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Unnamed File 000015.bina
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1999-11-11
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/* ************ ISLANDS ************ */
/* 21 JULY 99 */
#include_drs random_map.def 54000
ai_info_map_type ISLANDS
/* ****************************************************** */
<PLAYER_SETUP>
random_placement /* note this is only currently valid entry */
/* ****************************************************** */
<LAND_GENERATION>
base_terrain WATER
start_random
percent_chance 20
#define DESERT_MAP
percent_chance 20
#define ALPINE_MAP
end_random
/* exp. with size -- was 40% and 7 dist rivers */
create_player_lands
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 35
base_size 9
left_border 7
right_border 7
top_border 7
bottom_border 7
border_fuzziness 7
other_zone_avoidance_distance 9
}
/* ************** RESOURCE ISLANDS ************ */
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 20
left_border 5
right_border 5
top_border 5
bottom_border 5
}
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 23
left_border 5
right_border 5
top_border 5
bottom_border 5
}
/* ================= MEDIUM */
if MEDIUM_MAP
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 21
left_border 5
right_border 5
top_border 5
bottom_border 5
}
endif
/* ====================== LARGE */
if LARGE_MAP
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 21
left_border 5
right_border 5
top_border 5
bottom_border 5
}
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 24
left_border 5
right_border 5
top_border 5
bottom_border 5
}
endif
/* ======================== HUGE */
if HUGE_MAP
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 21
left_border 5
right_border 5
top_border 5
bottom_border 5
}
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 22
left_border 5
right_border 5
top_border 5
bottom_border 5
}
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 24
left_border 5
right_border 5
top_border 5
bottom_border 5
}
endif
/* ======================== GIGANTIC */
if GIGANTIC_MAP
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 21
left_border 5
right_border 5
top_border 5
bottom_border 5
}
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 22
left_border 5
right_border 5
top_border 5
bottom_border 5
}
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 24
left_border 5
right_border 5
top_border 5
bottom_border 5
}
endif
/* ****************************************************** */
<TERRAIN_GENERATION>
create_terrain MED_WATER
{
base_terrain WATER
number_of_clumps 10
spacing_to_other_terrain_types 2
land_percent 40
}
create_terrain DEEP_WATER
{
base_terrain MED_WATER
number_of_clumps 6
spacing_to_other_terrain_types 3
land_percent 20
}
/* PRIMARY FOREST */
if DESERT_MAP
create_terrain PALM_DESERT
{
base_terrain DIRT
spacing_to_other_terrain_types 4
land_percent 6
number_of_clumps 15
set_avoid_player_start_areas
set_scale_by_groups
}
elseif ALPINE_MAP
create_terrain PINE_FOREST
{
base_terrain GRASS2
spacing_to_other_terrain_types 4
land_percent 6
number_of_clumps 15
set_avoid_player_start_areas
set_scale_by_groups
}
else
create_terrain FOREST
{
base_terrain GRASS
spacing_to_other_terrain_types 4
land_percent 6
number_of_clumps 15
set_avoid_player_start_areas
set_scale_by_groups
}
endif
/* PRIMARY PATCH */
if DESERT_MAP
create_terrain DESERT
{
base_terrain DIRT
number_of_clumps 10
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
elseif ALPINE_MAP
create_terrain GRASS3
{
base_terrain GRASS2
number_of_clumps 16
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
else
create_terrain DIRT
{
base_terrain GRASS
number_of_clumps 10
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
endif
/* SECONDARY PATCH */
if DESERT_MAP
create_terrain DIRT3
{
base_terrain DIRT
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 1
set_scale_by_size
}
elseif ALPINE_MAP
create_terrain DIRT3
{
base_terrain GRASS2
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 1
set_scale_by_size
}
else
create_terrain GRASS3
{
base_terrain GRASS
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 1
set_scale_by_size
}
endif
/* ****************************************************** */
<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
/* FORAGE */
create_object FORAGE
{
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_groups 2
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 28
min_distance_group_placement 7
max_distance_to_other_zones 7
}
/* STONE */
create_object STONE
{
number_of_groups 2
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 30
min_distance_group_placement 7
max_distance_to_other_zones 4
}
/* BAA BAA */
create_object SHEEP
{
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 SHEEP
{
number_of_groups 2
number_of_objects 2
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 14
max_distance_to_players 24
}
create_object DEER
{
number_of_objects 4
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 BOAR
{
number_of_objects 1
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 16
max_distance_to_players 22
}
create_object BOAR
{
number_of_objects 1
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 16
max_distance_to_players 22
}
if DESERT_MAP
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
}
elseif ALPINE_MAP
create_object PINETREE
{
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 PINETREE
{
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
}
elseif ASIAN_MAP
create_object BAMBOO_TREE
{
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 PINETREE
{
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
}
else
create_object OAKTREE
{
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 OAKTREE
{
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
}
endif
create_object HAWK
{
number_of_objects 6
set_scaling_to_map_size
}
if DESERT_MAP
create_object DORADO
{
number_of_objects 16
set_scaling_to_map_size
set_gaia_object_only
max_distance_to_other_zones 4
}
create_object SNAPPER
{
number_of_objects 12
set_scaling_to_map_size
set_gaia_object_only
max_distance_to_other_zones 4
}
elseif ALPINE_MAP
create_object SALMON
{
number_of_objects 18
set_scaling_to_map_size
set_gaia_object_only
max_distance_to_other_zones 4
}
create_object SNAPPER
{
number_of_objects 10
set_scaling_to_map_size
set_gaia_object_only
max_distance_to_other_zones 4
}
else
create_object DORADO
{
number_of_objects 10
set_scaling_to_map_size
set_gaia_object_only
max_distance_to_other_zones 4
}
create_object TUNA
{
number_of_objects 9
set_scaling_to_map_size
set_gaia_object_only
max_distance_to_other_zones 4
}
create_object SNAPPER
{
number_of_objects 9
set_scaling_to_map_size
set_gaia_object_only
max_distance_to_other_zones 4
}
endif
create_object SHORE_FISH
{
number_of_objects 30
set_scaling_to_map_size
min_distance_group_placement 3
set_gaia_object_only
}
create_object MARLIN1
{
number_of_groups 5
number_of_objects 1
set_scaling_to_map_size
set_gaia_object_only
min_distance_group_placement 10
max_distance_to_other_zones 7
}
create_object MARLIN2
{
number_of_groups 5
number_of_objects 1
set_scaling_to_map_size
set_gaia_object_only
min_distance_group_placement 10
max_distance_to_other_zones 7
}
/* ************************************** */
/* BONUS RESOURCES */
create_object GOLD
{
number_of_groups 2
number_of_objects 3
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 20
}
create_object STONE
{
number_of_objects 2
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 23
}
/* ======================= MEDIUM */
if MEDIUM_MAP
create_object GOLD
{
number_of_objects 5
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 20
}
create_object GOLD
{
number_of_objects 5
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 21
}
create_object STONE
{
number_of_objects 6
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 23
}
endif
/* =========================== LARGE */
if LARGE_MAP
create_object GOLD
{
number_of_objects 5
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 20
}
create_object GOLD
{
number_of_objects 5
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 21
}
create_object STONE
{
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 23
}
create_object STONE
{
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 24
}
endif
/* ====================== HUGE */
if HUGE_MAP
create_object GOLD
{
number_of_objects 5
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 20
}
create_object GOLD
{
number_of_objects 5
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 21
}
create_object GOLD
{
number_of_objects 5
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 22
}
create_object STONE
{
number_of_objects 6
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 23
}
create_object STONE
{
number_of_objects 6
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 24
}
endif
/* ====================== GIGANTIC */
if GIGANTIC_MAP
create_object GOLD
{
number_of_objects 7
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 20
}
create_object GOLD
{
number_of_objects 7
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 21
}
create_object GOLD
{
number_of_objects 7
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 22
}
create_object STONE
{
number_of_objects 8
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 23
}
create_object STONE
{
number_of_objects 8
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
place_on_specific_land_id 24
}
endif
/* ================================= END */
if DESERT_MAP
create_object PALMTREE
{
number_of_objects 15
set_gaia_object_only
set_scaling_to_map_size
min_distance_to_players 8
}
elseif ALPINE_MAP
create_object PINETREE
{
number_of_objects 15
set_gaia_object_only
set_scaling_to_map_size
min_distance_to_players 8
}
else
create_object OAKTREE
{
number_of_objects 15
set_gaia_object_only
set_scaling_to_map_size
min_distance_to_players 8
}
endif