home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Maximum CD 2000 November
/
Maximum CD 2000 Nov.iso
/
AofE-Conquerers
/
age2xtrial.exe
/
CABFILE
/
MSGAME.CAB
/
Data
/
gamedata_x1.drs
/
Unnamed File 000002.bina
< prev
next >
Wrap
Text File
|
2000-07-18
|
15KB
|
700 lines
/* ************* YUCATAN ****************** */
/* 10 JAN 99 */
#include_drs random_map.def 54000
/* ****************************************************** */
<PLAYER_SETUP>
random_placement /* note this is only currently valid entry */
/* ****************************************************** */
<LAND_GENERATION>
base_terrain WATER
create_player_lands
{
terrain_type GRASS3
land_percent 95
set_zone_randomly
base_size 13
other_zone_avoidance_distance 6
}
/* ****************************************************** */
<TERRAIN_GENERATION>
create_terrain JUNGLE
{
base_terrain GRASS3
spacing_to_other_terrain_types 5
land_percent 30
number_of_clumps 30
set_avoid_player_start_areas
}
create_terrain JUNGLE
{
base_terrain GRASS3
spacing_to_other_terrain_types 5
land_percent 1
number_of_clumps 20
set_avoid_player_start_areas
}
create_terrain GRASS3
{
base_terrain JUNGLE
spacing_to_other_terrain_types 1
land_percent 7
number_of_clumps 19
set_avoid_player_start_areas
}
create_terrain GRASS3
{
base_terrain WATER
spacing_to_other_terrain_types 1
land_percent 3
number_of_clumps 10
set_avoid_player_start_areas
}
create_terrain LEAVES
{
base_terrain GRASS3
spacing_to_other_terrain_types 1
land_percent 3
number_of_clumps 26
}
create_terrain LEAVES
{
base_terrain GRASS3
spacing_to_other_terrain_types 1
land_percent 1
number_of_clumps 40
}
create_terrain GRASS
{
base_terrain GRASS3
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
create_terrain MED_WATER
{
base_terrain WATER
number_of_clumps 20
spacing_to_other_terrain_types 1
land_percent 15
}
/* PONDS FOR DA FISHIES */
create_terrain WATER
{
base_terrain GRASS3
spacing_to_other_terrain_types 1
land_percent 1
number_of_clumps 4
set_avoid_player_start_areas
set_flat_terrain_only
}
create_terrain MED_WATER
{
base_terrain WATER
spacing_to_other_terrain_types 1
land_percent 1
number_of_clumps 4
set_avoid_player_start_areas
set_flat_terrain_only
}
/* ****************************************************** */
<OBJECTS_GENERATION>
/* PLAYER START OBJECTS */
create_object TOWN_CENTER
{
set_place_for_every_player
group_placement_radius 18
min_distance_to_players 0
max_distance_to_players 0
}
create_object VILLAGER
{
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 6
}
create_object SCOUT
{
number_of_objects 1
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 9
}
create_object RELIC
{
number_of_objects 5
min_distance_to_players 25
temp_min_distance_group_placement 20
}
/* SPECIAL STUFF FOR REGICIDE */
if REGICIDE
create_object VILLAGER
{
number_of_objects 7
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 6
}
create_object KING
{
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 6
}
create_object CASTLE
{
set_place_for_every_player
min_distance_to_players 10
max_distance_to_players 10
}
endif
/* NEAR FORAGE */
create_object FORAGE
{
number_of_groups 2
number_of_objects 6
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 10
max_distance_to_players 12
min_distance_group_placement 6
}
/* NEAR GOLD */
create_object GOLD
{
number_of_objects 7
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 12
max_distance_to_players 16
min_distance_group_placement 7
max_distance_to_other_zones 7
}
/* MEDIUM GOLD */
create_object GOLD
{
number_of_objects 4
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 18
max_distance_to_players 26
min_distance_group_placement 7
max_distance_to_other_zones 7
}
/* FAR GOLD */
create_object GOLD
{
number_of_objects 4
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 25
max_distance_to_players 35
min_distance_group_placement 7
max_distance_to_other_zones 7
}
/* NEAR STONE */
create_object STONE
{
number_of_objects 5
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 14
max_distance_to_players 18
min_distance_group_placement 7
max_distance_to_other_zones 7
}
/* FAR STONE */
create_object STONE
{
number_of_objects 4
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 20
max_distance_to_players 26
min_distance_group_placement 7
max_distance_to_other_zones 7
}
/* BAA BAA */
create_object TURKEY
{
number_of_groups 2
number_of_objects 4
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 10
max_distance_to_players 12
}
create_object TURKEY
{
number_of_objects 2
number_of_groups 2
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 14
max_distance_to_players 30
}
create_object DEER
{
number_of_objects 8
group_variance 1
group_placement_radius 3
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 14
max_distance_to_players 30
}
create_object JAVELINA
{
number_of_objects 2
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 16
max_distance_to_players 22
}
create_object JAVELINA
{
number_of_objects 1
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 16
max_distance_to_players 22
}
create_object JAGUAR
{
number_of_objects 2
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 30
max_distance_to_players 40
}
/* *****RESOURCES BY MAP***** */
if LARGE_MAP
create_object FORAGE
{
number_of_groups 1
number_of_objects 5
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 9
}
endif
if HUGE_MAP
create_object FORAGE
{
number_of_groups 2
number_of_objects 5
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 9
}
endif
if GIGANTIC_MAP
create_object FORAGE
{
number_of_groups 3
number_of_objects 5
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 9
}
endif
/* EXTRA GOLD */
if TINY_MAP
create_object GOLD
{
number_of_groups 2
number_of_objects 3
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if SMALL_MAP
create_object GOLD
{
number_of_groups 2
number_of_objects 3
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if MEDIUM_MAP
create_object GOLD
{
number_of_groups 3
number_of_objects 3
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if LARGE_MAP
create_object GOLD
{
number_of_groups 3
number_of_objects 3
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if HUGE_MAP
create_object GOLD
{
number_of_groups 4
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if GIGANTIC_MAP
create_object GOLD
{
number_of_groups 5
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
/* EXTRA STONE */
if TINY_MAP
create_object STONE
{
number_of_groups 1
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if SMALL_MAP
create_object STONE
{
number_of_groups 1
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if MEDIUM_MAP
create_object STONE
{
number_of_groups 2
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if LARGE_MAP
create_object STONE
{
number_of_groups 3
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if HUGE_MAP
create_object STONE
{
number_of_groups 4
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if GIGANTIC_MAP
create_object STONE
{
number_of_groups 5
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
create_object PALMTREE
{
number_of_objects 2
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 4
max_distance_to_players 5
min_distance_group_placement 2
}
create_object PALMTREE
{
number_of_objects 3
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 8
min_distance_group_placement 2
}
create_object MACAW
{
number_of_objects 12
set_scaling_to_map_size
}
create_object JAGUAR
{
number_of_groups 3
set_loose_grouping
start_random
percent_chance 75
number_of_objects 1
percent_chance 25
number_of_objects 2
end_random
set_scaling_to_map_size
set_gaia_object_only
min_distance_group_placement 12
min_distance_to_players 40
max_distance_to_players 120
}
create_object JAVELINA
{
number_of_objects 2
group_variance 1
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 35
min_distance_group_placement 5
}
create_object PALMTREE
{
number_of_objects 100
set_gaia_object_only
min_distance_to_players 6
min_distance_group_placement 2
}
create_object PLANTS
{
number_of_objects 200
set_gaia_object_only
}
create_object JUNGLETREE
{
number_of_objects 100
set_gaia_object_only
min_distance_to_players 6
min_distance_group_placement 2
}
create_object SHORE_FISH
{
number_of_objects 12
set_gaia_object_only
set_scaling_to_map_size
}
/* ****************************************************** */
<ELEVATION_GENERATION>
create_elevation 4
{
base_terrain GRASS3
number_of_clumps 10
number_of_tiles 2000
set_scale_by_groups
}
<ELEVATION_GENERATION>
create_elevation 7
{
base_terrain JUNGLE
number_of_clumps 7
number_of_tiles 4300
set_scale_by_groups
}
/* ****************************************************** */
<CONNECTION_GENERATION>
create_connect_all_players_land
{
replace_terrain GRASS GRASS
replace_terrain GRASS2 GRASS2
replace_terrain GRASS3 GRASS3
replace_terrain FOREST GRASS3
replace_terrain JUNGLE GRASS3
terrain_cost FOREST 2
terrain_cost JUNGLE 2
terrain_cost GRASS 1
terrain_cost GRASS2 1
terrain_cost GRASS3 1
terrain_size FOREST 2 1
terrain_size JUNGLE 2 1
terrain_size GRASS 1 0
terrain_size GRASS2 1 0
terrain_size GRASS3 1 0
}
create_connect_teams_lands
{
replace_terrain GRASS GRASS
replace_terrain GRASS2 GRASS2
replace_terrain GRASS3 GRASS3
replace_terrain WATER SHALLOW
replace_terrain MED_WATER SHALLOW
replace_terrain DEEP_WATER SHALLOW
replace_terrain FOREST GRASS
replace_terrain JUNGLE GRASS3
terrain_cost WATER 7
terrain_cost MED_WATER 7
terrain_cost DEEP_WATER 7
terrain_cost FOREST 4
terrain_cost JUNGLE 4
terrain_cost GRASS 2
terrain_cost BEACH 4
terrain_size WATER 2 1
terrain_size MED_WATER 2 1
terrain_size DEEP_WATER 2 1
terrain_size GRASS 1 0
terrain_size GRASS2 1 0
terrain_size GRASS3 1 0
terrain_size FOREST 2 1
terrain_size JUNGLE 2 1
}