Fern_Silverthorn

AOE II Forgotten "Ghost Lake"

Oct 2nd, 2014
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  1. /* Ghost Lake for Forgotten Empires */
  2.  
  3. #include_drs random_map.def 54000
  4. <PLAYER_SETUP>
  5. random_placement
  6. ai_info_map_type GHOST_LAKE 0 0 0
  7.  
  8. <LAND_GENERATION>
  9.  
  10. base_terrain SNOW
  11. #define FROZEN_MAP
  12.  
  13. /* WELCOME TO THE ZOO */
  14.  
  15. if DESERT_MAP
  16. #const DOMESTIC_PET 594
  17. #const GROWLY_PET 126
  18. start_random
  19. percent_chance 50
  20. #const AIRBORNE_PET 96
  21. percent_chance 50
  22. #const AIRBORNE_PET 917
  23. end_random
  24. elseif ASIAN_MAP
  25. #const DOMESTIC_PET 594
  26. start_random
  27. percent_chance 50
  28. #const GROWLY_PET 126
  29. percent_chance 50
  30. #const GROWLY_PET 486
  31. end_random
  32. start_random
  33. percent_chance 50
  34. #const AIRBORNE_PET 96
  35. percent_chance 50
  36. #const AIRBORNE_PET 917
  37. end_random
  38. elseif ALPINE_MAP
  39. start_random
  40. percent_chance 50
  41. #const DOMESTIC_PET 594
  42. percent_chance 50
  43. #const DOMESTIC_PET 705
  44. end_random
  45. start_random
  46. percent_chance 50
  47. #const GROWLY_PET 126
  48. percent_chance 50
  49. #const GROWLY_PET 486
  50. end_random
  51. #const AIRBORNE_PET 96
  52. elseif FROZEN_MAP
  53. start_random
  54. percent_chance 50
  55. #const DOMESTIC_PET 594
  56. percent_chance 50
  57. #const DOMESTIC_PET 705
  58. end_random
  59. start_random
  60. percent_chance 50
  61. #const GROWLY_PET 126
  62. percent_chance 50
  63. #const GROWLY_PET 486
  64. end_random
  65. #const AIRBORNE_PET 96
  66. elseif TROPICAL_MAP
  67. start_random
  68. percent_chance 50
  69. #const DOMESTIC_PET 833
  70. percent_chance 50
  71. #const DOMESTIC_PET 305
  72. end_random
  73. #const GROWLY_PET 812
  74. start_random
  75. percent_chance 50
  76. #const AIRBORNE_PET 816
  77. percent_chance 50
  78. #const AIRBORNE_PET 917
  79. end_random
  80. else
  81. #const DOMESTIC_PET 594
  82. #const GROWLY_PET 126
  83. #const AIRBORNE_PET 96
  84. endif
  85.  
  86. /* BYE BYE ZOO */
  87.  
  88.  
  89. /* CREATE THE INLAND SEA */
  90.  
  91. create_land
  92. {
  93. terrain_type ICE
  94. land_percent 80
  95. left_border 20
  96. right_border 20
  97. top_border 20
  98. bottom_border 20
  99. border_fuzziness 40
  100. other_zone_avoidance_distance 2
  101. zone 16
  102. }
  103.  
  104. create_player_lands
  105. {
  106. terrain_type SNOW
  107. land_percent 30
  108. base_size 7
  109. zone 1
  110. other_zone_avoidance_distance 5
  111. border_fuzziness 10
  112. }
  113.  
  114. /* ****************************************************** */
  115. <TERRAIN_GENERATION>
  116.  
  117. /* PRIMARY FOREST */
  118.  
  119. create_terrain SNOW_FOREST
  120. {
  121. base_terrain SNOW
  122. spacing_to_other_terrain_types 5
  123. land_percent 10
  124. number_of_clumps 12
  125. set_avoid_player_start_areas
  126. set_scale_by_groups
  127. }
  128.  
  129. /* PRIMARY PATCH */
  130.  
  131. create_terrain GRASS_SNOW
  132. {
  133. base_terrain SNOW
  134. number_of_clumps 12
  135. spacing_to_other_terrain_types 1
  136. land_percent 11
  137. set_scale_by_size
  138. }
  139.  
  140. /* SECONDARY PATCH */
  141.  
  142. create_terrain DIRT_SNOW
  143. {
  144. base_terrain SNOW
  145. number_of_clumps 24
  146. spacing_to_other_terrain_types 1
  147. land_percent 4
  148. set_scale_by_size
  149. }
  150.  
  151. /* SECONDARY FOREST */
  152.  
  153. create_terrain PINE_FOREST
  154. {
  155. base_terrain GRASS_SNOW
  156. spacing_to_other_terrain_types 3
  157. land_percent 1
  158. number_of_clumps 3
  159. set_avoid_player_start_areas
  160. set_scale_by_groups
  161. }
  162.  
  163. /* TERTIARY PATCH */
  164.  
  165. create_terrain GRASS2
  166. {
  167. base_terrain GRASS_SNOW
  168. number_of_clumps 30
  169. spacing_to_other_terrain_types 1
  170. land_percent 2
  171. set_scale_by_size
  172. }
  173.  
  174. /* ICE FISHING */
  175.  
  176. create_terrain MED_WATER
  177. {
  178. base_terrain ICE
  179. start_random
  180. percent_chance 20
  181. number_of_clumps 5
  182. land_percent 1
  183. percent_chance 20
  184. number_of_clumps 3
  185. land_percent 1
  186. percent_chance 20
  187. number_of_clumps 4
  188. land_percent 2
  189. percent_chance 20
  190. number_of_clumps 7
  191. land_percent 1
  192. percent_chance 20
  193. number_of_clumps 0
  194. land_percent 1
  195. end_random
  196. set_scale_by_size
  197. }
  198.  
  199.  
  200. <OBJECTS_GENERATION>
  201.  
  202.  
  203. create_object TOWN_CENTER
  204. {
  205. set_place_for_every_player
  206. group_placement_radius 18
  207. min_distance_to_players 0
  208. max_distance_to_players 0
  209. }
  210.  
  211. create_object VILLAGER
  212. {
  213. set_place_for_every_player
  214. min_distance_to_players 6
  215. max_distance_to_players 6
  216. }
  217.  
  218. create_object SCOUT
  219. {
  220. number_of_objects 1
  221. set_place_for_every_player
  222. min_distance_to_players 7
  223. max_distance_to_players 9
  224. }
  225.  
  226. if LUDIKRIS_MAP
  227. create_object RELIC
  228. {
  229. number_of_objects 250
  230. min_distance_to_players 25
  231. temp_min_distance_group_placement 110
  232. }
  233. else
  234. create_object RELIC
  235. {
  236. number_of_objects 5
  237. min_distance_to_players 25
  238. temp_min_distance_group_placement 20
  239. }
  240. endif
  241.  
  242.  
  243. if REGICIDE
  244. create_object VILLAGER
  245. {
  246. number_of_objects 7
  247. set_place_for_every_player
  248. min_distance_to_players 6
  249. max_distance_to_players 6
  250. }
  251.  
  252. create_object KING
  253. {
  254. set_place_for_every_player
  255. min_distance_to_players 6
  256. max_distance_to_players 6
  257. }
  258.  
  259. create_object CASTLE
  260. {
  261. set_place_for_every_player
  262. min_distance_to_players 10
  263. max_distance_to_players 10
  264. }
  265.  
  266. endif
  267.  
  268. /* NEAR FORAGE */
  269.  
  270. create_object FORAGE
  271. {
  272. number_of_objects 6
  273. group_placement_radius 3
  274. set_tight_grouping
  275. set_gaia_object_only
  276. set_place_for_every_player
  277. min_distance_to_players 10
  278. max_distance_to_players 12
  279. min_distance_group_placement 6
  280. }
  281.  
  282. /* NEAR GOLD */
  283.  
  284. create_object GOLD
  285. {
  286. number_of_objects 7
  287. group_placement_radius 3
  288. set_tight_grouping
  289. set_gaia_object_only
  290. set_place_for_every_player
  291. min_distance_to_players 12
  292. max_distance_to_players 16
  293. min_distance_group_placement 7
  294. max_distance_to_other_zones 7
  295. }
  296.  
  297. /* MEDIUM GOLD */
  298.  
  299. create_object GOLD
  300. {
  301. number_of_objects 4
  302. group_placement_radius 3
  303. set_tight_grouping
  304. set_gaia_object_only
  305. set_place_for_every_player
  306. min_distance_to_players 18
  307. max_distance_to_players 26
  308. min_distance_group_placement 7
  309. max_distance_to_other_zones 7
  310. }
  311.  
  312. /* FAR GOLD */
  313.  
  314. create_object GOLD
  315. {
  316. number_of_objects 4
  317. group_placement_radius 3
  318. set_tight_grouping
  319. set_gaia_object_only
  320. set_place_for_every_player
  321. min_distance_to_players 25
  322. max_distance_to_players 35
  323. min_distance_group_placement 7
  324. max_distance_to_other_zones 7
  325. }
  326.  
  327. /* NEAR STONE */
  328.  
  329. create_object STONE
  330. {
  331. number_of_objects 5
  332. group_placement_radius 2
  333. set_tight_grouping
  334. set_gaia_object_only
  335. set_place_for_every_player
  336. min_distance_to_players 14
  337. max_distance_to_players 18
  338. min_distance_group_placement 7
  339. max_distance_to_other_zones 7
  340. }
  341.  
  342. /* FAR STONE */
  343.  
  344. create_object STONE
  345. {
  346. number_of_objects 4
  347. group_placement_radius 2
  348. set_tight_grouping
  349. set_gaia_object_only
  350. set_place_for_every_player
  351. min_distance_to_players 20
  352. max_distance_to_players 26
  353. min_distance_group_placement 7
  354. max_distance_to_other_zones 7
  355. }
  356.  
  357. /* BAA BAA */
  358.  
  359. if TROPICAL_MAP
  360. create_object TURKEY
  361. {
  362. number_of_objects 4
  363. set_loose_grouping
  364. set_gaia_object_only
  365. set_place_for_every_player
  366. min_distance_to_players 9
  367. max_distance_to_players 11
  368. }
  369. create_object TURKEY
  370. {
  371. number_of_objects 2
  372. number_of_groups 2
  373. set_loose_grouping
  374. set_gaia_object_only
  375. set_place_for_every_player
  376. min_distance_to_players 14
  377. max_distance_to_players 30
  378. }
  379. else
  380. create_object DOMESTIC_PET
  381. {
  382. number_of_objects 4
  383. set_loose_grouping
  384. set_gaia_object_only
  385. set_place_for_every_player
  386. min_distance_to_players 9
  387. max_distance_to_players 11
  388. }
  389. create_object DOMESTIC_PET
  390. {
  391. number_of_objects 2
  392. number_of_groups 2
  393. set_loose_grouping
  394. set_gaia_object_only
  395. set_place_for_every_player
  396. min_distance_to_players 14
  397. max_distance_to_players 30
  398. }
  399. endif
  400.  
  401. create_object DEER
  402. {
  403. start_random
  404. percent_chance 50
  405. number_of_objects 4
  406. percent_chance 50
  407. number_of_objects 3
  408. end_random
  409. group_placement_radius 3
  410. set_loose_grouping
  411. set_gaia_object_only
  412. set_place_for_every_player
  413. start_random
  414. percent_chance 50
  415. min_distance_to_players 14
  416. max_distance_to_players 22
  417. percent_chance 50
  418. min_distance_to_players 23
  419. max_distance_to_players 30
  420. end_random
  421. }
  422.  
  423. if TROPICAL_MAP
  424. create_object JAVELINA
  425. else
  426. create_object BOAR
  427. endif
  428. {
  429. number_of_objects 1
  430. set_loose_grouping
  431. set_gaia_object_only
  432. set_place_for_every_player
  433. min_distance_to_players 16
  434. max_distance_to_players 22
  435. }
  436.  
  437. if TROPICAL_MAP
  438. create_object JAVELINA
  439. else
  440. create_object BOAR
  441. endif
  442. {
  443. number_of_objects 1
  444. set_gaia_object_only
  445. set_place_for_every_player
  446. min_distance_to_players 16
  447. max_distance_to_players 22
  448. }
  449.  
  450. start_random
  451. percent_chance 80
  452. create_object GROWLY_PET
  453. percent_chance 20
  454. create_object WOLF
  455. end_random
  456. {
  457. number_of_objects 2
  458. set_gaia_object_only
  459. set_place_for_every_player
  460. min_distance_group_placement 12
  461. min_distance_to_players 30
  462. max_distance_to_players 40
  463. }
  464.  
  465. /* RESOURCES BY MAP */
  466.  
  467. if LARGE_MAP
  468. create_object FORAGE
  469. {
  470. number_of_groups 1
  471. number_of_objects 5
  472. group_placement_radius 3
  473. set_tight_grouping
  474. set_gaia_object_only
  475. min_distance_to_players 40
  476. max_distance_to_players 120
  477. min_distance_group_placement 7
  478. }
  479. endif
  480.  
  481. if HUGE_MAP
  482. create_object FORAGE
  483. {
  484. number_of_groups 2
  485. number_of_objects 5
  486. group_placement_radius 3
  487. set_tight_grouping
  488. set_gaia_object_only
  489. min_distance_to_players 40
  490. max_distance_to_players 120
  491. min_distance_group_placement 7
  492. }
  493. endif
  494.  
  495. if GIGANTIC_MAP
  496. create_object FORAGE
  497. {
  498. number_of_groups 3
  499. number_of_objects 5
  500. group_placement_radius 3
  501. set_tight_grouping
  502. set_gaia_object_only
  503. min_distance_to_players 40
  504. max_distance_to_players 120
  505. min_distance_group_placement 7
  506. }
  507. endif
  508.  
  509. if LUDIKRIS_MAP
  510. create_object FORAGE
  511. {
  512. number_of_groups 12
  513. number_of_objects 5
  514. group_placement_radius 3
  515. set_tight_grouping
  516. set_gaia_object_only
  517. temp_min_distance_group_placement 15
  518. }
  519. endif
  520.  
  521. /* EXTRA GOLD */
  522.  
  523. if TINY_MAP
  524. create_object GOLD
  525. {
  526. number_of_groups 2
  527. number_of_objects 3
  528. group_placement_radius 2
  529. set_tight_grouping
  530. set_gaia_object_only
  531. min_distance_to_players 40
  532. min_distance_group_placement 9
  533. }
  534. endif
  535.  
  536. if SMALL_MAP
  537. create_object GOLD
  538. {
  539. number_of_groups 2
  540. number_of_objects 3
  541. group_placement_radius 2
  542. set_tight_grouping
  543. set_gaia_object_only
  544. min_distance_to_players 40
  545. min_distance_group_placement 9
  546. }
  547. endif
  548.  
  549. if MEDIUM_MAP
  550. create_object GOLD
  551. {
  552. number_of_groups 3
  553. number_of_objects 3
  554. group_variance 1
  555. group_placement_radius 2
  556. set_tight_grouping
  557. set_gaia_object_only
  558. min_distance_to_players 40
  559. min_distance_group_placement 9
  560. }
  561. endif
  562.  
  563. if LARGE_MAP
  564. create_object GOLD
  565. {
  566. number_of_groups 3
  567. number_of_objects 3
  568. group_variance 1
  569. group_placement_radius 2
  570. set_tight_grouping
  571. set_gaia_object_only
  572. min_distance_to_players 40
  573. min_distance_group_placement 9
  574. }
  575. endif
  576.  
  577. if HUGE_MAP
  578. create_object GOLD
  579. {
  580. number_of_groups 4
  581. number_of_objects 4
  582. group_variance 1
  583. group_placement_radius 2
  584. set_tight_grouping
  585. set_gaia_object_only
  586. min_distance_to_players 40
  587. min_distance_group_placement 9
  588. }
  589. endif
  590.  
  591. if GIGANTIC_MAP
  592. create_object GOLD
  593. {
  594. number_of_groups 5
  595. number_of_objects 4
  596. group_variance 1
  597. group_placement_radius 2
  598. set_tight_grouping
  599. set_gaia_object_only
  600. min_distance_to_players 40
  601. min_distance_group_placement 9
  602. }
  603. endif
  604.  
  605. if LUDIKRIS_MAP
  606. create_object GOLD
  607. {
  608. number_of_groups 250
  609. number_of_objects 4
  610. group_variance 1
  611. group_placement_radius 2
  612. set_tight_grouping
  613. set_gaia_object_only
  614. min_distance_to_players 40
  615. temp_min_distance_group_placement 44
  616. }
  617. endif
  618.  
  619. /* EXTRA STONE */
  620.  
  621. if TINY_MAP
  622. create_object STONE
  623. {
  624. number_of_groups 1
  625. number_of_objects 4
  626. group_variance 1
  627. group_placement_radius 2
  628. set_tight_grouping
  629. set_gaia_object_only
  630. min_distance_to_players 40
  631. min_distance_group_placement 9
  632. }
  633. endif
  634.  
  635. if SMALL_MAP
  636. create_object STONE
  637. {
  638. number_of_groups 1
  639. number_of_objects 4
  640. group_variance 1
  641. group_placement_radius 2
  642. set_tight_grouping
  643. set_gaia_object_only
  644. min_distance_to_players 40
  645. min_distance_group_placement 9
  646. }
  647. endif
  648.  
  649. if MEDIUM_MAP
  650. create_object STONE
  651. {
  652. number_of_groups 2
  653. number_of_objects 4
  654. group_variance 1
  655. group_placement_radius 2
  656. set_tight_grouping
  657. set_gaia_object_only
  658. min_distance_to_players 40
  659. min_distance_group_placement 9
  660. }
  661. endif
  662.  
  663. if LARGE_MAP
  664. create_object STONE
  665. {
  666. number_of_groups 3
  667. number_of_objects 4
  668. group_variance 1
  669. group_placement_radius 2
  670. set_tight_grouping
  671. set_gaia_object_only
  672. min_distance_to_players 40
  673. min_distance_group_placement 9
  674. }
  675. endif
  676.  
  677. if HUGE_MAP
  678. create_object STONE
  679. {
  680. number_of_groups 4
  681. number_of_objects 4
  682. group_variance 1
  683. group_placement_radius 2
  684. set_tight_grouping
  685. set_gaia_object_only
  686. min_distance_to_players 40
  687. min_distance_group_placement 9
  688. }
  689. endif
  690.  
  691. if GIGANTIC_MAP
  692. create_object STONE
  693. {
  694. number_of_groups 5
  695. number_of_objects 4
  696. group_variance 1
  697. group_placement_radius 2
  698. set_tight_grouping
  699. set_gaia_object_only
  700. min_distance_to_players 40
  701. min_distance_group_placement 9
  702. }
  703. endif
  704.  
  705. if LUDIKRIS_MAP
  706. create_object STONE
  707. {
  708. number_of_groups 250
  709. number_of_objects 4
  710. group_variance 1
  711. group_placement_radius 2
  712. set_tight_grouping
  713. set_gaia_object_only
  714. min_distance_to_players 40
  715. temp_min_distance_group_placement 44
  716. }
  717. endif
  718.  
  719. if DESERT_MAP
  720. create_object PALMTREE
  721. {
  722. number_of_objects 2
  723. set_gaia_object_only
  724. set_place_for_every_player
  725. min_distance_to_players 4
  726. max_distance_to_players 5
  727. min_distance_group_placement 2
  728. }
  729. create_object PALMTREE
  730. {
  731. number_of_objects 3
  732. set_gaia_object_only
  733. set_place_for_every_player
  734. min_distance_to_players 6
  735. max_distance_to_players 8
  736. min_distance_group_placement 2
  737. }
  738. elseif ALPINE_MAP
  739. create_object PINETREE
  740. {
  741. number_of_objects 2
  742. set_gaia_object_only
  743. set_place_for_every_player
  744. min_distance_to_players 4
  745. max_distance_to_players 5
  746. min_distance_group_placement 2
  747. }
  748. create_object PINETREE
  749. {
  750. number_of_objects 3
  751. set_gaia_object_only
  752. set_place_for_every_player
  753. min_distance_to_players 6
  754. max_distance_to_players 8
  755. min_distance_group_placement 2
  756. }
  757. elseif ASIAN_MAP
  758. create_object BAMBOO_TREE
  759. {
  760. number_of_objects 2
  761. set_gaia_object_only
  762. set_place_for_every_player
  763. min_distance_to_players 4
  764. max_distance_to_players 5
  765. min_distance_group_placement 2
  766. }
  767. create_object PINETREE
  768. {
  769. number_of_objects 3
  770. set_gaia_object_only
  771. set_place_for_every_player
  772. min_distance_to_players 6
  773. max_distance_to_players 8
  774. min_distance_group_placement 2
  775. }
  776. elseif TROPICAL_MAP
  777. create_object PALMTREE
  778. {
  779. number_of_objects 2
  780. set_gaia_object_only
  781. set_place_for_every_player
  782. min_distance_to_players 4
  783. max_distance_to_players 5
  784. min_distance_group_placement 2
  785. }
  786. create_object OAKTREE
  787. {
  788. number_of_objects 3
  789. set_gaia_object_only
  790. set_place_for_every_player
  791. min_distance_to_players 6
  792. max_distance_to_players 8
  793. min_distance_group_placement 2
  794. }
  795. elseif FROZEN_MAP
  796. create_object SNOWPINETREE
  797. {
  798. number_of_objects 2
  799. set_gaia_object_only
  800. set_place_for_every_player
  801. min_distance_to_players 4
  802. max_distance_to_players 5
  803. min_distance_group_placement 2
  804. }
  805. create_object SNOWPINETREE
  806. {
  807. number_of_objects 3
  808. set_gaia_object_only
  809. set_place_for_every_player
  810. min_distance_to_players 6
  811. max_distance_to_players 8
  812. min_distance_group_placement 2
  813. }
  814. else
  815. create_object OAKTREE
  816. {
  817. number_of_objects 2
  818. set_gaia_object_only
  819. set_place_for_every_player
  820. min_distance_to_players 4
  821. max_distance_to_players 5
  822. min_distance_group_placement 2
  823. }
  824. create_object OAKTREE
  825. {
  826. number_of_objects 3
  827. set_gaia_object_only
  828. set_place_for_every_player
  829. min_distance_to_players 6
  830. max_distance_to_players 8
  831. min_distance_group_placement 2
  832. }
  833. endif
  834.  
  835. create_object AIRBORNE_PET
  836. {
  837. number_of_objects 4
  838. set_scaling_to_map_size
  839. }
  840.  
  841. create_object GROWLY_PET
  842. {
  843. number_of_groups 3
  844. set_loose_grouping
  845. start_random
  846. percent_chance 75
  847. number_of_objects 1
  848. percent_chance 25
  849. number_of_objects 2
  850. end_random
  851. set_scaling_to_map_size
  852. set_gaia_object_only
  853. min_distance_group_placement 12
  854. min_distance_to_players 40
  855. max_distance_to_players 120
  856. }
  857.  
  858. create_object DOMESTIC_PET
  859. {
  860. number_of_objects 3
  861. number_of_groups 2
  862. set_loose_grouping
  863. set_gaia_object_only
  864. set_place_for_every_player
  865. min_distance_to_players 35
  866. min_distance_group_placement 10
  867. }
  868.  
  869. create_object SNOWPINETREE
  870. {
  871. number_of_objects 30
  872. set_gaia_object_only
  873. set_scaling_to_map_size
  874. min_distance_to_players 8
  875. }
  876.  
  877. create_object SHORE_FISH
  878. {
  879. number_of_objects 5
  880. set_scaling_to_map_size
  881. min_distance_group_placement 3
  882. set_gaia_object_only
  883. }
  884.  
  885. /* ****************************************************** */
  886.  
  887. <ELEVATION_GENERATION>
  888.  
  889. create_elevation 7
  890. {
  891. base_terrain SNOW
  892. number_of_clumps 14
  893. number_of_tiles 2000
  894. set_scale_by_groups
  895. set_scale_by_size
  896. }
  897.  
  898. <CLIFF_GENERATION>
  899.  
  900. min_number_of_cliffs 5
  901. max_number_of_cliffs 8
  902. min_length_of_cliff 4
  903. max_length_of_cliff 10
  904. cliff_curliness 10
  905. min_distance_cliffs 3
  906.  
  907.  
  908. <CONNECTION_GENERATION>
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