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Text File  |  2000-07-18  |  15KB  |  700 lines

  1. /* ************* YUCATAN ****************** */
  2. /* 10 JAN 99 */
  3.  
  4. #include_drs random_map.def 54000
  5.  
  6. /* ****************************************************** */
  7. <PLAYER_SETUP>
  8.   random_placement  /* note this is only currently valid entry */
  9.  
  10. /* ****************************************************** */
  11. <LAND_GENERATION>
  12. base_terrain WATER
  13.  
  14. create_player_lands 
  15. {            
  16.   terrain_type                     GRASS3
  17.   land_percent                     95
  18.   set_zone_randomly  
  19.   base_size                        13
  20.   other_zone_avoidance_distance    6
  21. }
  22.  
  23. /* ****************************************************** */
  24. <TERRAIN_GENERATION>
  25.  
  26. create_terrain JUNGLE
  27. {
  28.   base_terrain                   GRASS3
  29.   spacing_to_other_terrain_types 5
  30.   land_percent                   30
  31.   number_of_clumps               30
  32.   set_avoid_player_start_areas     
  33. }
  34.  
  35. create_terrain JUNGLE
  36. {
  37.   base_terrain                   GRASS3
  38.   spacing_to_other_terrain_types 5
  39.   land_percent                   1
  40.   number_of_clumps               20
  41.   set_avoid_player_start_areas     
  42. }
  43.  
  44.  
  45. create_terrain GRASS3
  46. {
  47.   base_terrain                   JUNGLE
  48.   spacing_to_other_terrain_types 1
  49.   land_percent                   7
  50.   number_of_clumps               19
  51.   set_avoid_player_start_areas     
  52. }
  53.  
  54. create_terrain GRASS3
  55. {
  56.   base_terrain                   WATER
  57.   spacing_to_other_terrain_types 1
  58.   land_percent                   3
  59.   number_of_clumps               10
  60.   set_avoid_player_start_areas     
  61. }
  62.  
  63. create_terrain LEAVES
  64. {
  65.   base_terrain                   GRASS3
  66.   spacing_to_other_terrain_types 1
  67.   land_percent                   3
  68.   number_of_clumps               26
  69. }
  70.  
  71. create_terrain LEAVES
  72. {
  73.   base_terrain                   GRASS3
  74.   spacing_to_other_terrain_types 1
  75.   land_percent                   1
  76.   number_of_clumps               40
  77. }
  78.  
  79. create_terrain GRASS
  80. {
  81.   base_terrain                   GRASS3
  82.   number_of_clumps               24
  83.   spacing_to_other_terrain_types 1
  84.   land_percent                   2
  85.   set_scale_by_size
  86. }
  87.  
  88. create_terrain MED_WATER
  89. {
  90. base_terrain WATER
  91. number_of_clumps               20
  92. spacing_to_other_terrain_types 1
  93. land_percent 15
  94. }
  95.  
  96. /* PONDS FOR DA FISHIES */
  97.  
  98. create_terrain WATER
  99. {
  100.   base_terrain                   GRASS3
  101.   spacing_to_other_terrain_types 1
  102.   land_percent                   1
  103.   number_of_clumps               4
  104.   set_avoid_player_start_areas
  105.   set_flat_terrain_only     
  106. }
  107.  
  108. create_terrain MED_WATER
  109. {
  110.   base_terrain                   WATER
  111.   spacing_to_other_terrain_types 1
  112.   land_percent                   1
  113.   number_of_clumps               4
  114.   set_avoid_player_start_areas
  115.   set_flat_terrain_only     
  116. }
  117.  
  118. /* ****************************************************** */
  119. <OBJECTS_GENERATION>
  120.  
  121. /* PLAYER START OBJECTS */
  122.  
  123. create_object TOWN_CENTER
  124. {
  125.   set_place_for_every_player
  126.   group_placement_radius     18
  127.   min_distance_to_players    0
  128.   max_distance_to_players    0
  129. }
  130.  
  131. create_object VILLAGER
  132. {
  133.   set_place_for_every_player
  134.   min_distance_to_players       6
  135.   max_distance_to_players       6
  136.  }
  137.  
  138. create_object SCOUT
  139. {
  140.   number_of_objects             1
  141.   set_place_for_every_player
  142.   min_distance_to_players       7
  143.   max_distance_to_players       9
  144.  }
  145.  
  146. create_object RELIC
  147. {
  148.    number_of_objects            5
  149.    min_distance_to_players     25
  150.    temp_min_distance_group_placement 20
  151. }
  152.  
  153. /* SPECIAL STUFF FOR REGICIDE */
  154.  
  155. if REGICIDE
  156. create_object VILLAGER
  157. {
  158.   number_of_objects             7
  159.   set_place_for_every_player
  160.   min_distance_to_players       6
  161.   max_distance_to_players       6
  162. }
  163.  
  164. create_object KING
  165. {
  166.   set_place_for_every_player
  167.   min_distance_to_players       6
  168.   max_distance_to_players       6
  169. }
  170.  
  171. create_object CASTLE
  172. {
  173.   set_place_for_every_player
  174.   min_distance_to_players    10
  175.   max_distance_to_players    10
  176. }
  177.  
  178. endif
  179.  
  180. /* NEAR FORAGE */
  181.  
  182. create_object FORAGE
  183. {
  184.   number_of_groups           2  
  185.   number_of_objects          6
  186.   group_placement_radius     3
  187.   set_tight_grouping
  188.   set_gaia_object_only
  189.   set_place_for_every_player
  190.   min_distance_to_players    10
  191.   max_distance_to_players    12
  192.   min_distance_group_placement  6
  193. }
  194.  
  195. /* NEAR GOLD */
  196.  
  197. create_object GOLD
  198. {
  199.   number_of_objects          7
  200.   group_placement_radius     3
  201.   set_tight_grouping
  202.   set_gaia_object_only
  203.   set_place_for_every_player
  204.   min_distance_to_players    12
  205.   max_distance_to_players    16
  206.   min_distance_group_placement  7
  207.   max_distance_to_other_zones  7
  208. }
  209.  
  210. /* MEDIUM GOLD */
  211.  
  212. create_object GOLD
  213. {
  214.   number_of_objects          4
  215.   group_placement_radius     3
  216.   set_tight_grouping
  217.   set_gaia_object_only
  218.   set_place_for_every_player
  219.   min_distance_to_players    18
  220.   max_distance_to_players    26
  221.   min_distance_group_placement  7
  222.   max_distance_to_other_zones  7
  223. }
  224.  
  225. /* FAR GOLD */
  226.  
  227. create_object GOLD
  228. {
  229.   number_of_objects          4
  230.   group_placement_radius     3
  231.   set_tight_grouping
  232.   set_gaia_object_only
  233.   set_place_for_every_player
  234.   min_distance_to_players    25
  235.   max_distance_to_players    35
  236.   min_distance_group_placement  7
  237.   max_distance_to_other_zones  7
  238. }
  239.  
  240. /* NEAR STONE */
  241.  
  242. create_object STONE
  243. {
  244.   number_of_objects          5
  245.   group_placement_radius     2  
  246.   set_tight_grouping 
  247.   set_gaia_object_only
  248.   set_place_for_every_player
  249.   min_distance_to_players    14
  250.   max_distance_to_players    18
  251.   min_distance_group_placement  7
  252.   max_distance_to_other_zones  7
  253. }
  254.  
  255. /* FAR STONE */
  256.  
  257. create_object STONE
  258. {
  259.   number_of_objects          4
  260.   group_placement_radius     2  
  261.   set_tight_grouping 
  262.   set_gaia_object_only
  263.   set_place_for_every_player
  264.   min_distance_to_players    20
  265.   max_distance_to_players    26
  266.   min_distance_group_placement  7
  267.   max_distance_to_other_zones  7
  268. }
  269.  
  270. /* BAA BAA */
  271.  
  272. create_object TURKEY
  273. {
  274.    number_of_groups 2
  275.    number_of_objects 4
  276.    set_loose_grouping
  277.    set_gaia_object_only
  278.    set_place_for_every_player
  279.    min_distance_to_players    10
  280.    max_distance_to_players    12
  281. }
  282.  
  283. create_object TURKEY
  284. {
  285.    number_of_objects 2
  286.    number_of_groups  2
  287.    set_loose_grouping
  288.    set_gaia_object_only
  289.    set_place_for_every_player
  290.    min_distance_to_players    14
  291.    max_distance_to_players    30
  292. }
  293.  
  294. create_object DEER
  295. {
  296.   number_of_objects          8
  297.   group_variance             1
  298.   group_placement_radius     3
  299.   set_loose_grouping
  300.   set_gaia_object_only
  301.   set_place_for_every_player
  302.   min_distance_to_players    14
  303.   max_distance_to_players    30
  304. }
  305.  
  306. create_object JAVELINA
  307. {
  308.   number_of_objects          2
  309.   set_loose_grouping  
  310.   set_gaia_object_only
  311.   set_place_for_every_player
  312.   min_distance_to_players    16
  313.   max_distance_to_players    22
  314. }
  315.  
  316. create_object JAVELINA
  317. {
  318.   number_of_objects          1
  319.   set_gaia_object_only
  320.   set_place_for_every_player
  321.   min_distance_to_players    16
  322.   max_distance_to_players    22
  323. }
  324.  
  325. create_object JAGUAR
  326. {
  327.   number_of_objects          2
  328.   set_gaia_object_only
  329.   set_place_for_every_player
  330.   min_distance_to_players    30
  331.   max_distance_to_players    40
  332. }
  333.  
  334. /* *****RESOURCES BY MAP***** */
  335.  
  336. if LARGE_MAP
  337. create_object FORAGE
  338. {
  339.   number_of_groups           1    
  340.   number_of_objects          5
  341.   group_placement_radius     3
  342.   set_tight_grouping
  343.   set_gaia_object_only
  344.   min_distance_to_players       40
  345.   max_distance_to_players       120
  346.   min_distance_group_placement  9
  347. }
  348. endif
  349.  
  350. if HUGE_MAP
  351. create_object FORAGE
  352. {
  353.   number_of_groups           2    
  354.   number_of_objects          5
  355.   group_placement_radius     3
  356.   set_tight_grouping
  357.   set_gaia_object_only
  358.   min_distance_to_players       40
  359.   max_distance_to_players       120
  360.   min_distance_group_placement  9
  361. }
  362. endif
  363.  
  364. if GIGANTIC_MAP
  365. create_object FORAGE
  366. {
  367.   number_of_groups           3    
  368.   number_of_objects          5
  369.   group_placement_radius     3
  370.   set_tight_grouping
  371.   set_gaia_object_only
  372.   min_distance_to_players       40
  373.   max_distance_to_players       120
  374.   min_distance_group_placement  9
  375. }
  376. endif
  377.  
  378. /* EXTRA GOLD */
  379.  
  380. if TINY_MAP
  381. create_object GOLD
  382. {
  383.   number_of_groups           2    
  384.   number_of_objects          3
  385.   group_placement_radius     2
  386.   set_tight_grouping
  387.   set_gaia_object_only
  388.   min_distance_to_players       40
  389.   min_distance_group_placement  9
  390. }
  391. endif
  392.  
  393. if SMALL_MAP
  394. create_object GOLD
  395. {
  396.   number_of_groups           2    
  397.   number_of_objects          3
  398.   group_placement_radius     2
  399.   set_tight_grouping
  400.   set_gaia_object_only
  401.   min_distance_to_players       40
  402.   min_distance_group_placement  9
  403. }
  404. endif
  405.  
  406. if MEDIUM_MAP
  407. create_object GOLD
  408. {
  409.   number_of_groups           3    
  410.   number_of_objects          3
  411.   group_variance             1
  412.   group_placement_radius     2
  413.   set_tight_grouping
  414.   set_gaia_object_only
  415.   min_distance_to_players       40
  416.   min_distance_group_placement  9
  417. }
  418. endif
  419.  
  420. if LARGE_MAP
  421. create_object GOLD
  422. {
  423.   number_of_groups           3    
  424.   number_of_objects          3
  425.   group_variance             1
  426.   group_placement_radius     2
  427.   set_tight_grouping
  428.   set_gaia_object_only
  429.   min_distance_to_players       40
  430.   min_distance_group_placement  9
  431. }
  432. endif
  433.  
  434. if HUGE_MAP
  435. create_object GOLD
  436. {
  437.   number_of_groups           4    
  438.   number_of_objects          4
  439.   group_variance             1
  440.   group_placement_radius     2
  441.   set_tight_grouping
  442.   set_gaia_object_only
  443.   min_distance_to_players       40
  444.   min_distance_group_placement  9
  445. }
  446. endif
  447.  
  448. if GIGANTIC_MAP
  449. create_object GOLD
  450. {
  451.   number_of_groups           5    
  452.   number_of_objects          4
  453.   group_variance             1
  454.   group_placement_radius     2
  455.   set_tight_grouping
  456.   set_gaia_object_only
  457.   min_distance_to_players       40
  458.   min_distance_group_placement  9
  459. }
  460. endif
  461.  
  462. /* EXTRA STONE */
  463.  
  464. if TINY_MAP
  465. create_object STONE
  466. {
  467.   number_of_groups           1    
  468.   number_of_objects          4
  469.   group_variance             1
  470.   group_placement_radius     2
  471.   set_tight_grouping
  472.   set_gaia_object_only
  473.   min_distance_to_players       40
  474.   min_distance_group_placement  9
  475. }
  476. endif
  477.  
  478. if SMALL_MAP
  479. create_object STONE
  480. {
  481.   number_of_groups           1    
  482.   number_of_objects          4
  483.   group_variance             1
  484.   group_placement_radius     2
  485.   set_tight_grouping
  486.   set_gaia_object_only
  487.   min_distance_to_players       40
  488.   min_distance_group_placement  9
  489. }
  490. endif
  491.  
  492. if MEDIUM_MAP
  493. create_object STONE
  494. {
  495.   number_of_groups           2    
  496.   number_of_objects          4
  497.   group_variance             1
  498.   group_placement_radius     2
  499.   set_tight_grouping
  500.   set_gaia_object_only
  501.   min_distance_to_players       40
  502.   min_distance_group_placement  9
  503. }
  504. endif
  505.  
  506. if LARGE_MAP
  507. create_object STONE
  508. {
  509.   number_of_groups           3    
  510.   number_of_objects          4
  511.   group_variance             1
  512.   group_placement_radius     2
  513.   set_tight_grouping
  514.   set_gaia_object_only
  515.   min_distance_to_players       40
  516.   min_distance_group_placement  9
  517. }
  518. endif
  519.  
  520. if HUGE_MAP
  521. create_object STONE
  522. {
  523.   number_of_groups           4    
  524.   number_of_objects          4
  525.   group_variance             1
  526.   group_placement_radius     2
  527.   set_tight_grouping
  528.   set_gaia_object_only
  529.   min_distance_to_players       40
  530.   min_distance_group_placement  9
  531. }
  532. endif
  533.  
  534. if GIGANTIC_MAP
  535. create_object STONE
  536. {
  537.   number_of_groups           5    
  538.   number_of_objects          4
  539.   group_variance             1
  540.   group_placement_radius     2
  541.   set_tight_grouping
  542.   set_gaia_object_only
  543.   min_distance_to_players       40
  544.   min_distance_group_placement  9
  545. }
  546. endif
  547.  
  548. create_object PALMTREE
  549. {
  550.   number_of_objects             2
  551.   set_gaia_object_only
  552.   set_place_for_every_player
  553.   min_distance_to_players       4
  554.   max_distance_to_players       5
  555.   min_distance_group_placement  2
  556. }
  557. create_object PALMTREE
  558. {
  559.   number_of_objects             3
  560.   set_gaia_object_only
  561.   set_place_for_every_player
  562.   min_distance_to_players       6
  563.   max_distance_to_players       8
  564.   min_distance_group_placement  2
  565. }
  566.  
  567. create_object MACAW
  568. {
  569.    number_of_objects         12
  570.    set_scaling_to_map_size
  571. }
  572.  
  573. create_object JAGUAR
  574. {
  575.   number_of_groups          3
  576.   set_loose_grouping
  577.   start_random
  578.   percent_chance 75
  579.     number_of_objects 1
  580.   percent_chance 25
  581.     number_of_objects 2
  582.   end_random
  583.   set_scaling_to_map_size
  584.   set_gaia_object_only
  585.   min_distance_group_placement 12
  586.   min_distance_to_players    40
  587.   max_distance_to_players    120
  588.  
  589. create_object JAVELINA
  590. {
  591.    number_of_objects 2
  592.    group_variance    1
  593.    set_loose_grouping
  594.    set_gaia_object_only
  595.    set_place_for_every_player
  596.    min_distance_to_players    35
  597.    min_distance_group_placement  5
  598. }
  599.  
  600. create_object PALMTREE
  601. {
  602.   number_of_objects          100
  603.   set_gaia_object_only
  604.   min_distance_to_players       6
  605.   min_distance_group_placement  2
  606. }
  607.  
  608. create_object PLANTS
  609. {
  610.   number_of_objects          200
  611.   set_gaia_object_only
  612. }
  613.  
  614. create_object JUNGLETREE
  615. {
  616.   number_of_objects          100
  617.   set_gaia_object_only
  618.   min_distance_to_players       6
  619.   min_distance_group_placement  2
  620. }
  621.  
  622. create_object SHORE_FISH
  623. {
  624.   number_of_objects          12
  625.   set_gaia_object_only
  626.   set_scaling_to_map_size
  627. }
  628.  
  629. /* ****************************************************** */
  630.  
  631. <ELEVATION_GENERATION>
  632.  
  633. create_elevation        4
  634. {
  635.   base_terrain             GRASS3
  636.   number_of_clumps         10
  637.   number_of_tiles         2000
  638.   set_scale_by_groups           
  639. }
  640.  
  641. <ELEVATION_GENERATION>
  642. create_elevation        7
  643. {
  644.   base_terrain             JUNGLE
  645.   number_of_clumps         7
  646.   number_of_tiles               4300
  647.   set_scale_by_groups           
  648. }
  649.  
  650. /* ****************************************************** */
  651. <CONNECTION_GENERATION>
  652. create_connect_all_players_land 
  653. {
  654.   replace_terrain GRASS         GRASS
  655.   replace_terrain GRASS2        GRASS2
  656.   replace_terrain GRASS3        GRASS3
  657.   replace_terrain FOREST        GRASS3 
  658.   replace_terrain JUNGLE        GRASS3
  659.  
  660.   terrain_cost    FOREST        2
  661.   terrain_cost    JUNGLE        2
  662.   terrain_cost    GRASS         1
  663.   terrain_cost    GRASS2        1
  664.   terrain_cost    GRASS3        1
  665.   terrain_size    FOREST        2       1
  666.   terrain_size    JUNGLE        2       1   
  667.   terrain_size    GRASS         1       0
  668.   terrain_size    GRASS2        1       0
  669.   terrain_size    GRASS3        1       0
  670. }
  671.  
  672. create_connect_teams_lands
  673. {
  674.   replace_terrain GRASS         GRASS
  675.   replace_terrain GRASS2        GRASS2
  676.   replace_terrain GRASS3        GRASS3
  677.   replace_terrain WATER         SHALLOW
  678.   replace_terrain MED_WATER     SHALLOW
  679.   replace_terrain DEEP_WATER    SHALLOW
  680.   replace_terrain FOREST        GRASS 
  681.   replace_terrain JUNGLE        GRASS3
  682.   terrain_cost    WATER         7
  683.   terrain_cost    MED_WATER     7
  684.   terrain_cost    DEEP_WATER    7
  685.   terrain_cost    FOREST        4
  686.   terrain_cost    JUNGLE        4
  687.   terrain_cost    GRASS         2
  688.   terrain_cost    BEACH         4
  689.   terrain_size    WATER         2       1
  690.   terrain_size    MED_WATER     2       1
  691.   terrain_size    DEEP_WATER    2       1
  692.   terrain_size    GRASS         1       0
  693.   terrain_size    GRASS2        1       0
  694.   terrain_size    GRASS3        1       0
  695.   terrain_size    FOREST        2       1
  696.   terrain_size    JUNGLE        2       1
  697. }
  698.  
  699.