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DOS/V Power Report 2003 August
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VPR0308.ISO
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GAMEDEMO
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RISEOFNATIONS
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RiseofNationsTrial.exe
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CABFILE
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GAME.CAB
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mapstyles
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default.xml
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Wrap
Extensible Markup Language
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2003-04-29
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16KB
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207 lines
<?xml version="1.0"?>
<!-- edited with XMLSPY v5 rel. 4 U (http://www.xmlspy.com) by Brian Reynolds (Big Huge Games) -->
<!-- edited with XML Spy v4.4 U (http://www.xmlspy.com) by Bryant Freitag (Big Huge Games) -->
<ROOT>
<MAP>
<RIVER_THRESHOLD value="8"/>
<COMMON_RESOURCES value="4"/>
<GOODY_BOXES value="8"/>
<AVOID_CENTER scalevalue="4 SCALE"/>
<AVOID_CONTINENT scalevalue="4"/>
<AVOID_EDGE_0 scalevalue="0"/>
<AVOID_EDGE_1 scalevalue="0"/>
<AVOID_EDGE_2 scalevalue="0"/>
<AVOID_EDGE_3 scalevalue="0"/>
<BASE_EDGE value="-1"/>
<TILESET>
<TILECHANCE type="Dirty" chance="18"/>
<TILECHANCE type="Snowy" chance="18"/>
<TILECHANCE type="jungle" chance="18"/>
<TILECHANCE type="sw_desert" chance="18"/>
<TILECHANCE type="gs_desert" chance="18"/>
<TILECHANCE type="arctic" chance="10"/>
</TILESET>
</MAP>
<RESOURCES>
<LAND_0>
<FOOD value="0"/>
<TIMBER value="1"/>
<WEALTH value="1"/>
<KNOWLEDGE value="0"/>
<METAL value="1"/>
<OIL value="1"/>
<RARE_RESOURCES>
<RARE name="Bison"/>
<RARE name="Copper"/>
<RARE name="Horses"/>
<RARE name="Dye"/>
<RARE name="Papyrus"/>
<RARE name="Wine"/>
<RARE name="Cotton"/>
<RARE name="Silk"/>
<RARE name="Furs"/>
<RARE name="Citrus"/>
<RARE name="Relics"/>
<RARE name="Peacocks"/>
<RARE name="Diamonds"/>
<RARE name="Obsidian"/>
<RARE name="Marble"/>
<RARE name="Sulphur"/>
<RARE name="Salt"/>
<RARE name="Spice"/>
<RARE name="Sugar"/>
<RARE name="Rubber"/>
<RARE name="Tobacco"/>
<RARE name="Amber"/>
<RARE name="Titanium"/>
<RARE name="Silver"/>
<RARE name="Uranium"/>
<RARE name="Gems"/>
<RARE name="Salt"/>
<RARE name="Aluminum"/>
<RARE name="Coal"/>
<RARE name="Wool"/>
</RARE_RESOURCES>
</LAND_0>
<LAND_1>
<FOOD value="0"/>
<TIMBER value="0"/>
<WEALTH value="0"/>
<KNOWLEDGE value="0"/>
<METAL value="0"/>
<OIL value="0"/>
<RARE_RESOURCES/>
</LAND_1>
<LAND_2>
<FOOD value="0"/>
<TIMBER value="0"/>
<WEALTH value="0"/>
<KNOWLEDGE value="0"/>
<METAL value="0"/>
<OIL value="0"/>
<RARE_RESOURCES>
<RARE name="Fish"/>
<RARE name="Whales"/>
</RARE_RESOURCES>
</LAND_2>
</RESOURCES>
<RIVERS>
<RIVER name="BaseLand" mask="3" riverbed="1" cost="20"/>
</RIVERS>
<TILESET_DATA>
<DIRTY>
<LANDKEY name="baseland" frequency_0="45" frequency_1="25" frequency_2="20" frequency_3="10"/>
<LANDKEY name="ocean" frequency_0="100"/>
<STORMS type="Rain" min_storm_time="200" max_storm_time="400" min_calm_time="2000" max_calm_time="2500" min_fade_in_time="50" max_fade_in_time="150" min_fade_out_time="50" max_fade_out_time="150"/>
</DIRTY>
<SNOWY>
<LANDKEY name="baseland" frequency_0="50" frequency_1="0" frequency_2="0" frequency_3="50"/>
<LANDKEY name="ocean" frequency_0="100"/>
<STORMS type="Rain" min_storm_time="200" max_storm_time="400" min_calm_time="2000" max_calm_time="2500" min_fade_in_time="50" max_fade_in_time="150" min_fade_out_time="50" max_fade_out_time="150"/>
</SNOWY>
<SANDY>
<LANDKEY name="baseland" frequency_0="50" frequency_1="0" frequency_2="0" frequency_3="50"/>
<LANDKEY name="ocean" frequency_0="100"/>
<STORMS type="Rain" min_storm_time="200" max_storm_time="400" min_calm_time="2000" max_calm_time="2500" min_fade_in_time="50" max_fade_in_time="150" min_fade_out_time="50" max_fade_out_time="150"/>
</SANDY>
<SW_DESERT>
<LANDKEY name="baseland" frequency_0="80" frequency_1="5" frequency_2="5" frequency_3="10"/>
<LANDKEY name="ocean" frequency_0="100"/>
<STORMS type="Rain" min_storm_time="200" max_storm_time="400" min_calm_time="2000" max_calm_time="2500" min_fade_in_time="50" max_fade_in_time="150" min_fade_out_time="50" max_fade_out_time="150"/>
</SW_DESERT>
<GS_DESERT>
<LANDKEY name="baseland" frequency_0="80" frequency_1="5" frequency_2="5" frequency_3="10"/>
<LANDKEY name="ocean" frequency_0="100"/>
<STORMS type="Rain" min_storm_time="200" max_storm_time="400" min_calm_time="2000" max_calm_time="2500" min_fade_in_time="50" max_fade_in_time="150" min_fade_out_time="50" max_fade_out_time="150"/>
</GS_DESERT>
<JUNGLE>
<LANDKEY name="baseland" frequency_0="80" frequency_1="5" frequency_2="5" frequency_3="10"/>
<LANDKEY name="ocean" frequency_0="100"/>
<STORMS type="Rain" min_storm_time="200" max_storm_time="400" min_calm_time="2000" max_calm_time="2500" min_fade_in_time="50" max_fade_in_time="150" min_fade_out_time="50" max_fade_out_time="150"/>
</JUNGLE>
<AFRICAN_SAVANNAH>
<LANDKEY name="baseland" frequency_0="40" frequency_1="20" frequency_2="20" frequency_3="20"/>
<LANDKEY name="ocean" frequency_0="100"/>
<STORMS type="Rain" min_storm_time="200" max_storm_time="400" min_calm_time="2000" max_calm_time="2500" min_fade_in_time="50" max_fade_in_time="150" min_fade_out_time="50" max_fade_out_time="150"/>
</AFRICAN_SAVANNAH>
<ARCTIC>
<LANDKEY name="baseland" frequency_0="50" frequency_1="0" frequency_2="0" frequency_3="50"/>
<LANDKEY name="ocean" frequency_0="100"/>
<STORMS type="Rain" min_storm_time="200" max_storm_time="400" min_calm_time="2000" max_calm_time="2500" min_fade_in_time="50" max_fade_in_time="150" min_fade_out_time="50" max_fade_out_time="150"/>
</ARCTIC>
<M_STEPPE>
<LANDKEY name="baseland" frequency_0="40" frequency_1="40" frequency_2="10" frequency_3="10"/>
<LANDKEY name="ocean" frequency_0="100"/>
<STORMS type="Rain" min_storm_time="200" max_storm_time="400" min_calm_time="2000" max_calm_time="2500" min_fade_in_time="50" max_fade_in_time="150" min_fade_out_time="50" max_fade_out_time="150"/>
</M_STEPPE>
</TILESET_DATA>
<TERRAIN_GROUPS>
<COMMENTS>
<!--;Terrain Groupings
;
; Amounts & distances scaled to standard (four player) map size.
; Best to place the terrain features that are most important towards the top of the list since they are placed first.
; Min/Max size, Min/Max groupings can be scaled for map size by saying '3 SCALE' to scale with
; the axis length, or '3 AREA' to scale with the map area
-->
<!--; Type = Terrain Type [Forest, Rocks, Mountains]
; % = % Chance to have group
; Group = Group # (sequential items w/ same group use same random #) Use 0 to ignore grouping.
; Min clumps = number of clumps to place (per player if pattern indicates, otherwise in total, negative = times number of players)
; Max clumps = number of clumps to place (per player if pattern indicates, otherwise in total, negative = times number of players)
; Pattern = per player, per continent, in world, or on non-player continents
-->
<!--
; MinSize = Minimum clump size- for mountains, use 1, 2, 3 to specify small, med, large
; MaxSize = Maximum clump size- for mountains, use 1, 2, 3 to specify small, med, large, cliffs can go to 5
; Near = nearest distance allowed to player start locations
; Far = furthest distance allowed from player start locations- only applies to 'per player' pattern
; Space = 0->allow this group to join onto others 1->place this group with a 1 spacing around it
-->
<!--
; CoastSpace= 0->allow this group to be next to a coast 1-> force 1 space between this group and the coast
; = nearest distance allowed to center of map - does not apply for 'per player' or 'per continent' patterns- 0 to not check this
; = furthest distance allowed from center of map - does not apply for 'per player' or 'per continent' patterns- 0 1 to not check this
-->
<!--
enum CliffFacing
{
FACE_WORLD_CENTER = 0,
FACE_PLAYER_CENTER = 1,
FACE_ANY = 2
};
-->
</COMMENTS>
<GROUPENTRY type="mountains" comment=" " chance="100" grouping="1" min_clumps="1 min" max_clumps="1 max" pattern="player" min_size="2" max_size="2" city_keep_away="6 mindist" city_stay_near="7 maxdist" mount_space="6 mntspace" forest_space="0 forestspace" rock_space="0 rockspace" coast_space="1 coastspace" cent_keep_away="0 " cent_stay_near="0 " corner_keep_away="0 " corner_stay_near="0 " edge_keep_away="0 " edge_stay_near="0 "/>
<GROUPENTRY type="trees" comment=" " chance="100" grouping="2" min_clumps="1" max_clumps="1" pattern="player" min_size="5" max_size="5" city_keep_away="2 mindist" city_stay_near="4 maxdist" mount_space="2 mntspace" forest_space="1" rock_space="0" coast_space="1 coastspace" cent_keep_away="0 " cent_stay_near="0 " corner_keep_away="0 " corner_stay_near="0 " edge_keep_away="0 " edge_stay_near="0 "/>
<GROUPENTRY type="trees" comment=" " chance="100" grouping="3" min_clumps="2" max_clumps="2" pattern="player" min_size="3" max_size="4" city_keep_away="2" city_stay_near="4" mount_space="2" forest_space="2" rock_space="0" coast_space="1 coastspace" cent_keep_away="0 " cent_stay_near="0 " corner_keep_away="0" corner_stay_near="0" edge_keep_away="0" edge_stay_near="0"/>
<GROUPENTRY type="rocks" comment=" " chance="100" grouping="3" min_clumps="1" max_clumps="2" pattern="player" min_size="3" max_size="3" city_keep_away="3" city_stay_near="7" mount_space="1" forest_space="1" rock_space="6" coast_space="1 coastspace" cent_keep_away="0 " cent_stay_near="0 " corner_keep_away="0" corner_stay_near="0" edge_keep_away="0" edge_stay_near="0" min_oil="1" max_oil="1"/>
<GROUPENTRY type="mountains" comment=" " chance="100" grouping="4" min_clumps="8 SCALE" max_clumps="10 SCALE" pattern="world" min_size="2" max_size="2" city_keep_away="6" city_stay_near="0" mount_space="6 mntspace" forest_space="0" rock_space="0" coast_space="1 coastspace" cent_keep_away="0 " cent_stay_near="0 " corner_keep_away="0 " corner_stay_near="0 " edge_keep_away="0 " edge_stay_near="0 "/>
<GROUPENTRY type="mountains" comment=" " chance="100" grouping="7" min_clumps="2 SCALE" max_clumps="4 SCALE" pattern="world" min_size="3" max_size="3" city_keep_away="6" city_stay_near="0" mount_space="6" forest_space="0" rock_space="0" coast_space="1 coastspace" cent_keep_away="0 " cent_stay_near="0 " corner_keep_away="0 " corner_stay_near="0 " edge_keep_away="0 " edge_stay_near="0 "/>
<GROUPENTRY type="trees" comment=" " chance="100" grouping="5" min_clumps="20 SCALE" max_clumps="25 SCALE" pattern="world" min_size="3" max_size="20" city_keep_away="4 mindist" city_stay_near="0" mount_space="0" forest_space="3" rock_space="1" coast_space="1 coastspace" cent_keep_away="0 " cent_stay_near="0 " corner_keep_away="0 " corner_stay_near="0 " edge_keep_away="0 " edge_stay_near="0 "/>
<GROUPENTRY type="rocks" comment=" " chance="100" grouping="6" min_clumps="12 SCALE" max_clumps="18 SCALE" pattern="world" min_size="3" max_size="6" city_keep_away="5" city_stay_near="0" mount_space="1" forest_space="1" rock_space="6" coast_space="1" cent_keep_away="0 " cent_stay_near="0 " corner_keep_away="0" corner_stay_near="0" edge_keep_away="0" edge_stay_near="0" min_oil="1" max_oil="1"/>
<GROUPENTRY type="cliffs" comment=" " chance="75" grouping="9" min_clumps="1 SCALE" max_clumps="3 SCALE" pattern="world" min_size="2" max_size="4" city_keep_away="10" city_stay_near="0" mount_space="1" forest_space="0" rock_space="1" coast_space="1" cent_keep_away="0" cent_stay_near="0" corner_keep_away="0" corner_stay_near="0" edge_keep_away="0" edge_stay_near="0"/>
<GROUPENTRY type="cliffs" comment=" " chance="100" grouping="8" min_clumps="1 min" max_clumps="2" pattern="player" min_size="1" max_size="3" city_keep_away="6" city_stay_near="10" mount_space="1" forest_space="1" rock_space="1" coast_space="0 coastspace" cent_keep_away="0 " cent_stay_near="0 " corner_keep_away="0" corner_stay_near="0" edge_keep_away="0" edge_stay_near="0" cliff_face="0"/>
</TERRAIN_GROUPS>
<BONUSES>
<BONUS type="Early" comment="one nearby easy one" chance="100" group="0" numrare="1 num" pattern="player" saturate="0" player_keep_away="6" player_stay_near="10 far" spacing="6 SCALE" group_spacing="6 SCALE" center_keep_away="20 SCALE" center_stay_near="0 " corner_keep_away="0 " corner_stay_near="0 " edge_keep_away="0 " edge_stay_near="0 "/>
<BONUS type="Early" comment="two more in your area away from middle" chance="100" group="0" numrare="1 num" pattern="player" saturate="0" player_keep_away="12 " player_stay_near="18 SCALE" spacing="8 SCALE" group_spacing="8 SCALE" center_keep_away="16 SCALE" center_stay_near="0 " corner_keep_away="0 " corner_stay_near="0 " edge_keep_away="0 " edge_stay_near="0 "/>
<BONUS type="Early" comment="in the middle to fight over" chance="100" group="0" numrare="4 SCALE" pattern="world" saturate="0" player_keep_away="16 SCALE" player_stay_near="0 far" spacing="8 SCALE" group_spacing="8 SCALE" center_keep_away="0" center_stay_near="20 SCALE" corner_keep_away="0" corner_stay_near="0" edge_keep_away="0" edge_stay_near="0"/>
<BONUS type="Late" comment="industrial in the middle" chance="100" group="0" numrare="4 SCALE" pattern="world" saturate="0" player_keep_away="16 SCALE" player_stay_near="0 far" spacing="6 SCALE" group_spacing="12 SCALE" center_keep_away="0" center_stay_near="20 SCALE" corner_keep_away="0" corner_stay_near="0" edge_keep_away="0" edge_stay_near="0"/>
</BONUSES>
<FISH>
<BONUS type="Whales" comment="Thar she blows!" chance="100" group="6" numrare="8 SCALE" pattern="world" saturate="0" player_keep_away="6" player_stay_near="0 far" spacing="3 space" group_spacing="8 grspace" center_keep_away="0 " center_stay_near="0 " corner_keep_away="0 " corner_stay_near="0 " edge_keep_away="0 " edge_stay_near="0 "/>
<BONUS type="Fish" comment="Feeesh!" chance="100" group="5" numrare="24 SCALE" pattern="world" saturate="1" player_keep_away="4" player_stay_near="0 far" spacing="3 space" group_spacing="3 grspace" center_keep_away="0 " center_stay_near="0 " corner_keep_away="0 " corner_stay_near="0 " edge_keep_away="0 " edge_stay_near="0 "/>
</FISH>
<GOODIES>
<BONUS type="Goody" comment="one really nearby" chance="100" group="0" numrare="1" pattern="player" saturate="0" player_keep_away="8" player_stay_near="12" spacing="8 SCALE" group_spacing="8 SCALE" center_keep_away="0 " center_stay_near="0 " corner_keep_away="0 " corner_stay_near="0 " edge_keep_away="0 " edge_stay_near="0 "/>
<BONUS type="Goody" comment="1-2 pretty nearby" chance="100" group="0" numrare="2 SCALE" pattern="player" saturate="0" player_keep_away="8" player_stay_near="15 SCALE" spacing="8 SCALE" group_spacing="8 SCALE" center_keep_away="0 " center_stay_near="0 " corner_keep_away="0 " corner_stay_near="0 " edge_keep_away="0 " edge_stay_near="0 "/>
<BONUS type="Goody" comment="4 at next tier" chance="100" group="0" numrare="4 SCALE" pattern="player" saturate="0" player_keep_away="15 SCALE" player_stay_near="30 SCALE" spacing="8 SCALE" group_spacing="8 SCALE" center_keep_away="0 " center_stay_near="0 " corner_keep_away="0 " corner_stay_near="0 " edge_keep_away="0 " edge_stay_near="0 "/>
<BONUS type="Goody" comment="4 far away" chance="100" group="0" numrare="4 SCALE" pattern="player" saturate="0" player_keep_away="15 SCALE" player_stay_near="60 SCALE" spacing="12 SCALE" group_spacing="12 SCALE" center_keep_away="0 " center_stay_near="0 " corner_keep_away="0 " corner_stay_near="0 " edge_keep_away="0 " edge_stay_near="0 "/>
<BONUS type="Goody" comment="one in each corner" chance="100" group="0" numrare="1" pattern="corner" saturate="0" player_keep_away="8" player_stay_near="0" spacing="8 SCALE" group_spacing="8 SCALE" center_keep_away="0 " center_stay_near="0 " corner_keep_away="3" corner_stay_near="8 SCALE" edge_keep_away="0 " edge_stay_near="0 "/>
</GOODIES>
<RIVERLIST>
<RIVER start_range="1" end_range="3" river_length="24 SCALE" river_min_length="12 SCALE" river_valley="8 SCALE" river_wide="0" river_med="100" river_twist="60" river_flags="11"/>
</RIVERLIST>
</ROOT>