objects 1024
  6646. temp_min_distance_group_placement 4
  6647.  
  6648. actor_area 821
  6649. actor_area_radius 14
  6650. actor_area_to_place_in 82
  6651. }
  6652. endif
  6653.  
  6654. /* ------------ Extra Distance ------------ */
  6655.  
  6656. /* Extra Gold */
  6657. create_object GOLD
  6658. {
  6659. set_place_for_every_player
  6660. set_gaia_object_only
  6661. number_of_objects 3
  6662. set_tight_grouping
  6663. group_placement_radius 1
  6664. find_closest
  6665.  
  6666. min_distance_group_placement 2
  6667. max_distance_to_other_zones 4
  6668. avoid_forest_zone 2
  6669. avoid_cliff_zone 2
  6670.  
  6671. actor_area 110
  6672. actor_area_radius 12
  6673.  
  6674. avoid_actor_area 70 /* Primary Shrubbery */
  6675. avoid_actor_area 80 /* Primary Gold */
  6676. avoid_actor_area 81 /* Secondary Gold */
  6677. avoid_actor_area 82 /* Tertiary Gold */
  6678. avoid_actor_area 90 /* Primary Stone */
  6679. avoid_actor_area 91 /* Secondary Stone */
  6680. avoid_actor_area 110 /* Extra Gold */
  6681. avoid_actor_area 500 /* Graves */
  6682. avoid_actor_area 821 /* Far Tertiary Gold Spacer */
  6683.  
  6684. avoid_actor_area 5000 /* Resource Distributor */
  6685. avoid_actor_area 5020 /* Map Edge */
  6686.  
  6687. if SMALL_MAP
  6688. avoid_actor_area 6042 /* Minimum Player Distance */
  6689. elseif MEDIUM_MAP
  6690. avoid_actor_area 6040 /* Minimum Player Distance */
  6691. else
  6692. avoid_actor_area 6046 /* Minimum Player Distance */
  6693. endif
  6694. }
  6695.  
  6696. /* Extra Stone */
  6697. create_object STONE
  6698. {
  6699. set_place_for_every_player
  6700. set_gaia_object_only
  6701. number_of_objects 3
  6702. set_tight_grouping
  6703. group_placement_radius 1
  6704. find_closest
  6705.  
  6706. min_distance_group_placement 2
  6707. max_distance_to_other_zones 4
  6708. avoid_forest_zone 2
  6709. avoid_cliff_zone 2
  6710.  
  6711. actor_area 120
  6712. actor_area_radius 12
  6713.  
  6714. avoid_actor_area 70 /* Primary Shrubbery */
  6715. avoid_actor_area 80 /* Primary Gold */
  6716. avoid_actor_area 81 /* Secondary Gold */
  6717. avoid_actor_area 82 /* Tertiary Gold */
  6718. avoid_actor_area 90 /* Primary Stone */
  6719. avoid_actor_area 91 /* Secondary Stone */
  6720. avoid_actor_area 110 /* Extra Gold */
  6721. avoid_actor_area 120 /* Extra Stone */
  6722. avoid_actor_area 500 /* Graves */
  6723.  
  6724. avoid_actor_area 5000 /* Resource Distributor */
  6725. avoid_actor_area 5020 /* Map Edge */
  6726.  
  6727. if SMALL_MAP
  6728. avoid_actor_area 6042 /* Minimum Player Distance */
  6729. elseif MEDIUM_MAP
  6730. avoid_actor_area 6040 /* Minimum Player Distance */
  6731. else
  6732. avoid_actor_area 6046 /* Minimum Player Distance */
  6733. endif
  6734. }
  6735. endif
  6736.  
  6737. if DEATH_MATCH
  6738. elseif INFINITE_RESOURCES
  6739. else
  6740. if EMPIRE_WARS
  6741. create_object PH_GENERIC_OFF /* Near Positioner */
  6742. {
  6743. set_place_for_every_player
  6744. set_gaia_object_only
  6745. number_of_objects 5
  6746. min_distance_to_players 1
  6747. max_distance_to_players 1
  6748. find_closest
  6749.  
  6750. actor_area 5100
  6751. actor_area_radius 0
  6752.  
  6753. if DEBUG_MODE
  6754. second_object FLAG_A
  6755. endif
  6756. }
  6757.  
  6758. create_object PH_GENERIC_OFF /* Far Positioner */
  6759. {
  6760. set_place_for_every_player
  6761. set_gaia_object_only
  6762. number_of_objects 5
  6763. max_distance_to_players 2
  6764. temp_min_distance_group_placement 1
  6765. find_closest
  6766.  
  6767. actor_area 5101
  6768. actor_area_radius 1
  6769.  
  6770. avoid_actor_area 6001 /* Minimum Player Distance */
  6771.  
  6772. if DEBUG_MODE
  6773. second_object FLAG_B
  6774. endif
  6775. }
  6776.  
  6777. create_object PH_GENERIC_OFF /* Villager Avoider */
  6778. {
  6779. set_place_for_every_player
  6780. set_gaia_object_only
  6781. min_distance_to_players 1
  6782. max_distance_to_players 1
  6783. find_closest
  6784.  
  6785. actor_area 5102
  6786. actor_area_radius 0
  6787.  
  6788. avoid_actor_area 5100 /* Near Positioner */
  6789.  
  6790. if DEBUG_MODE
  6791. second_object FLAG_C
  6792. endif
  6793. }
  6794.  
  6795. create_object PH_GENERIC_OFF /* Blocking Seventh Villager */
  6796. {
  6797. set_place_for_every_player
  6798. set_gaia_object_only
  6799. max_distance_to_players 2
  6800. find_closest
  6801.  
  6802. actor_area 5103
  6803. actor_area_radius 0
  6804.  
  6805. avoid_actor_area 5101 /* Far Positioner */
  6806. avoid_actor_area 6001 /* Minimum Player Distance */
  6807.  
  6808. if DEBUG_MODE
  6809. second_object FLAG_D
  6810. endif
  6811. }
  6812. endif
  6813.  
  6814. if EMPIRE_WARS
  6815. if CENTRALISE_OBJECT
  6816. create_object PH_GENERIC_ON
  6817. else
  6818. create_object PH_GENERIC_OFF
  6819. endif
  6820. {
  6821. second_object HERDABLE_A
  6822. set_place_for_every_player
  6823. set_gaia_object_only
  6824. min_distance_to_players 1
  6825. max_distance_to_players 1
  6826. find_closest
  6827.  
  6828. actor_area 2000
  6829. actor_area_radius 1
  6830.  
  6831. avoid_actor_area 5100 /* Herdable Positioner */
  6832. }
  6833. endif
  6834.  
  6835. create_object HERDABLE_A
  6836. {
  6837. set_place_for_every_player
  6838. find_closest
  6839.  
  6840. min_distance_group_placement 1
  6841. max_distance_to_other_zones 2
  6842. avoid_forest_zone 1
  6843. avoid_cliff_zone 1
  6844.  
  6845. actor_area 20
  6846. actor_area_radius 2
  6847.  
  6848. avoid_actor_area 2 /* Villagers */
  6849. avoid_actor_area 3 /* Scout or Queen */
  6850. avoid_actor_area 200 /* Castle */
  6851. avoid_actor_area 300 /* Monastery */
  6852.  
  6853. avoid_actor_area 6008 /* Minimum Player Distance */
  6854. }
  6855.  
  6856. create_object HERDABLE_A
  6857. {
  6858. set_place_for_every_player
  6859.  
  6860. if EMPIRE_WARS
  6861. else
  6862. set_gaia_object_only
  6863. endif
  6864.  
  6865. number_of_objects 2
  6866. actor_area_to_place_in 20
  6867.  
  6868. actor_area 21
  6869. actor_area_radius 0
  6870.  
  6871. avoid_actor_area 21 /* Herdable */
  6872. }
  6873.  
  6874. if FAT_HERDABLE
  6875. else
  6876. if EW_DARK
  6877. else
  6878. create_object HERDABLE_A
  6879. {
  6880. set_place_for_every_player
  6881.  
  6882. if EMPIRE_WARS
  6883. else
  6884. set_gaia_object_only
  6885. endif
  6886.  
  6887. actor_area_to_place_in 20
  6888.  
  6889. actor_area 21
  6890. actor_area_radius 0
  6891.  
  6892. avoid_actor_area 21 /* Herdable */
  6893. }
  6894. endif
  6895. endif
  6896.  
  6897. if EW_FEUDAL
  6898. else
  6899. create_object HERDABLE_A
  6900. {
  6901. set_place_for_every_player
  6902. set_gaia_object_only
  6903. number_of_objects 2
  6904. set_loose_grouping
  6905. group_placement_radius 1
  6906. find_closest
  6907.  
  6908. min_distance_group_placement 2
  6909. max_distance_to_other_zones 4
  6910. avoid_forest_zone 2
  6911. avoid_cliff_zone 2
  6912.  
  6913. actor_area 22
  6914. actor_area_radius 16
  6915.  
  6916. avoid_actor_area 21 /* Far Herdable */
  6917.  
  6918. avoid_actor_area 5000 /* Resource Distributor */
  6919. avoid_actor_area 5020 /* Map Edge */
  6920.  
  6921. if FIVE_A
  6922. avoid_actor_area 6020 /* Minimum Player Distance */
  6923. elseif FIVE_B
  6924. avoid_actor_area 6021 /* Minimum Player Distance */
  6925. elseif FIVE_C
  6926. avoid_actor_area 6022 /* Minimum Player Distance */
  6927. elseif FIVE_D
  6928. avoid_actor_area 6023 /* Minimum Player Distance */
  6929. elseif FIVE_E
  6930. avoid_actor_area 6024 /* Minimum Player Distance */
  6931. endif
  6932. }
  6933.  
  6934. if EW_DARK
  6935. else
  6936. create_object HERDABLE_A
  6937. {
  6938. set_place_for_every_player
  6939. set_gaia_object_only
  6940.  
  6941. if FAT_HERDABLE
  6942. else
  6943. number_of_objects 2
  6944. endif
  6945.  
  6946. set_loose_grouping
  6947. group_placement_radius 1
  6948. find_closest
  6949.  
  6950. min_distance_group_placement 2
  6951. max_distance_to_other_zones 4
  6952. avoid_forest_zone 2
  6953. avoid_cliff_zone 2
  6954.  
  6955. actor_area 22
  6956. actor_area_radius 16
  6957.  
  6958. avoid_actor_area 21 /* Far Herdable */
  6959.  
  6960. avoid_actor_area 5000 /* Resource Distributor */
  6961. avoid_actor_area 5020 /* Map Edge */
  6962.  
  6963. if FIVE_A
  6964. avoid_actor_area 6020 /* Minimum Player Distance */
  6965. elseif FIVE_B
  6966. avoid_actor_area 6021 /* Minimum Player Distance */
  6967. elseif FIVE_C
  6968. avoid_actor_area 6022 /* Minimum Player Distance */
  6969. elseif FIVE_D
  6970. avoid_actor_area 6023 /* Minimum Player Distance */
  6971. elseif FIVE_E
  6972. avoid_actor_area 6024 /* Minimum Player Distance */
  6973. endif
  6974. }
  6975. endif
  6976. endif
  6977.  
  6978. create_object LUREABLE_A
  6979. {
  6980. set_place_for_every_player
  6981. set_gaia_object_only
  6982.  
  6983. if EW_FEUDAL
  6984. number_of_objects 0
  6985. else
  6986. number_of_objects 2
  6987. endif
  6988.  
  6989. find_closest
  6990.  
  6991. if SAFE_LUREABLE
  6992. temp_min_distance_group_placement 6
  6993. else
  6994. temp_min_distance_group_placement 16
  6995. endif
  6996.  
  6997. max_distance_to_other_zones 4
  6998. avoid_forest_zone 2
  6999. avoid_cliff_zone 2
  7000.  
  7001. actor_area 30
  7002. actor_area_radius 4
  7003.  
  7004. avoid_actor_area 20 /* Starting Herdable */
  7005. avoid_actor_area 21 /* Starting Herdable Group */
  7006.  
  7007. avoid_actor_area 702 /* Minimum Shrub Spacer */
  7008. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  7009. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  7010. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  7011. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  7012. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  7013.  
  7014. avoid_actor_area 5000 /* Resource Distributor */
  7015. avoid_actor_area 5020 /* Map Edge */
  7016. avoid_actor_area 5030 /* Avoid Front Generation */
  7017. avoid_actor_area 6016 /* Minimum Player Distance */
  7018. }
  7019.  
  7020. if COMBINE_UNGULATE
  7021. start_random
  7022. percent_chance 50 #define SYMBIOSIS_A
  7023. end_random
  7024.  
  7025. start_random
  7026. percent_chance 50 #define SYMBIOSIS_B
  7027. end_random
  7028.  
  7029. start_random
  7030. percent_chance 50 #define SYMBIOSIS_C
  7031. end_random
  7032.  
  7033. start_random
  7034. percent_chance 50 #define SYMBIOSIS_D
  7035. end_random
  7036. endif
  7037.  
  7038. if EW_FEUDAL
  7039. create_object REVEALER_TEMPORARY
  7040. else
  7041. create_object PH_GENERIC_OFF
  7042. endif
  7043. {
  7044. set_place_for_every_player
  7045.  
  7046. if EW_FEUDAL
  7047. else
  7048. set_gaia_object_only
  7049. endif
  7050.  
  7051. find_closest
  7052.  
  7053. if EW_FEUDAL
  7054. actor_area_to_place_in 803 /* Primary Gold */
  7055. endif
  7056.  
  7057. max_distance_to_other_zones 2
  7058. avoid_forest_zone 2
  7059. avoid_cliff_zone 2
  7060.  
  7061. actor_area 4000
  7062. actor_area_radius 1
  7063.  
  7064. avoid_actor_area 30 /* Lureable */
  7065. avoid_actor_area 40 /* Near Ungulate */
  7066. avoid_actor_area 70 /* Primary Shrub */
  7067. avoid_actor_area 700 /* Default Primary Shrub Spacer */
  7068. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  7069. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  7070. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  7071. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  7072. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  7073.  
  7074. if EW_FEUDAL
  7075. avoid_actor_area 6012 /* Minimum Player Distance */
  7076. else
  7077. avoid_actor_area 5000 /* Resource Distributor */
  7078. avoid_actor_area 6016 /* Minimum Player Distance */
  7079. endif
  7080. }
  7081.  
  7082. if SYMBIOSIS_A
  7083. create_object UNGULATE_B
  7084. else
  7085. create_object UNGULATE_A
  7086. endif
  7087. {
  7088. set_place_for_every_player
  7089. set_gaia_object_only
  7090. actor_area_to_place_in 4000
  7091.  
  7092. actor_area 40
  7093. actor_area_radius 0
  7094.  
  7095. avoid_actor_area 20 /* Starting Herdable */
  7096. avoid_actor_area 21 /* Starting Herdable Group */
  7097. avoid_actor_area 40 /* Near Ungulate */
  7098. }
  7099.  
  7100. if SYMBIOSIS_B
  7101. create_object UNGULATE_B
  7102. else
  7103. create_object UNGULATE_A
  7104. endif
  7105. {
  7106. set_place_for_every_player
  7107. set_gaia_object_only
  7108. actor_area_to_place_in 4000
  7109.  
  7110. actor_area 40
  7111. actor_area_radius 0
  7112.  
  7113. avoid_actor_area 20 /* Starting Herdable */
  7114. avoid_actor_area 21 /* Starting Herdable Group */
  7115. avoid_actor_area 40 /* Near Ungulate */
  7116. }
  7117.  
  7118. if SYMBIOSIS_C
  7119. create_object UNGULATE_B
  7120. else
  7121. create_object UNGULATE_A
  7122. endif
  7123. {
  7124. set_place_for_every_player
  7125. set_gaia_object_only
  7126. actor_area_to_place_in 4000
  7127.  
  7128. actor_area 40
  7129. actor_area_radius 0
  7130.  
  7131. avoid_actor_area 20 /* Starting Herdable */
  7132. avoid_actor_area 21 /* Starting Herdable Group */
  7133. avoid_actor_area 40 /* Near Ungulate */
  7134. }
  7135.  
  7136. if MAJOR_UNGULATE
  7137. if SYMBIOSIS_D
  7138. create_object UNGULATE_B
  7139. else
  7140. create_object UNGULATE_A
  7141. endif
  7142. {
  7143. set_place_for_every_player
  7144. set_gaia_object_only
  7145. actor_area_to_place_in 4000
  7146.  
  7147. actor_area 40
  7148. actor_area_radius 0
  7149.  
  7150. avoid_actor_area 20 /* Starting Herdable */
  7151. avoid_actor_area 21 /* Starting Herdable Group */
  7152. avoid_actor_area 40 /* Near Ungulate */
  7153. }
  7154. endif
  7155.  
  7156. if SYMBIOSIS_A
  7157. create_object UNGULATE_A
  7158. else
  7159. create_object UNGULATE_B
  7160. endif
  7161. {
  7162. set_place_for_every_player
  7163. set_gaia_object_only
  7164. find_closest
  7165.  
  7166. min_distance_group_placement 1
  7167. max_distance_to_other_zones 4
  7168. avoid_forest_zone 2
  7169. avoid_cliff_zone 2
  7170.  
  7171. actor_area 4100
  7172. actor_area_radius 2
  7173.  
  7174. avoid_actor_area 30 /* Lureable */
  7175.  
  7176. avoid_actor_area 5000 /* Resource Distributor */
  7177. avoid_actor_area 5020 /* Map Edge */
  7178. avoid_actor_area 6038 /* Minimum Player Distance */
  7179. }
  7180.  
  7181. if SYMBIOSIS_B
  7182. create_object UNGULATE_A
  7183. else
  7184. create_object UNGULATE_B
  7185. endif
  7186. {
  7187. set_place_for_every_player
  7188. set_gaia_object_only
  7189. actor_area_to_place_in 4100
  7190.  
  7191. actor_area 41
  7192. actor_area_radius 0
  7193.  
  7194. avoid_actor_area 41 /* Far Ungulate */
  7195. }
  7196.  
  7197. if SYMBIOSIS_C
  7198. create_object UNGULATE_A
  7199. else
  7200. create_object UNGULATE_B
  7201. endif
  7202. {
  7203. set_place_for_every_player
  7204. set_gaia_object_only
  7205. actor_area_to_place_in 4100
  7206.  
  7207. actor_area 41
  7208. actor_area_radius 0
  7209.  
  7210. avoid_actor_area 41 /* Far Ungulate */
  7211. }
  7212.  
  7213. if MAJOR_UNGULATE
  7214. if SYMBIOSIS_D
  7215. create_object UNGULATE_A
  7216. else
  7217. create_object UNGULATE_B
  7218. endif
  7219. {
  7220. set_place_for_every_player
  7221. set_gaia_object_only
  7222. actor_area_to_place_in 4100
  7223.  
  7224. actor_area 41
  7225. actor_area_radius 0
  7226.  
  7227. avoid_actor_area 41 /* Far Ungulate */
  7228. }
  7229. endif
  7230. endif
  7231.  
  7232. if DEATH_MATCH
  7233. else
  7234. create_object PREDATOR_A
  7235. {
  7236. if NOMAD_START
  7237. number_of_objects 0
  7238. else
  7239. number_of_objects 4
  7240. endif
  7241.  
  7242. if EMPIRE_WARS
  7243. min_distance_to_players 40
  7244. else
  7245. min_distance_to_players 32
  7246. endif
  7247.  
  7248. set_scaling_to_map_size
  7249. temp_min_distance_group_placement 24
  7250.  
  7251. min_distance_group_placement 1
  7252. max_distance_to_other_zones 4
  7253. avoid_forest_zone 2
  7254. avoid_cliff_zone 2
  7255.  
  7256. actor_area 50
  7257. actor_area_radius 2
  7258.  
  7259. avoid_actor_area 30 /* Lureable */
  7260. avoid_actor_area 40 /* Near Ungulate */
  7261. avoid_actor_area 41 /* Far Ungulate */
  7262. avoid_actor_area 500 /* Graves */
  7263. avoid_actor_area 702 /* Minimum Shrubbery Gold Divider */
  7264. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  7265. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  7266. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  7267. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  7268. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  7269.  
  7270. avoid_actor_area 5020 /* Map Edge */
  7271. }
  7272.  
  7273. create_object O_STRAGGLER
  7274. {
  7275. number_of_objects 24
  7276. min_distance_to_players 16
  7277. set_scaling_to_map_size
  7278. temp_min_distance_group_placement 2
  7279. terrain_to_place_on BASE_TERRAIN
  7280.  
  7281. min_distance_group_placement 1
  7282. max_distance_to_other_zones 4
  7283. avoid_forest_zone 2
  7284. avoid_cliff_zone 2
  7285.  
  7286. actor_area 60
  7287. actor_area_radius 2
  7288.  
  7289. avoid_actor_area 30 /* Lureable */
  7290. avoid_actor_area 40 /* Near Ungulate */
  7291. avoid_actor_area 41 /* Far Ungulate */
  7292. avoid_actor_area 500 /* Graves */
  7293. avoid_actor_area 702 /* Minimum Shrubbery Gold Divider */
  7294. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  7295. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  7296. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  7297. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  7298. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  7299.  
  7300. avoid_actor_area 5020 /* Map Edge */
  7301. }
  7302. endif
  7303.  
  7304. if LEGACY_RELICS
  7305. create_object RELIC
  7306. {
  7307. if TINY_MAP
  7308. number_of_objects 5
  7309. temp_min_distance_group_placement 28
  7310. elseif SMALL_MAP
  7311. number_of_objects 5
  7312. temp_min_distance_group_placement 30
  7313. elseif MEDIUM_MAP
  7314. number_of_objects 5
  7315. temp_min_distance_group_placement 32
  7316. elseif LARGE_MAP
  7317. number_of_objects 7
  7318. temp_min_distance_group_placement 36
  7319. elseif HUGE_MAP
  7320. number_of_objects 8
  7321. temp_min_distance_group_placement 40
  7322. elseif GIGANTIC_MAP
  7323. number_of_objects 9
  7324. temp_min_distance_group_placement 42
  7325. elseif LUDIKRIS_MAP
  7326. number_of_objects 20
  7327. temp_min_distance_group_placement 84
  7328. endif
  7329.  
  7330. min_distance_to_players 24
  7331.  
  7332. min_distance_group_placement 1
  7333. max_distance_to_other_zones 4
  7334. avoid_forest_zone 2
  7335. avoid_cliff_zone 2
  7336.  
  7337. actor_area 100
  7338. actor_area_radius 4
  7339.  
  7340. avoid_actor_area 500 /* Graves */
  7341. avoid_actor_area 702 /* Minimum Shrubbery Gold Divider */
  7342. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  7343. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  7344. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  7345. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  7346. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  7347.  
  7348. avoid_actor_area 5020 /* Map Edge */
  7349. }
  7350. endif
  7351.  
  7352. if INFINITE_RESOURCES
  7353. else
  7354. if LUDIKRIS_MAP
  7355. create_object GOLD
  7356. {
  7357. number_of_objects 5
  7358. number_of_groups 1024
  7359. set_tight_grouping
  7360. group_placement_radius 1
  7361. min_distance_to_players 62
  7362. temp_min_distance_group_placement 48
  7363.  
  7364. min_distance_group_placement 2
  7365. max_distance_to_other_zones 4
  7366. avoid_forest_zone 2
  7367. avoid_cliff_zone 2
  7368.  
  7369. actor_area 110
  7370. actor_area_radius 12
  7371.  
  7372. avoid_actor_area 70 /* Primary Shrubbery */
  7373. avoid_actor_area 80 /* Primary Gold */
  7374. avoid_actor_area 81 /* Secondary Gold */
  7375. avoid_actor_area 82 /* Tertiary Gold */
  7376. avoid_actor_area 90 /* Primary Stone */
  7377. avoid_actor_area 91 /* Secondary Stone */
  7378. avoid_actor_area 100 /* Relic */
  7379. avoid_actor_area 110 /* Neutral Gold */
  7380. avoid_actor_area 120 /* Neutral Stone */
  7381. avoid_actor_area 700 /* Default Shrub Spacer */
  7382. avoid_actor_area 800 /* Default Primary Gold Divider */
  7383. avoid_actor_area 810 /* Default Secondary Gold Divider */
  7384. avoid_actor_area 830 /* Default Tertiary Gold Divider */
  7385. avoid_actor_area 900 /* Default Primary Stone Divider */
  7386. avoid_actor_area 910 /* Default Secondary Stone Divider */
  7387.  
  7388. avoid_actor_area 5020 /* Map Edge */
  7389. }
  7390.  
  7391. create_object STONE
  7392. {
  7393. number_of_objects 4
  7394. number_of_groups 1024
  7395. set_tight_grouping
  7396. group_placement_radius 1
  7397. min_distance_to_players 62
  7398. temp_min_distance_group_placement 48
  7399.  
  7400. min_distance_group_placement 2
  7401. max_distance_to_other_zones 4
  7402. avoid_forest_zone 2
  7403. avoid_cliff_zone 2
  7404.  
  7405. actor_area 120
  7406. actor_area_radius 12
  7407.  
  7408. avoid_actor_area 70 /* Primary Shrubbery */
  7409. avoid_actor_area 80 /* Primary Gold */
  7410. avoid_actor_area 81 /* Secondary Gold */
  7411. avoid_actor_area 82 /* Tertiary Gold */
  7412. avoid_actor_area 90 /* Primary Stone */
  7413. avoid_actor_area 91 /* Secondary Stone */
  7414. avoid_actor_area 100 /* Relic */
  7415. avoid_actor_area 110 /* Neutral Gold */
  7416. avoid_actor_area 120 /* Neutral Stone */
  7417. avoid_actor_area 700 /* Default Shrub Spacer */
  7418. avoid_actor_area 800 /* Default Primary Gold Divider */
  7419. avoid_actor_area 810 /* Default Secondary Gold Divider */
  7420. avoid_actor_area 830 /* Default Tertiary Gold Divider */
  7421. avoid_actor_area 900 /* Default Primary Stone Divider */
  7422. avoid_actor_area 910 /* Default Secondary Stone Divider */
  7423.  
  7424. avoid_actor_area 5020 /* Map Edge */
  7425. }
  7426.  
  7427. create_object SHRUB
  7428. {
  7429. number_of_objects 4
  7430. number_of_groups 1024
  7431. set_tight_grouping
  7432. group_placement_radius 1
  7433. min_distance_to_players 62
  7434. temp_min_distance_group_placement 64
  7435.  
  7436. min_distance_group_placement 2
  7437. max_distance_to_other_zones 4
  7438. avoid_forest_zone 2
  7439. avoid_cliff_zone 2
  7440.  
  7441. actor_area 130
  7442. actor_area_radius 10
  7443.  
  7444. avoid_actor_area 70 /* Primary Shrubbery */
  7445. avoid_actor_area 80 /* Primary Gold */
  7446. avoid_actor_area 81 /* Secondary Gold */
  7447. avoid_actor_area 82 /* Tertiary Gold */
  7448. avoid_actor_area 90 /* Primary Stone */
  7449. avoid_actor_area 91 /* Secondary Stone */
  7450. avoid_actor_area 100 /* Relic */
  7451. avoid_actor_area 110 /* Neutral Gold */
  7452. avoid_actor_area 120 /* Neutral Stone */
  7453. avoid_actor_area 130 /* Neutral Shrubbery */
  7454. avoid_actor_area 700 /* Default Shrub Spacer */
  7455. avoid_actor_area 800 /* Default Primary Gold Divider */
  7456. avoid_actor_area 810 /* Default Secondary Gold Divider */
  7457. avoid_actor_area 830 /* Default Tertiary Gold Divider */
  7458. avoid_actor_area 900 /* Default Primary Stone Divider */
  7459. avoid_actor_area 910 /* Default Secondary Stone Divider */
  7460.  
  7461. avoid_actor_area 5020 /* Map Edge */
  7462. }
  7463.  
  7464. create_object UNGULATE_B
  7465. {
  7466. number_of_objects 4
  7467. number_of_groups 1024
  7468. set_loose_grouping
  7469. group_placement_radius 3
  7470. min_distance_to_players 62
  7471. temp_min_distance_group_placement 64
  7472.  
  7473. min_distance_group_placement 2
  7474. max_distance_to_other_zones 4
  7475. avoid_forest_zone 2
  7476. avoid_cliff_zone 2
  7477.  
  7478. actor_area 140
  7479. actor_area_radius 4
  7480.  
  7481. avoid_actor_area 70 /* Primary Shrubbery */
  7482. avoid_actor_area 80 /* Primary Gold */
  7483. avoid_actor_area 81 /* Secondary Gold */
  7484. avoid_actor_area 82 /* Tertiary Gold */
  7485. avoid_actor_area 90 /* Primary Stone */
  7486. avoid_actor_area 91 /* Secondary Stone */
  7487. avoid_actor_area 100 /* Relic */
  7488. avoid_actor_area 130 /* Neutral Shrubbery */
  7489. avoid_actor_area 700 /* Default Shrub Spacer */
  7490. avoid_actor_area 800 /* Default Primary Gold Divider */
  7491. avoid_actor_area 810 /* Default Secondary Gold Divider */
  7492. avoid_actor_area 830 /* Default Tertiary Gold Divider */
  7493. avoid_actor_area 900 /* Default Primary Stone Divider */
  7494. avoid_actor_area 910 /* Default Secondary Stone Divider */
  7495.  
  7496. avoid_actor_area 5020 /* Map Edge */
  7497. }
  7498. endif
  7499. endif
  7500.  
  7501. #define EXTRA_STUFF
  7502. if EXTRA_STUFF
  7503. if EMPIRE_WARS
  7504. if CENTRALISE_OBJECT
  7505. create_object LAZY_MALE
  7506. else
  7507. create_object PH_GENERIC_OFF
  7508. endif
  7509. {
  7510. set_place_for_every_player
  7511.  
  7512. if SEVEN_A
  7513. number_of_objects 0
  7514. elseif SEVEN_B
  7515. number_of_objects 1
  7516. elseif SEVEN_C
  7517. number_of_objects 2
  7518. elseif SEVEN_D
  7519. number_of_objects 3
  7520. elseif SEVEN_E
  7521. number_of_objects 4
  7522. elseif SEVEN_F
  7523. number_of_objects 5
  7524. elseif SEVEN_G
  7525. number_of_objects 6
  7526. endif
  7527.  
  7528. min_distance_to_players 1
  7529. actor_area_to_place_in 2000 /* EW Herdable */
  7530.  
  7531. actor_area 1000
  7532. actor_area_radius 0
  7533.  
  7534. avoid_actor_area 1000 /* Villager */
  7535. avoid_actor_area 5102 /* Villager Avoider */
  7536. avoid_actor_area 5103 /* Blocking Seventh Villager */
  7537.  
  7538. if CENTRALISE_OBJECT
  7539. else
  7540. second_object LAZY_MALE
  7541. endif
  7542. }
  7543.  
  7544. if CENTRALISE_OBJECT
  7545. create_object LAZY_FEMALE
  7546. else
  7547. create_object PH_GENERIC_OFF
  7548. endif
  7549. {
  7550. set_place_for_every_player
  7551.  
  7552. if SEVEN_A
  7553. number_of_objects 6
  7554. elseif SEVEN_B
  7555. number_of_objects 5
  7556. elseif SEVEN_C
  7557. number_of_objects 4
  7558. elseif SEVEN_D
  7559. number_of_objects 3
  7560. elseif SEVEN_E
  7561. number_of_objects 2
  7562. elseif SEVEN_F
  7563. number_of_objects 1
  7564. elseif SEVEN_G
  7565. number_of_objects 0
  7566. endif
  7567.  
  7568. min_distance_to_players 1
  7569. actor_area_to_place_in 2000 /* EW Herdable */
  7570.  
  7571. actor_area 1000
  7572. actor_area_radius 0
  7573.  
  7574. avoid_actor_area 1000 /* Villager */
  7575. avoid_actor_area 5102 /* Villager Avoider */
  7576. avoid_actor_area 5103 /* Blocking Seventh Villager */
  7577.  
  7578. if CENTRALISE_OBJECT
  7579. else
  7580. second_object LAZY_FEMALE
  7581. endif
  7582. }
  7583.  
  7584. if CENTRALISE_OBJECT
  7585. create_object LAZY_MALE
  7586. else
  7587. create_object PH_GENERIC_OFF
  7588. endif
  7589. {
  7590. set_place_for_every_player
  7591.  
  7592. if SEVEN_A
  7593. number_of_objects 0
  7594. elseif SEVEN_B
  7595. number_of_objects 1
  7596. elseif SEVEN_C
  7597. number_of_objects 2
  7598. elseif SEVEN_D
  7599. number_of_objects 3
  7600. elseif SEVEN_E
  7601. number_of_objects 4
  7602. elseif SEVEN_F
  7603. number_of_objects 5
  7604. elseif SEVEN_G
  7605. number_of_objects 6
  7606. endif
  7607.  
  7608. min_distance_to_players 1
  7609. actor_area_to_place_in 2000 /* EW Herdable */
  7610.  
  7611. actor_area 1000
  7612. actor_area_radius 0
  7613.  
  7614. avoid_actor_area 1000 /* Villager */
  7615. avoid_actor_area 5102 /* Villager Avoider */
  7616. avoid_actor_area 5103 /* Blocking Seventh Villager */
  7617.  
  7618. if CENTRALISE_OBJECT
  7619. else
  7620. second_object LAZY_MALE
  7621. endif
  7622. }
  7623.  
  7624. if CENTRALISE_OBJECT
  7625. create_object LAZY_FEMALE
  7626. else
  7627. create_object PH_GENERIC_OFF
  7628. endif
  7629. {
  7630. set_place_for_every_player
  7631.  
  7632. if SEVEN_A
  7633. number_of_objects 6
  7634. elseif SEVEN_B
  7635. number_of_objects 5
  7636. elseif SEVEN_C
  7637. number_of_objects 4
  7638. elseif SEVEN_D
  7639. number_of_objects 3
  7640. elseif SEVEN_E
  7641. number_of_objects 2
  7642. elseif SEVEN_F
  7643. number_of_objects 1
  7644. elseif SEVEN_G
  7645. number_of_objects 0
  7646. endif
  7647.  
  7648. min_distance_to_players 1
  7649. actor_area_to_place_in 2000 /* EW Herdable */
  7650.  
  7651. actor_area 1000
  7652. actor_area_radius 0
  7653.  
  7654. avoid_actor_area 1000 /* Villager */
  7655. avoid_actor_area 5102 /* Villager Avoider */
  7656. avoid_actor_area 5103 /* Blocking Seventh Villager */
  7657.  
  7658. if CENTRALISE_OBJECT
  7659. else
  7660. second_object LAZY_FEMALE
  7661. endif
  7662. }
  7663.  
  7664. if EW_DARK
  7665. create_object VILLAGER
  7666. {
  7667. set_place_for_every_player
  7668. number_of_objects 3
  7669. actor_area_to_place_in 11 /* DEW Straggler */
  7670. place_on_forest_zone
  7671.  
  7672. actor_area 2
  7673. actor_area_radius 0
  7674.  
  7675. avoid_actor_area 2 /* Villager */
  7676. }
  7677.  
  7678. if RESTRICTED_SPAWN
  7679. create_object PH_COMPOSITE_OFF
  7680. else
  7681. create_object HOUSE
  7682. endif
  7683. {
  7684. set_place_for_every_player
  7685. number_of_objects 2
  7686. find_closest
  7687.  
  7688. max_distance_to_other_zones 4
  7689. avoid_forest_zone 2
  7690. avoid_cliff_zone 2
  7691.  
  7692. actor_area 1300
  7693. actor_area_radius 4
  7694.  
  7695. avoid_actor_area 702 /* Minimum Primary Shrubbery Divider */
  7696. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  7697. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  7698. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  7699. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  7700. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  7701. avoid_actor_area 1000 /* Forage Divider */
  7702. avoid_actor_area 1001 /* Mill */
  7703. avoid_actor_area 1010 /* Gold Divider */
  7704. avoid_actor_area 1011 /* Mining Camp */
  7705. avoid_actor_area 1200 /* Lumber Camp Divider */
  7706. avoid_actor_area 6007 /* Minimum Player Distance */
  7707.  
  7708. if RESTRICTED_SPAWN
  7709. second_object HOUSE
  7710. endif
  7711. }
  7712. endif
  7713.  
  7714. if EW_FEUDAL
  7715. create_object FARM
  7716. {
  7717. second_object VILLAGER
  7718. set_place_for_every_player
  7719. number_of_objects 2
  7720. find_closest
  7721. }
  7722.  
  7723. /* ----------------------------------------- */
  7724. /* ------------ Mill & Foragers ------------ */
  7725. /* ----------------------------------------- */
  7726.  
  7727. if ENABLE_FORAGERS
  7728. create_object PH_GENERIC_OFF /* Forage EW Divider */
  7729. {
  7730. set_place_for_every_player
  7731. set_gaia_object_only
  7732. number_of_objects 64
  7733.  
  7734. actor_area 1000
  7735. actor_area_radius 3
  7736.  
  7737. actor_area_to_place_in 70 /* Primary Shrubbery */
  7738. }
  7739.  
  7740. create_object MILL
  7741. {
  7742. set_place_for_every_player
  7743. find_closest
  7744.  
  7745. max_distance_to_other_zones 2
  7746. avoid_forest_zone 2
  7747. avoid_cliff_zone 2
  7748.  
  7749. actor_area 1001
  7750. actor_area_radius 3
  7751. actor_area_to_place_in 70 /* Primary Shrubbery */
  7752.  
  7753. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  7754. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  7755. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  7756. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  7757. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  7758. }
  7759.  
  7760. create_object VILLAGER
  7761. {
  7762. set_place_for_every_player
  7763. number_of_objects 4
  7764. find_closest
  7765. actor_area_to_place_in 70 /* Primary Shrubbery */
  7766.  
  7767. actor_area 1100
  7768. actor_area_radius 0
  7769.  
  7770. avoid_actor_area 20 /* Starting Herdable */
  7771. avoid_actor_area 21 /* Starting Herdable Group */
  7772. avoid_actor_area 40 /* Near Ungulate */
  7773. avoid_actor_area 41 /* Far Ungulate */
  7774. avoid_actor_area 1100 /* Forager */
  7775. }
  7776. endif
  7777.  
  7778. /* ---------------------------------------- */
  7779. /* ------------ Mill & Hunters ------------ */
  7780. /* ---------------------------------------- */
  7781.  
  7782. if ENABLE_HUNTERS
  7783. create_object PH_GENERIC_OFF /* Hunt EW Divider */
  7784. {
  7785. set_place_for_every_player
  7786. set_gaia_object_only
  7787. number_of_objects 64
  7788.  
  7789. actor_area 1000
  7790. actor_area_radius 3
  7791.  
  7792. actor_area_to_place_in 70 /* Near Ungulate */
  7793. }
  7794.  
  7795. create_object MILL
  7796. {
  7797. set_place_for_every_player
  7798. find_closest
  7799.  
  7800. max_distance_to_other_zones 2
  7801. avoid_forest_zone 2
  7802. avoid_cliff_zone 2
  7803.  
  7804. actor_area 1001
  7805. actor_area_radius 3
  7806. actor_area_to_place_in 40 /* Near Ungulate */
  7807.  
  7808. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  7809. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  7810. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  7811. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  7812. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  7813. }
  7814.  
  7815. create_object VILLAGER
  7816. {
  7817. set_place_for_every_player
  7818. number_of_objects 4
  7819. find_closest
  7820. actor_area_to_place_in 40 /* Near Ungulate */
  7821.  
  7822. actor_area 1100
  7823. actor_area_radius 0
  7824.  
  7825. avoid_actor_area 20 /* Starting Herdable */
  7826. avoid_actor_area 21 /* Starting Herdable Group */
  7827. avoid_actor_area 40 /* Near Ungulate */
  7828. avoid_actor_area 41 /* Far Ungulate */
  7829. avoid_actor_area 1100 /* Hunter */
  7830. }
  7831. endif
  7832.  
  7833. /* ---------------------------------------- */
  7834. /* ------------ Mill & Fishermen ---------- */
  7835. /* ---------------------------------------- */
  7836.  
  7837. if ENABLE_FISHERMEN
  7838. create_object PH_GENERIC_OFF /* Hunt EW Divider */
  7839. {
  7840. set_place_for_every_player
  7841. set_gaia_object_only
  7842. number_of_objects 64
  7843.  
  7844. actor_area 1000
  7845. actor_area_radius 3
  7846.  
  7847. actor_area_to_place_in 70 /* Near Ungulate */
  7848. }
  7849.  
  7850. create_object MILL
  7851. {
  7852. set_place_for_every_player
  7853. find_closest
  7854.  
  7855. max_distance_to_other_zones 2
  7856. avoid_forest_zone 2
  7857. avoid_cliff_zone 2
  7858.  
  7859. actor_area 1001
  7860. actor_area_radius 2
  7861. actor_area_to_place_in 400 /* Neritic */
  7862.  
  7863. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  7864. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  7865. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  7866. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  7867. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  7868. }
  7869.  
  7870. create_object VILLAGER
  7871. {
  7872. set_place_for_every_player
  7873. number_of_objects 4
  7874. find_closest
  7875. actor_area_to_place_in 1001 /* Mill */
  7876.  
  7877. actor_area 1100
  7878. actor_area_radius 0
  7879.  
  7880. avoid_actor_area 20 /* Starting Herdable */
  7881. avoid_actor_area 21 /* Starting Herdable Group */
  7882. avoid_actor_area 40 /* Near Ungulate */
  7883. avoid_actor_area 41 /* Far Ungulate */
  7884. avoid_actor_area 1100 /* Fisher */
  7885. }
  7886. endif
  7887.  
  7888. /* ---------------------------------------------- */
  7889. /* ------------ Dock & Fishing Ships ------------ */
  7890. /* ---------------------------------------------- */
  7891.  
  7892. if ENABLE_DOCK
  7893. create_object PH_GENERIC_ON
  7894. {
  7895. second_object DOCK
  7896. set_place_for_every_player
  7897. find_closest
  7898. terrain_to_place_on WATER_A
  7899.  
  7900. min_distance_group_placement 3
  7901. max_distance_to_other_zones 2
  7902. avoid_forest_zone 2
  7903. avoid_cliff_zone 2
  7904.  
  7905. actor_area 1030
  7906. actor_area_radius 8
  7907.  
  7908. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  7909. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  7910. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  7911. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  7912. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  7913. }
  7914.  
  7915. create_object PH_GENERIC_ON
  7916. {
  7917. second_object FISHING_SHIP
  7918. set_place_for_every_player
  7919. number_of_objects 4
  7920. find_closest
  7921. terrain_to_place_on WATER_B
  7922. actor_area_to_place_in 1030 /* Dock */
  7923.  
  7924. actor_area 1130
  7925. actor_area_radius 1
  7926.  
  7927. avoid_actor_area 1130 /* Fishing Ship */
  7928. }
  7929. endif
  7930.  
  7931. /* ---------------------------------------------- */
  7932. /* ------------ Mining Camp & Miners ------------ */
  7933. /* ---------------------------------------------- */
  7934.  
  7935. create_object PH_GENERIC_OFF /* Gold EW Divider */
  7936. {
  7937. set_place_for_every_player
  7938. set_gaia_object_only
  7939. number_of_objects 64
  7940.  
  7941. actor_area 1010
  7942. actor_area_radius 3
  7943. actor_area_to_place_in 80 /* Primary Gold */
  7944. }
  7945.  
  7946. create_object MINING_CAMP
  7947. {
  7948. set_place_for_every_player
  7949. find_closest
  7950.  
  7951. max_distance_to_other_zones 2
  7952. avoid_forest_zone 2
  7953. avoid_cliff_zone 2
  7954.  
  7955. actor_area 1011
  7956. actor_area_radius 3
  7957. actor_area_to_place_in 80 /* Primary Gold */
  7958.  
  7959. avoid_actor_area 702 /* Minimum Primary Shrubbery Divider */
  7960. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  7961. avoid_actor_area 1000 /* Forage Divider */
  7962. avoid_actor_area 1001 /* Mill */
  7963. }
  7964.  
  7965. create_object VILLAGER
  7966. {
  7967. set_place_for_every_player
  7968. number_of_objects 4
  7969. find_closest
  7970. actor_area_to_place_in 80 /* Primary Gold */
  7971.  
  7972. actor_area 1110
  7973. actor_area_radius 0
  7974.  
  7975. avoid_actor_area 20 /* Starting Herdable */
  7976. avoid_actor_area 21 /* Starting Herdable Group */
  7977. avoid_actor_area 40 /* Near Ungulate */
  7978. avoid_actor_area 41 /* Far Ungulate */
  7979. avoid_actor_area 1110 /* Gold Miner */
  7980. }
  7981.  
  7982. /* ----------------------------------------------------- */
  7983. /* ------------ Lumber Camp & Lumberjacks A ------------ */
  7984. /* ----------------------------------------------------- */
  7985.  
  7986. create_object LUMBER_CAMP
  7987. {
  7988. set_place_for_every_player
  7989. place_on_forest_zone
  7990. find_closest
  7991.  
  7992. actor_area 1020
  7993. actor_area_radius 3
  7994.  
  7995. avoid_actor_area 10 /* Spawn Straggler */
  7996. avoid_actor_area 60 /* Extra Straggler */
  7997. avoid_actor_area 420 /* Reeds */
  7998. avoid_actor_area 421 /* Reeds */
  7999. avoid_actor_area 702 /* Minimum Primary Shrubbery Divider */
  8000. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  8001. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  8002. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  8003. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  8004. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  8005. avoid_actor_area 1000 /* Forage Divider */
  8006. avoid_actor_area 1001 /* Mill */
  8007. avoid_actor_area 1010 /* Gold Divider */
  8008. avoid_actor_area 1011 /* Mining Camp */
  8009. avoid_actor_area 5020 /* Map Edge */
  8010. avoid_actor_area 6007 /* Minimum Player Distance */
  8011. }
  8012.  
  8013. create_object VILLAGER
  8014. {
  8015. set_place_for_every_player
  8016. number_of_objects 4
  8017. place_on_forest_zone
  8018. actor_area_to_place_in 1020 /* Lumber Camp A */
  8019.  
  8020. actor_area 1120
  8021. actor_area_radius 0
  8022.  
  8023. avoid_actor_area 10 /* Spawn Stragglers */
  8024. avoid_actor_area 11 /* DEW Straggler */
  8025. avoid_actor_area 20 /* Starting Herdable */
  8026. avoid_actor_area 21 /* Starting Herdable Group */
  8027. avoid_actor_area 40 /* Near Ungulate */
  8028. avoid_actor_area 41 /* Far Ungulate */
  8029. avoid_actor_area 60 /* Other Stragglers */
  8030. avoid_actor_area 1120 /* Lumberjack */
  8031. }
  8032.  
  8033. create_object PH_GENERIC_OFF /* Lumber Camp A Divider */
  8034. {
  8035. set_place_for_every_player
  8036. set_gaia_object_only
  8037. number_of_objects 64
  8038. temp_min_distance_group_placement 1
  8039. actor_area_to_place_in 1020 /* Lumber Camp A */
  8040.  
  8041. actor_area 1220
  8042. actor_area_radius 4
  8043. }
  8044.  
  8045. /* ----------------------------------------------------- */
  8046. /* ------------ Lumber Camp & Lumberjacks B ------------ */
  8047. /* ----------------------------------------------------- */
  8048.  
  8049. create_object LUMBER_CAMP
  8050. {
  8051. set_place_for_every_player
  8052. place_on_forest_zone
  8053. find_closest
  8054.  
  8055. actor_area 1021
  8056. actor_area_radius 3
  8057.  
  8058. avoid_actor_area 10 /* Spawn Straggler */
  8059. avoid_actor_area 60 /* Extra Straggler */
  8060. avoid_actor_area 420 /* Reeds */
  8061. avoid_actor_area 421 /* Reeds */
  8062. avoid_actor_area 702 /* Minimum Primary Shrubbery Divider */
  8063. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  8064. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  8065. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  8066. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  8067. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  8068. avoid_actor_area 1000 /* Forage Divider */
  8069. avoid_actor_area 1001 /* Mill */
  8070. avoid_actor_area 1010 /* Gold Divider */
  8071. avoid_actor_area 1011 /* Mining Camp */
  8072. avoid_actor_area 1220 /* Lumber Camp A Divider */
  8073. avoid_actor_area 5020 /* Map Edge */
  8074. avoid_actor_area 6007 /* Minimum Player Distance */
  8075. }
  8076.  
  8077. create_object VILLAGER
  8078. {
  8079. set_place_for_every_player
  8080. number_of_objects 4
  8081. place_on_forest_zone
  8082. actor_area_to_place_in 1021 /* Lumber Camp B */
  8083.  
  8084. actor_area 1121
  8085. actor_area_radius 0
  8086.  
  8087. avoid_actor_area 10 /* Spawn Stragglers */
  8088. avoid_actor_area 11 /* DEW Straggler */
  8089. avoid_actor_area 20 /* Starting Herdable */
  8090. avoid_actor_area 21 /* Starting Herdable Group */
  8091. avoid_actor_area 40 /* Near Ungulate */
  8092. avoid_actor_area 41 /* Far Ungulate */
  8093. avoid_actor_area 60 /* Other Stragglers */
  8094. avoid_actor_area 1120 /* Lumberjack */
  8095. avoid_actor_area 1121 /* Lumberjack */
  8096. }
  8097.  
  8098. create_object PH_GENERIC_OFF /* Lumber Camp B Divider */
  8099. {
  8100. set_place_for_every_player
  8101. set_gaia_object_only
  8102. number_of_objects 64
  8103. temp_min_distance_group_placement 1
  8104. actor_area_to_place_in 1021 /* Lumber Camp B */
  8105.  
  8106. actor_area 1221
  8107. actor_area_radius 4
  8108. }
  8109.  
  8110. /* ----------------------------------------------------- */
  8111. /* ------------ Lumber Camp & Lumberjacks C ------------ */
  8112. /* ----------------------------------------------------- */
  8113.  
  8114. create_object LUMBER_CAMP
  8115. {
  8116. set_place_for_every_player
  8117. place_on_forest_zone
  8118. find_closest
  8119.  
  8120. actor_area 1022
  8121. actor_area_radius 3
  8122.  
  8123. avoid_actor_area 10 /* Spawn Straggler */
  8124. avoid_actor_area 60 /* Extra Straggler */
  8125. avoid_actor_area 420 /* Reeds */
  8126. avoid_actor_area 421 /* Reeds */
  8127. avoid_actor_area 702 /* Minimum Primary Shrubbery Divider */
  8128. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  8129. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  8130. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  8131. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  8132. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  8133. avoid_actor_area 1000 /* Forage Divider */
  8134. avoid_actor_area 1001 /* Mill */
  8135. avoid_actor_area 1010 /* Gold Divider */
  8136. avoid_actor_area 1011 /* Mining Camp */
  8137. avoid_actor_area 1220 /* Lumber Camp A Divider */
  8138. avoid_actor_area 1221 /* Lumber Camp B Divider */
  8139. avoid_actor_area 5020 /* Map Edge */
  8140. avoid_actor_area 6007 /* Minimum Player Distance */
  8141. }
  8142.  
  8143. create_object VILLAGER
  8144. {
  8145. set_place_for_every_player
  8146. number_of_objects 4
  8147. place_on_forest_zone
  8148. actor_area_to_place_in 1022 /* Lumber Camp C */
  8149.  
  8150. actor_area 1122
  8151. actor_area_radius 0
  8152.  
  8153. avoid_actor_area 10 /* Spawn Stragglers */
  8154. avoid_actor_area 11 /* DEW Straggler */
  8155. avoid_actor_area 20 /* Starting Herdable */
  8156. avoid_actor_area 21 /* Starting Herdable Group */
  8157. avoid_actor_area 40 /* Near Ungulate */
  8158. avoid_actor_area 41 /* Far Ungulate */
  8159. avoid_actor_area 60 /* Other Stragglers */
  8160. avoid_actor_area 1120 /* Lumberjack */
  8161. avoid_actor_area 1121 /* Lumberjack */
  8162. avoid_actor_area 1122 /* Lumberjack */
  8163. }
  8164.  
  8165. create_object PH_GENERIC_OFF /* Lumber Camp B Divider */
  8166. {
  8167. set_place_for_every_player
  8168. set_gaia_object_only
  8169. number_of_objects 64
  8170. temp_min_distance_group_placement 1
  8171. actor_area_to_place_in 1022 /* Lumber Camp C */
  8172.  
  8173. actor_area 1222
  8174. actor_area_radius 4
  8175. }
  8176.  
  8177. create_object HOUSE
  8178. {
  8179. set_place_for_every_player
  8180. number_of_objects 6
  8181. find_closest
  8182. temp_min_distance_group_placement 1
  8183.  
  8184. max_distance_to_other_zones 4
  8185. avoid_forest_zone 2
  8186. avoid_cliff_zone 2
  8187.  
  8188. actor_area 1300
  8189. actor_area_radius 2
  8190.  
  8191. avoid_actor_area 702 /* Minimum Primary Shrubbery Divider */
  8192. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  8193. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  8194. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  8195. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  8196. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  8197. avoid_actor_area 1000 /* Forage Divider */
  8198. avoid_actor_area 1001 /* Mill */
  8199. avoid_actor_area 1010 /* Gold Divider */
  8200. avoid_actor_area 1011 /* Mining Camp */
  8201. avoid_actor_area 1220 /* Lumber Camp A Divider */
  8202. avoid_actor_area 1221 /* Lumber Camp B Divider */
  8203. avoid_actor_area 1222 /* Lumber Camp C Divider */
  8204. avoid_actor_area 6007 /* Minimum Player Distance */
  8205. }
  8206.  
  8207. create_object BARRACKS
  8208. {
  8209. set_place_for_every_player
  8210. find_closest
  8211.  
  8212. max_distance_to_other_zones 4
  8213. avoid_forest_zone 2
  8214. avoid_cliff_zone 2
  8215.  
  8216. actor_area 1310
  8217. actor_area_radius 4
  8218.  
  8219. avoid_actor_area 702 /* Minimum Primary Shrubbery Divider */
  8220. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  8221. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  8222. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  8223. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  8224. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  8225. avoid_actor_area 1000 /* Forage Divider */
  8226. avoid_actor_area 1001 /* Mill */
  8227. avoid_actor_area 1010 /* Gold Divider */
  8228. avoid_actor_area 1011 /* Mining Camp */
  8229. avoid_actor_area 1220 /* Lumber Camp A Divider */
  8230. avoid_actor_area 1221 /* Lumber Camp B Divider */
  8231. avoid_actor_area 1222 /* Lumber Camp C Divider */
  8232. avoid_actor_area 6007 /* Minimum Player Distance */
  8233. }
  8234.  
  8235. create_object BLACKSMITH
  8236. {
  8237. set_place_for_every_player
  8238. find_closest
  8239.  
  8240. max_distance_to_other_zones 4
  8241. avoid_forest_zone 2
  8242. avoid_cliff_zone 2
  8243.  
  8244. actor_area 1320
  8245. actor_area_radius 4
  8246.  
  8247. avoid_actor_area 20 /* Starting Herdable */
  8248. avoid_actor_area 21 /* Herdable */
  8249. avoid_actor_area 702 /* Minimum Primary Shrubbery Divider */
  8250. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  8251. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  8252. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  8253. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  8254. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  8255. avoid_actor_area 1000 /* Forage Divider */
  8256. avoid_actor_area 1001 /* Mill */
  8257. avoid_actor_area 1010 /* Gold Divider */
  8258. avoid_actor_area 1011 /* Mining Camp */
  8259. avoid_actor_area 1220 /* Lumber Camp A Divider */
  8260. avoid_actor_area 1221 /* Lumber Camp B Divider */
  8261. avoid_actor_area 1222 /* Lumber Camp C Divider */
  8262. avoid_actor_area 6007 /* Minimum Player Distance */
  8263. }
  8264. endif
  8265. endif
  8266.  
  8267. #define AESTHETICS
  8268. if AESTHETICS
  8269. create_object BIRD_A
  8270. {
  8271. number_of_objects rnd(4,6)
  8272. set_scaling_to_map_size
  8273. }
  8274.  
  8275. create_object BIRD_B
  8276. {
  8277. number_of_objects rnd(2,4)
  8278. set_scaling_to_map_size
  8279. }
  8280.  
  8281. create_object ROCK_B
  8282. {
  8283. second_object PLANT_UNDERBRUSH_FLOWER
  8284. place_on_specific_land_id 420
  8285. number_of_objects 2
  8286. min_distance_to_players 28
  8287. set_scaling_to_map_size
  8288. temp_min_distance_group_placement 64
  8289. terrain_to_place_on CONNECTION_TERRAIN
  8290.  
  8291. avoid_forest_zone 6
  8292. avoid_cliff_zone 2
  8293.  
  8294. actor_area 503
  8295. actor_area_radius 0
  8296.  
  8297. avoid_actor_area 500 /* Graves */
  8298. avoid_actor_area 5020 /* Map Edge */
  8299. avoid_actor_area 6020 /* Minimum Player Distance */
  8300. }
  8301.  
  8302. create_object PH_GENERIC_OFF
  8303. {
  8304. number_of_objects 1024
  8305. temp_min_distance_group_placement 4
  8306. actor_area_to_place_in 503
  8307.  
  8308. actor_area 504
  8309. actor_area_radius 1
  8310. }
  8311.  
  8312. create_object PH_GENERIC_ON
  8313. {
  8314. second_object PLANT_WEEDS
  8315. number_of_objects 1024
  8316. temp_min_distance_group_placement 4
  8317. actor_area_to_place_in 504 /* Rune Stone */
  8318.  
  8319. actor_area 505
  8320. actor_area_radius 0
  8321.  
  8322. avoid_actor_area 503 /* Aztec Ruin */
  8323. avoid_actor_area 505 /* Weeds */
  8324. }
  8325.  
  8326. create_object PH_GENERIC_ON
  8327. {
  8328. second_object PLANT_WEEDS
  8329. number_of_objects 1024
  8330. temp_min_distance_group_placement 4
  8331. actor_area_to_place_in 504 /* Rune Stone */
  8332.  
  8333. actor_area 505
  8334. actor_area_radius 0
  8335.  
  8336. avoid_actor_area 503 /* Rune Stone */
  8337. avoid_actor_area 505 /* Weeds */
  8338. }
  8339.  
  8340. create_object PH_GENERIC_ON
  8341. {
  8342. second_object PLANT_WEEDS
  8343. number_of_objects 1024
  8344. temp_min_distance_group_placement 4
  8345. actor_area_to_place_in 504 /* Rune Stone */
  8346.  
  8347. actor_area 505
  8348. actor_area_radius 0
  8349.  
  8350. avoid_actor_area 503 /* Rune Stone */
  8351. avoid_actor_area 505 /* Weeds */
  8352. }
  8353.  
  8354. create_object PH_GENERIC_ON
  8355. {
  8356. second_object PLANT_WEEDS
  8357. number_of_objects 1024
  8358. temp_min_distance_group_placement 4
  8359. actor_area_to_place_in 504 /* Rune Stone */
  8360.  
  8361. actor_area 505
  8362. actor_area_radius 0
  8363.  
  8364. avoid_actor_area 503 /* Rune Stone */
  8365. avoid_actor_area 505 /* Weeds */
  8366. }
  8367.  
  8368. create_object PLANT_WEEDS
  8369. {
  8370. number_of_objects 32
  8371. set_scaling_to_map_size
  8372. temp_min_distance_group_placement 4
  8373.  
  8374. avoid_actor_area 500 /* Graves */
  8375. avoid_actor_area 5020 /* Map Edge */
  8376. }
  8377.  
  8378. create_object GRASS_SINGLE
  8379. {
  8380. number_of_objects 64
  8381. set_scaling_to_map_size
  8382. temp_min_distance_group_placement 2
  8383. layer_to_place_on BASE_BLEND_A
  8384.  
  8385. max_distance_to_other_zones 2
  8386. avoid_forest_zone 2
  8387. avoid_cliff_zone 2
  8388.  
  8389. avoid_actor_area 500 /* Graves */
  8390. avoid_actor_area 5020 /* Map Edge */
  8391. }
  8392. endif
  8393. endif
  8394.  
  8395. if BALANCED_RELICS
  8396. if LUDIKRIS_MAP
  8397. create_object RELIC
  8398. {
  8399. number_of_objects 1024
  8400. min_distance_to_players 24
  8401. temp_min_distance_group_placement 64
  8402.  
  8403. min_distance_group_placement 1
  8404. max_distance_to_other_zones 4
  8405. avoid_forest_zone 2
  8406. avoid_cliff_zone 2
  8407.  
  8408. actor_area 100
  8409. actor_area_radius 2
  8410.  
  8411. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  8412. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  8413. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  8414. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  8415. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  8416. avoid_actor_area 5020 /* Map Edge */
  8417. }
  8418. else
  8419. create_object RELIC
  8420. {
  8421. if 2_PLAYER_GAME
  8422. number_of_objects 1
  8423. elseif 3_PLAYER_GAME
  8424. number_of_objects 2
  8425. elseif 4_PLAYER_GAME
  8426. number_of_objects 1
  8427. elseif 5_PLAYER_GAME
  8428. number_of_objects 0
  8429. elseif 6_PLAYER_GAME
  8430. number_of_objects 1
  8431. elseif 7_PLAYER_GAME
  8432. number_of_objects 0
  8433. elseif 8_PLAYER_GAME
  8434. if GIGANTIC_MAP
  8435. number_of_objects 1
  8436. else
  8437. number_of_objects 0
  8438. endif
  8439. endif
  8440.  
  8441. if SMALL_MAP
  8442. min_distance_to_players 8
  8443. endif
  8444.  
  8445. find_closest
  8446. place_on_specific_land_id 420
  8447.  
  8448. if TINY_MAP
  8449. if 2_PLAYER_GAME
  8450. min_distance_group_placement 20
  8451. elseif 3_PLAYER_GAME
  8452. min_distance_group_placement 15
  8453. elseif 4_PLAYER_GAME
  8454. min_distance_group_placement 13
  8455. elseif 5_PLAYER_GAME
  8456. min_distance_group_placement 11
  8457. elseif 6_PLAYER_GAME
  8458. min_distance_group_placement 10
  8459. elseif 7_PLAYER_GAME
  8460. min_distance_group_placement 9
  8461. elseif 8_PLAYER_GAME
  8462. min_distance_group_placement 8
  8463. endif
  8464. elseif SMALL_MAP
  8465. if 2_PLAYER_GAME
  8466. min_distance_group_placement 21
  8467. elseif 3_PLAYER_GAME
  8468. min_distance_group_placement 16
  8469. elseif 4_PLAYER_GAME
  8470. min_distance_group_placement 14
  8471. elseif 5_PLAYER_GAME
  8472. min_distance_group_placement 12
  8473. elseif 6_PLAYER_GAME
  8474. min_distance_group_placement 11
  8475. elseif 7_PLAYER_GAME
  8476. min_distance_group_placement 10
  8477. elseif 8_PLAYER_GAME
  8478. min_distance_group_placement 9
  8479. endif
  8480. elseif MEDIUM_MAP
  8481. if 2_PLAYER_GAME
  8482. min_distance_group_placement 21
  8483. elseif 3_PLAYER_GAME
  8484. min_distance_group_placement 18
  8485. elseif 4_PLAYER_GAME
  8486. min_distance_group_placement 16
  8487. elseif 5_PLAYER_GAME
  8488. min_distance_group_placement 14
  8489. elseif 6_PLAYER_GAME
  8490. min_distance_group_placement 13
  8491. elseif 7_PLAYER_GAME
  8492. min_distance_group_placement 12
  8493. elseif 8_PLAYER_GAME
  8494. min_distance_group_placement 11
  8495. endif
  8496. elseif LARGE_MAP
  8497. if 2_PLAYER_GAME
  8498. min_distance_group_placement 21
  8499. elseif 3_PLAYER_GAME
  8500. min_distance_group_placement 19
  8501. elseif 4_PLAYER_GAME
  8502. min_distance_group_placement 18
  8503. elseif 5_PLAYER_GAME
  8504. min_distance_group_placement 17
  8505. elseif 6_PLAYER_GAME
  8506. min_distance_group_placement 16
  8507. elseif 7_PLAYER_GAME
  8508. min_distance_group_placement 15
  8509. elseif 8_PLAYER_GAME
  8510. min_distance_group_placement 14
  8511. endif
  8512. elseif HUGE_MAP
  8513. if 4_PLAYER_GAME
  8514. min_distance_group_placement 20
  8515. elseif 5_PLAYER_GAME
  8516. min_distance_group_placement 19
  8517. elseif 6_PLAYER_GAME
  8518. min_distance_group_placement 18
  8519. elseif 7_PLAYER_GAME
  8520. min_distance_group_placement 17
  8521. elseif 8_PLAYER_GAME
  8522. min_distance_group_placement 16
  8523. else
  8524. min_distance_group_placement 21
  8525. endif
  8526. elseif GIGANTIC_MAP
  8527. if 5_PLAYER_GAME
  8528. min_distance_group_placement 20
  8529. elseif 6_PLAYER_GAME
  8530. min_distance_group_placement 19
  8531. elseif 7_PLAYER_GAME
  8532. min_distance_group_placement 18
  8533. elseif 8_PLAYER_GAME
  8534. min_distance_group_placement 17
  8535. else
  8536. min_distance_group_placement 21
  8537. endif
  8538. endif
  8539.  
  8540. max_distance_to_other_zones 4
  8541. avoid_forest_zone 2
  8542. avoid_cliff_zone 2
  8543.  
  8544. actor_area 100
  8545. actor_area_radius 6
  8546.  
  8547. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  8548. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  8549. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  8550. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  8551. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  8552. avoid_actor_area 5020 /* Map Edge */
  8553. }
  8554.  
  8555. create_object RELIC
  8556. {
  8557. set_place_for_every_player
  8558. set_gaia_object_only
  8559.  
  8560. if 2_PLAYER_GAME
  8561. number_of_objects 2
  8562. else
  8563. number_of_objects 1
  8564. endif
  8565.  
  8566. find_closest
  8567.  
  8568. if TINY_MAP
  8569. if 2_PLAYER_GAME
  8570. min_distance_group_placement 32
  8571. elseif 3_PLAYER_GAME
  8572. min_distance_group_placement 30
  8573. elseif 4_PLAYER_GAME
  8574. min_distance_group_placement 26
  8575. elseif 5_PLAYER_GAME
  8576. min_distance_group_placement 22
  8577. elseif 6_PLAYER_GAME
  8578. min_distance_group_placement 20
  8579. elseif 7_PLAYER_GAME
  8580. min_distance_group_placement 18
  8581. elseif 8_PLAYER_GAME
  8582. min_distance_group_placement 16
  8583. endif
  8584. elseif SMALL_MAP
  8585. if 2_PLAYER_GAME
  8586. min_distance_group_placement 34
  8587. elseif 3_PLAYER_GAME
  8588. min_distance_group_placement 32
  8589. elseif 4_PLAYER_GAME
  8590. min_distance_group_placement 28
  8591. elseif 5_PLAYER_GAME
  8592. min_distance_group_placement 24
  8593. elseif 6_PLAYER_GAME
  8594. min_distance_group_placement 22
  8595. elseif 7_PLAYER_GAME
  8596. min_distance_group_placement 20
  8597. elseif 8_PLAYER_GAME
  8598. min_distance_group_placement 18
  8599. endif
  8600. elseif MEDIUM_MAP
  8601. if 2_PLAYER_GAME
  8602. min_distance_group_placement 34
  8603. elseif 3_PLAYER_GAME
  8604. min_distance_group_placement 36
  8605. elseif 4_PLAYER_GAME
  8606. min_distance_group_placement 32
  8607. elseif 5_PLAYER_GAME
  8608. min_distance_group_placement 28
  8609. elseif 6_PLAYER_GAME
  8610. min_distance_group_placement 26
  8611. elseif 7_PLAYER_GAME
  8612. min_distance_group_placement 24
  8613. elseif 8_PLAYER_GAME
  8614. min_distance_group_placement 22
  8615. endif
  8616. elseif LARGE_MAP
  8617. if 2_PLAYER_GAME
  8618. min_distance_group_placement 34
  8619. elseif 3_PLAYER_GAME
  8620. min_distance_group_placement 38
  8621. elseif 4_PLAYER_GAME
  8622. min_distance_group_placement 36
  8623. elseif 5_PLAYER_GAME
  8624. min_distance_group_placement 34
  8625. elseif 6_PLAYER_GAME
  8626. min_distance_group_placement 32
  8627. elseif 7_PLAYER_GAME
  8628. min_distance_group_placement 30
  8629. elseif 8_PLAYER_GAME
  8630. min_distance_group_placement 28
  8631. endif
  8632. elseif HUGE_MAP
  8633. if 4_PLAYER_GAME
  8634. min_distance_group_placement 40
  8635. elseif 5_PLAYER_GAME
  8636. min_distance_group_placement 38
  8637. elseif 6_PLAYER_GAME
  8638. min_distance_group_placement 36
  8639. elseif 7_PLAYER_GAME
  8640. min_distance_group_placement 34
  8641. elseif 8_PLAYER_GAME
  8642. min_distance_group_placement 32
  8643. else
  8644. min_distance_group_placement 42
  8645. endif
  8646. elseif GIGANTIC_MAP
  8647. if 5_PLAYER_GAME
  8648. min_distance_group_placement 40
  8649. elseif 6_PLAYER_GAME
  8650. min_distance_group_placement 38
  8651. elseif 7_PLAYER_GAME
  8652. min_distance_group_placement 36
  8653. elseif 8_PLAYER_GAME
  8654. min_distance_group_placement 34
  8655. else
  8656. min_distance_group_placement 42
  8657. endif
  8658. endif
  8659.  
  8660. max_distance_to_other_zones 4
  8661. avoid_forest_zone 2
  8662. avoid_cliff_zone 2
  8663.  
  8664. actor_area 101
  8665. actor_area_radius 16
  8666.  
  8667. avoid_actor_area 100 /* Relic */
  8668. avoid_actor_area 802 /* Minimum Primary Gold Divider */
  8669. avoid_actor_area 812 /* Minimum Secondary Gold Divider */
  8670. avoid_actor_area 822 /* Minimum Tertiary Gold Divider */
  8671. avoid_actor_area 902 /* Minimum Primary Stone Divider */
  8672. avoid_actor_area 912 /* Minimum Secondary Stone Divider */
  8673. avoid_actor_area 5020 /* Map Edge */
  8674.  
  8675. if TINY_MAP
  8676. if 2_PLAYER_GAME
  8677. avoid_actor_area 6040
  8678. elseif 3_PLAYER_GAME
  8679. avoid_actor_area 6030
  8680. elseif 4_PLAYER_GAME
  8681. avoid_actor_area 6026
  8682. elseif 5_PLAYER_GAME
  8683. avoid_actor_area 6022
  8684. elseif 6_PLAYER_GAME
  8685. avoid_actor_area 6020
  8686. elseif 7_PLAYER_GAME
  8687. avoid_actor_area 6018
  8688. elseif 8_PLAYER_GAME
  8689. avoid_actor_area 6016
  8690. endif
  8691. elseif SMALL_MAP
  8692. if 2_PLAYER_GAME
  8693. avoid_actor_area 6042
  8694. elseif 3_PLAYER_GAME
  8695. avoid_actor_area 6032
  8696. elseif 4_PLAYER_GAME
  8697. avoid_actor_area 6028
  8698. elseif 5_PLAYER_GAME
  8699. avoid_actor_area 6024
  8700. elseif 6_PLAYER_GAME
  8701. avoid_actor_area 6022
  8702. elseif 7_PLAYER_GAME
  8703. avoid_actor_area 6020
  8704. elseif 8_PLAYER_GAME
  8705. avoid_actor_area 6018
  8706. endif
  8707. elseif MEDIUM_MAP
  8708. if 2_PLAYER_GAME
  8709. avoid_actor_area 6042
  8710. elseif 3_PLAYER_GAME
  8711. avoid_actor_area 6036
  8712. elseif 4_PLAYER_GAME
  8713. avoid_actor_area 6032
  8714. elseif 5_PLAYER_GAME
  8715. avoid_actor_area 6028
  8716. elseif 6_PLAYER_GAME
  8717. avoid_actor_area 6026
  8718. elseif 7_PLAYER_GAME
  8719. avoid_actor_area 6024
  8720. elseif 8_PLAYER_GAME
  8721. avoid_actor_area 6022
  8722. endif
  8723. elseif LARGE_MAP
  8724. if 2_PLAYER_GAME
  8725. avoid_actor_area 6042
  8726. elseif 3_PLAYER_GAME
  8727. avoid_actor_area 6038
  8728. elseif 4_PLAYER_GAME
  8729. avoid_actor_area 6036
  8730. elseif 5_PLAYER_GAME
  8731. avoid_actor_area 6034
  8732. elseif 6_PLAYER_GAME
  8733. avoid_actor_area 6032
  8734. elseif 7_PLAYER_GAME
  8735. avoid_actor_area 6030
  8736. elseif 8_PLAYER_GAME
  8737. avoid_actor_area 6028
  8738. endif
  8739. elseif HUGE_MAP
  8740. if 4_PLAYER_GAME
  8741. avoid_actor_area 6040
  8742. elseif 5_PLAYER_GAME
  8743. avoid_actor_area 6038
  8744. elseif 6_PLAYER_GAME
  8745. avoid_actor_area 6036
  8746. elseif 7_PLAYER_GAME
  8747. avoid_actor_area 6034
  8748. elseif 8_PLAYER_GAME
  8749. avoid_actor_area 6032
  8750. else
  8751. avoid_actor_area 6042
  8752. endif
  8753. elseif GIGANTIC_MAP
  8754. if 5_PLAYER_GAME
  8755. avoid_actor_area 6040
  8756. elseif 6_PLAYER_GAME
  8757. avoid_actor_area 6038
  8758. elseif 7_PLAYER_GAME
  8759. avoid_actor_area 6036
  8760. elseif 8_PLAYER_GAME
  8761. avoid_actor_area 6034
  8762. else
  8763. avoid_actor_area 6042
  8764. endif
  8765. endif
  8766. }
  8767. endif
  8768. endif
  8769. endif
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