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Extensible Markup Language  |  2003-04-29  |  16KB  |  207 lines

  1. <?xml version="1.0"?>
  2. <!-- edited with XMLSPY v5 rel. 4 U (http://www.xmlspy.com) by Brian Reynolds (Big Huge Games) -->
  3. <!-- edited with XML Spy v4.4 U (http://www.xmlspy.com) by Bryant Freitag (Big Huge Games) -->
  4. <ROOT>
  5.   <MAP>
  6.     <RIVER_THRESHOLD value="8"/>
  7.     <COMMON_RESOURCES value="4"/>
  8.     <GOODY_BOXES value="8"/>
  9.     <AVOID_CENTER scalevalue="4 SCALE"/>
  10.     <AVOID_CONTINENT scalevalue="4"/>
  11.     <AVOID_EDGE_0 scalevalue="0"/>
  12.     <AVOID_EDGE_1 scalevalue="0"/>
  13.     <AVOID_EDGE_2 scalevalue="0"/>
  14.     <AVOID_EDGE_3 scalevalue="0"/>
  15.     <BASE_EDGE value="-1"/>
  16.     <TILESET>
  17.       <TILECHANCE type="Dirty" chance="18"/>
  18.       <TILECHANCE type="Snowy" chance="18"/>
  19.       <TILECHANCE type="jungle" chance="18"/>
  20.       <TILECHANCE type="sw_desert" chance="18"/>
  21.       <TILECHANCE type="gs_desert" chance="18"/>
  22.       <TILECHANCE type="arctic" chance="10"/>
  23.     </TILESET>
  24.   </MAP>
  25.   <RESOURCES>
  26.     <LAND_0>
  27.       <FOOD value="0"/>
  28.       <TIMBER value="1"/>
  29.       <WEALTH value="1"/>
  30.       <KNOWLEDGE value="0"/>
  31.       <METAL value="1"/>
  32.       <OIL value="1"/>
  33.       <RARE_RESOURCES>
  34.         <RARE name="Bison"/>
  35.         <RARE name="Copper"/>
  36.         <RARE name="Horses"/>
  37.         <RARE name="Dye"/>
  38.         <RARE name="Papyrus"/>
  39.         <RARE name="Wine"/>
  40.         <RARE name="Cotton"/>
  41.         <RARE name="Silk"/>
  42.         <RARE name="Furs"/>
  43.         <RARE name="Citrus"/>
  44.         <RARE name="Relics"/>
  45.         <RARE name="Peacocks"/>
  46.         <RARE name="Diamonds"/>
  47.         <RARE name="Obsidian"/>
  48.         <RARE name="Marble"/>
  49.         <RARE name="Sulphur"/>
  50.         <RARE name="Salt"/>
  51.         <RARE name="Spice"/>
  52.         <RARE name="Sugar"/>
  53.         <RARE name="Rubber"/>
  54.         <RARE name="Tobacco"/>
  55.         <RARE name="Amber"/>
  56.         <RARE name="Titanium"/>
  57.         <RARE name="Silver"/>
  58.         <RARE name="Uranium"/>
  59.         <RARE name="Gems"/>
  60.         <RARE name="Salt"/>
  61.         <RARE name="Aluminum"/>
  62.         <RARE name="Coal"/>
  63.         <RARE name="Wool"/>
  64.       </RARE_RESOURCES>
  65.     </LAND_0>
  66.     <LAND_1>
  67.       <FOOD value="0"/>
  68.       <TIMBER value="0"/>
  69.       <WEALTH value="0"/>
  70.       <KNOWLEDGE value="0"/>
  71.       <METAL value="0"/>
  72.       <OIL value="0"/>
  73.       <RARE_RESOURCES/>
  74.     </LAND_1>
  75.     <LAND_2>
  76.       <FOOD value="0"/>
  77.       <TIMBER value="0"/>
  78.       <WEALTH value="0"/>
  79.       <KNOWLEDGE value="0"/>
  80.       <METAL value="0"/>
  81.       <OIL value="0"/>
  82.       <RARE_RESOURCES>
  83.         <RARE name="Fish"/>
  84.         <RARE name="Whales"/>
  85.       </RARE_RESOURCES>
  86.     </LAND_2>
  87.   </RESOURCES>
  88.   <RIVERS>
  89.     <RIVER name="BaseLand" mask="3" riverbed="1" cost="20"/>
  90.   </RIVERS>
  91.   <TILESET_DATA>
  92.     <DIRTY>
  93.       <LANDKEY name="baseland" frequency_0="45" frequency_1="25" frequency_2="20" frequency_3="10"/>
  94.       <LANDKEY name="ocean" frequency_0="100"/>
  95.       <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"/>
  96.     </DIRTY>
  97.     <SNOWY>
  98.       <LANDKEY name="baseland" frequency_0="50" frequency_1="0" frequency_2="0" frequency_3="50"/>
  99.       <LANDKEY name="ocean" frequency_0="100"/>
  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"/>
  101.     </SNOWY>
  102.     <SANDY>
  103.       <LANDKEY name="baseland" frequency_0="50" frequency_1="0" frequency_2="0" frequency_3="50"/>
  104.       <LANDKEY name="ocean" frequency_0="100"/>
  105.       <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"/>
  106.     </SANDY>
  107.     <SW_DESERT>
  108.       <LANDKEY name="baseland" frequency_0="80" frequency_1="5" frequency_2="5" frequency_3="10"/>
  109.       <LANDKEY name="ocean" frequency_0="100"/>
  110.       <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"/>
  111.     </SW_DESERT>
  112.     <GS_DESERT>
  113.       <LANDKEY name="baseland" frequency_0="80" frequency_1="5" frequency_2="5" frequency_3="10"/>
  114.       <LANDKEY name="ocean" frequency_0="100"/>
  115.       <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"/>
  116.     </GS_DESERT>
  117.     <JUNGLE>
  118.       <LANDKEY name="baseland" frequency_0="80" frequency_1="5" frequency_2="5" frequency_3="10"/>
  119.       <LANDKEY name="ocean" frequency_0="100"/>
  120.       <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"/>
  121.     </JUNGLE>
  122.     <AFRICAN_SAVANNAH>
  123.       <LANDKEY name="baseland" frequency_0="40" frequency_1="20" frequency_2="20" frequency_3="20"/>
  124.       <LANDKEY name="ocean" frequency_0="100"/>
  125.       <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"/>
  126.     </AFRICAN_SAVANNAH>
  127.     <ARCTIC>
  128.       <LANDKEY name="baseland" frequency_0="50" frequency_1="0" frequency_2="0" frequency_3="50"/>
  129.       <LANDKEY name="ocean" frequency_0="100"/>
  130.       <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"/>
  131.     </ARCTIC>
  132.     <M_STEPPE>
  133.       <LANDKEY name="baseland" frequency_0="40" frequency_1="40" frequency_2="10" frequency_3="10"/>
  134.       <LANDKEY name="ocean" frequency_0="100"/>
  135.       <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"/>
  136.     </M_STEPPE>
  137.   </TILESET_DATA>
  138.   <TERRAIN_GROUPS>
  139.     <COMMENTS>
  140.       <!--;Terrain Groupings
  141. ;
  142. ; Amounts & distances scaled to standard (four player) map size.
  143. ; Best to place the terrain features that are most important towards the top of the list since they are placed first.
  144. ; Min/Max size, Min/Max groupings can be scaled for map size by saying '3 SCALE' to scale with
  145. ; the axis length, or '3 AREA' to scale with the map area
  146. -->
  147.       <!--; Type          = Terrain Type [Forest, Rocks, Mountains]
  148. ; %         = % Chance to have group
  149. ; Group     = Group # (sequential items w/ same group use same random #) Use 0 to ignore grouping.
  150. ; Min clumps     = number of clumps to place (per player if pattern indicates, otherwise in total, negative = times number of players)
  151. ; Max clumps     = number of clumps to place (per player if pattern indicates, otherwise in total, negative = times number of players)
  152. ; Pattern   = per player, per continent, in world, or on non-player continents
  153. -->
  154.       <!--
  155. ; MinSize       = Minimum clump size- for mountains, use 1, 2, 3 to specify small, med, large
  156. ; MaxSize       = Maximum clump size- for mountains, use 1, 2, 3 to specify small, med, large, cliffs can go to 5
  157. ; Near      = nearest distance allowed to player start locations
  158. ; Far       = furthest distance allowed from player start locations- only applies to 'per player' pattern
  159. ; Space     = 0->allow this group to join onto others 1->place this group with a 1 spacing around it
  160. -->
  161.       <!--
  162. ; CoastSpace= 0->allow this group to be next to a coast 1-> force 1 space between this group and the coast
  163. ;  = nearest distance allowed to center of map - does not apply for 'per player' or 'per continent' patterns- 0 to not check this
  164. ;    = furthest distance allowed from center of map - does not apply for 'per player' or 'per continent' patterns- 0 1 to not check this
  165. -->
  166.       <!--
  167.   enum CliffFacing
  168.   {
  169.     FACE_WORLD_CENTER = 0,
  170.     FACE_PLAYER_CENTER = 1,
  171.     FACE_ANY = 2
  172.   };
  173. -->
  174.     </COMMENTS>
  175.     <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 "/>
  176.     <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 "/>
  177.     <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"/>
  178.     <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"/>
  179.     <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 "/>
  180.     <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 "/>
  181.     <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 "/>
  182.     <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"/>
  183.     <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"/>
  184.     <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"/>
  185.   </TERRAIN_GROUPS>
  186.   <BONUSES>
  187.     <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 "/>
  188.     <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 "/>
  189.     <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"/>
  190.     <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"/>
  191.   </BONUSES>
  192.   <FISH>
  193.     <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 "/>
  194.     <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 "/>
  195.   </FISH>
  196.   <GOODIES>
  197.     <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 "/>
  198.     <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 "/>
  199.     <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 "/>
  200.     <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 "/>
  201.     <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 "/>
  202.   </GOODIES>
  203.   <RIVERLIST>
  204.     <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"/>
  205.   </RIVERLIST>
  206. </ROOT>
  207.