home *** CD-ROM | disk | FTP | other *** search
/ GameStar 2000 January / Gamestar_14_2000-01_cd1.bin / PATCHE / age2cpfix.exe / CABFILE / MSGAME.CAB / data / GAMEDATA.DRS / Unnamed File 000015.bina < prev    next >
Text File  |  1999-11-11  |  22KB  |  941 lines

  1. /* ************ ISLANDS ************ */
  2. /* 21 JULY 99 */
  3.  
  4. #include_drs random_map.def 54000
  5. ai_info_map_type           ISLANDS
  6.  
  7. /* ****************************************************** */
  8. <PLAYER_SETUP>
  9.   random_placement  /* note this is only currently valid entry */
  10.  
  11. /* ****************************************************** */
  12. <LAND_GENERATION>
  13. base_terrain WATER
  14.  
  15. start_random
  16.   percent_chance 20
  17.   #define DESERT_MAP
  18.   percent_chance 20
  19.   #define ALPINE_MAP
  20. end_random
  21.  
  22. /* exp. with size -- was 40% and 7 dist rivers */
  23.  
  24. create_player_lands 
  25. {            
  26. if DESERT_MAP
  27.   terrain_type                     DIRT
  28. elseif ALPINE_MAP
  29.   terrain_type                     GRASS2
  30. else           
  31.   terrain_type                     GRASS
  32. endif
  33.   land_percent                     35
  34.   base_size                        9
  35.   left_border                      7
  36.   right_border                     7
  37.   top_border                       7
  38.   bottom_border                    7
  39.   border_fuzziness                 7
  40.   other_zone_avoidance_distance    9
  41. }
  42.  
  43. /* ************** RESOURCE ISLANDS ************ */
  44.  
  45. create_land 
  46. {
  47.   if DESERT_MAP
  48.     terrain_type                     DIRT
  49.   elseif ALPINE_MAP
  50.     terrain_type                     GRASS2
  51.   else                       
  52.     terrain_type                     GRASS
  53.   endif  
  54.   land_percent                     1
  55.   border_fuzziness                 10
  56.   other_zone_avoidance_distance    7
  57.   land_id                          20
  58.   left_border                      5
  59.   right_border                     5
  60.   top_border                       5
  61.   bottom_border                    5 
  62. }
  63.  
  64. create_land 
  65. {
  66.   if DESERT_MAP
  67.     terrain_type                     DIRT
  68.   elseif ALPINE_MAP
  69.     terrain_type                     GRASS2
  70.   else                       
  71.     terrain_type                     GRASS
  72.   endif  
  73.   land_percent                     1
  74.   border_fuzziness                 10
  75.   other_zone_avoidance_distance    7
  76.   land_id                          23
  77.   left_border                      5
  78.   right_border                     5
  79.   top_border                       5
  80.   bottom_border                    5 
  81. }
  82.  
  83. /* ================= MEDIUM */
  84. if MEDIUM_MAP
  85. create_land 
  86. {
  87.   if DESERT_MAP
  88.     terrain_type                     DIRT
  89.   elseif ALPINE_MAP
  90.     terrain_type                     GRASS2
  91.   else                       
  92.     terrain_type                     GRASS
  93.   endif  
  94.   land_percent                     1
  95.   border_fuzziness                 10
  96.   other_zone_avoidance_distance    7
  97.   land_id                          21
  98.   left_border                      5
  99.   right_border                     5
  100.   top_border                       5
  101.   bottom_border                    5 
  102. }
  103. endif
  104.  
  105. /* ====================== LARGE */
  106. if LARGE_MAP
  107. create_land 
  108. {
  109.   if DESERT_MAP
  110.     terrain_type                     DIRT
  111.   elseif ALPINE_MAP
  112.     terrain_type                     GRASS2
  113.   else                       
  114.     terrain_type                     GRASS
  115.   endif  
  116.   land_percent                     1
  117.   border_fuzziness                 10
  118.   other_zone_avoidance_distance    7
  119.   land_id                          21
  120.   left_border                      5
  121.   right_border                     5
  122.   top_border                       5
  123.   bottom_border                    5 
  124. }
  125. create_land 
  126. {
  127.   if DESERT_MAP
  128.     terrain_type                     DIRT
  129.   elseif ALPINE_MAP
  130.     terrain_type                     GRASS2
  131.   else                       
  132.     terrain_type                     GRASS
  133.   endif  
  134.   land_percent                     1
  135.   border_fuzziness                 10
  136.   other_zone_avoidance_distance    7
  137.   land_id                          24
  138.   left_border                      5
  139.   right_border                     5
  140.   top_border                       5
  141.   bottom_border                    5 
  142. }
  143. endif
  144.  
  145. /* ======================== HUGE */
  146. if HUGE_MAP
  147. create_land 
  148. {
  149.   if DESERT_MAP
  150.     terrain_type                     DIRT
  151.   elseif ALPINE_MAP
  152.     terrain_type                     GRASS2
  153.   else                       
  154.     terrain_type                     GRASS
  155.   endif  
  156.   land_percent                     1
  157.   border_fuzziness                 10
  158.   other_zone_avoidance_distance    7
  159.   land_id                          21
  160.   left_border                      5
  161.   right_border                     5
  162.   top_border                       5
  163.   bottom_border                    5 
  164. }
  165.  
  166. create_land 
  167. {
  168.   if DESERT_MAP
  169.     terrain_type                     DIRT
  170.   elseif ALPINE_MAP
  171.     terrain_type                     GRASS2
  172.   else                       
  173.     terrain_type                     GRASS
  174.   endif  
  175.   land_percent                     1
  176.   border_fuzziness                 10
  177.   other_zone_avoidance_distance    7
  178.   land_id                          22
  179.   left_border                      5
  180.   right_border                     5
  181.   top_border                       5
  182.   bottom_border                    5 
  183. }
  184.  
  185. create_land 
  186. {
  187.   if DESERT_MAP
  188.     terrain_type                     DIRT
  189.   elseif ALPINE_MAP
  190.     terrain_type                     GRASS2
  191.   else                       
  192.     terrain_type                     GRASS
  193.   endif  
  194.   land_percent                     1
  195.   border_fuzziness                 10
  196.   other_zone_avoidance_distance    7
  197.   land_id                          24
  198.   left_border                      5
  199.   right_border                     5
  200.   top_border                       5
  201.   bottom_border                    5 
  202. }
  203. endif
  204.  
  205. /* ======================== GIGANTIC */
  206. if GIGANTIC_MAP
  207. create_land 
  208. {
  209.   if DESERT_MAP
  210.     terrain_type                     DIRT
  211.   elseif ALPINE_MAP
  212.     terrain_type                     GRASS2
  213.   else                       
  214.     terrain_type                     GRASS
  215.   endif  
  216.   land_percent                     1
  217.   border_fuzziness                 10
  218.   other_zone_avoidance_distance    7
  219.   land_id                          21
  220.   left_border                      5
  221.   right_border                     5
  222.   top_border                       5
  223.   bottom_border                    5 
  224. }
  225.  
  226. create_land 
  227. {
  228.   if DESERT_MAP
  229.     terrain_type                     DIRT
  230.   elseif ALPINE_MAP
  231.     terrain_type                     GRASS2
  232.   else                       
  233.     terrain_type                     GRASS
  234.   endif  
  235.   land_percent                     1
  236.   border_fuzziness                 10
  237.   other_zone_avoidance_distance    7
  238.   land_id                          22
  239.   left_border                      5
  240.   right_border                     5
  241.   top_border                       5
  242.   bottom_border                    5 
  243. }
  244.  
  245. create_land 
  246. {
  247.   if DESERT_MAP
  248.     terrain_type                     DIRT
  249.   elseif ALPINE_MAP
  250.     terrain_type                     GRASS2
  251.   else                       
  252.     terrain_type                     GRASS
  253.   endif  
  254.   land_percent                     1
  255.   border_fuzziness                 10
  256.   other_zone_avoidance_distance    7
  257.   land_id                          24
  258.   left_border                      5
  259.   right_border                     5
  260.   top_border                       5
  261.   bottom_border                    5 
  262. }
  263. endif
  264.  
  265. /* ****************************************************** */
  266. <TERRAIN_GENERATION>
  267.  
  268. create_terrain MED_WATER
  269. {
  270. base_terrain WATER
  271. number_of_clumps               10
  272. spacing_to_other_terrain_types 2
  273. land_percent 40
  274. }
  275.  
  276. create_terrain DEEP_WATER
  277. {
  278. base_terrain MED_WATER
  279. number_of_clumps               6
  280. spacing_to_other_terrain_types 3
  281. land_percent 20
  282. }
  283.  
  284. /* PRIMARY FOREST */
  285.  
  286. if DESERT_MAP
  287.   create_terrain PALM_DESERT
  288. {
  289.   base_terrain                   DIRT
  290.   spacing_to_other_terrain_types 4
  291.   land_percent                   6
  292.   number_of_clumps               15
  293.   set_avoid_player_start_areas     
  294.   set_scale_by_groups
  295. }
  296. elseif ALPINE_MAP
  297. create_terrain PINE_FOREST
  298. {
  299.   base_terrain                   GRASS2
  300.   spacing_to_other_terrain_types 4
  301.   land_percent                   6
  302.   number_of_clumps               15
  303.   set_avoid_player_start_areas     
  304.   set_scale_by_groups
  305. }
  306. else
  307. create_terrain FOREST
  308. {
  309.   base_terrain                   GRASS
  310.   spacing_to_other_terrain_types 4
  311.   land_percent                   6
  312.   number_of_clumps               15
  313.   set_avoid_player_start_areas     
  314.   set_scale_by_groups
  315. }
  316. endif
  317.  
  318. /* PRIMARY PATCH */
  319.  
  320. if DESERT_MAP
  321.    create_terrain DESERT
  322. {
  323.   base_terrain                   DIRT
  324.   number_of_clumps               10
  325.   spacing_to_other_terrain_types 1
  326.   land_percent                   2
  327.   set_scale_by_size
  328. }
  329. elseif ALPINE_MAP
  330. create_terrain GRASS3
  331. {
  332.   base_terrain                   GRASS2
  333.   number_of_clumps               16
  334.   spacing_to_other_terrain_types 1
  335.   land_percent                   2
  336.   set_scale_by_size
  337. }
  338. else
  339. create_terrain DIRT
  340. {
  341.   base_terrain                   GRASS
  342.   number_of_clumps               10
  343.   spacing_to_other_terrain_types 1
  344.   land_percent                   2
  345.   set_scale_by_size
  346. }
  347. endif
  348.  
  349. /* SECONDARY PATCH */
  350.  
  351. if DESERT_MAP
  352.    create_terrain DIRT3
  353. {
  354.   base_terrain                   DIRT
  355.   number_of_clumps               24
  356.   spacing_to_other_terrain_types 1
  357.   land_percent                   1
  358.   set_scale_by_size
  359. }
  360. elseif ALPINE_MAP
  361. create_terrain DIRT3
  362. {
  363.   base_terrain                   GRASS2
  364.   number_of_clumps               24
  365.   spacing_to_other_terrain_types 1
  366.   land_percent                   1
  367.   set_scale_by_size
  368. }
  369. else
  370. create_terrain GRASS3
  371. {
  372.   base_terrain                   GRASS
  373.   number_of_clumps               24
  374.   spacing_to_other_terrain_types 1
  375.   land_percent                   1
  376.   set_scale_by_size
  377. }
  378. endif
  379.  
  380. /* ****************************************************** */
  381. <OBJECTS_GENERATION>
  382.  
  383. /* PLAYER START OBJECTS */
  384.  
  385. create_object TOWN_CENTER
  386. {
  387.   set_place_for_every_player
  388.   group_placement_radius     18
  389.   min_distance_to_players    0
  390.   max_distance_to_players    0
  391. }
  392.  
  393. create_object VILLAGER
  394. {
  395.   set_place_for_every_player
  396.   min_distance_to_players       6
  397.   max_distance_to_players       6
  398.  }
  399.  
  400. create_object SCOUT
  401. {
  402.   number_of_objects             1
  403.   set_place_for_every_player
  404.   min_distance_to_players       7
  405.   max_distance_to_players       9
  406.  }
  407.  
  408. create_object RELIC
  409. {
  410.    number_of_objects            5
  411.    min_distance_to_players     25
  412.    temp_min_distance_group_placement 20
  413. }
  414.  
  415. /* SPECIAL STUFF FOR REGICIDE */
  416.  
  417. if REGICIDE
  418. create_object VILLAGER
  419. {
  420.   number_of_objects             7
  421.   set_place_for_every_player
  422.   min_distance_to_players       6
  423.   max_distance_to_players       6
  424. }
  425.  
  426. create_object KING
  427. {
  428.   set_place_for_every_player
  429.   min_distance_to_players       6
  430.   max_distance_to_players       6
  431. }
  432.  
  433. create_object CASTLE
  434. {
  435.   set_place_for_every_player
  436.   min_distance_to_players    10
  437.   max_distance_to_players    10
  438. }
  439.  
  440. endif
  441.  
  442. /* FORAGE */
  443.  
  444. create_object FORAGE
  445. {
  446.   number_of_objects          6
  447.   group_placement_radius     3
  448.   set_tight_grouping
  449.   set_gaia_object_only
  450.   set_place_for_every_player
  451.   min_distance_to_players    10
  452.   max_distance_to_players    12
  453.   min_distance_group_placement  6
  454. }
  455.  
  456. /* NEAR GOLD */
  457.  
  458. create_object GOLD
  459. {
  460.   number_of_groups           2
  461.   number_of_objects          7
  462.   group_placement_radius     3
  463.   set_tight_grouping
  464.   set_gaia_object_only
  465.   set_place_for_every_player
  466.   min_distance_to_players    12
  467.   max_distance_to_players    28
  468.   min_distance_group_placement  7
  469.   max_distance_to_other_zones  7
  470. }
  471.  
  472. /* STONE */
  473.  
  474. create_object STONE
  475. {
  476.   number_of_groups           2
  477.   number_of_objects          5
  478.   group_placement_radius     2  
  479.   set_tight_grouping 
  480.   set_gaia_object_only
  481.   set_place_for_every_player
  482.   min_distance_to_players    14
  483.   max_distance_to_players    30
  484.   min_distance_group_placement  7
  485.   max_distance_to_other_zones  4
  486. }
  487.  
  488. /* BAA BAA */
  489.  
  490. create_object SHEEP
  491. {
  492.    number_of_objects 4
  493.    set_loose_grouping
  494.    set_gaia_object_only
  495.    set_place_for_every_player
  496.    min_distance_to_players    10
  497.    max_distance_to_players    12
  498. }
  499.  
  500. create_object SHEEP
  501. {
  502.    number_of_groups 2
  503.    number_of_objects 2
  504.    set_loose_grouping
  505.    set_gaia_object_only
  506.    set_place_for_every_player
  507.    min_distance_to_players    14
  508.    max_distance_to_players    24
  509. }
  510.  
  511. create_object DEER
  512. {
  513.   number_of_objects          4
  514.   group_variance             1
  515.   group_placement_radius     3
  516.   set_loose_grouping
  517.   set_gaia_object_only
  518.   set_place_for_every_player
  519.   min_distance_to_players    14
  520.   max_distance_to_players    30
  521. }
  522.  
  523. create_object BOAR
  524. {
  525.   number_of_objects          1
  526.   set_loose_grouping  
  527.   set_gaia_object_only
  528.   set_place_for_every_player
  529.   min_distance_to_players    16
  530.   max_distance_to_players    22
  531. }
  532.  
  533. create_object BOAR
  534. {
  535.   number_of_objects          1
  536.   set_gaia_object_only
  537.   set_place_for_every_player
  538.   min_distance_to_players    16
  539.   max_distance_to_players    22
  540. }
  541.  
  542. if DESERT_MAP
  543. create_object PALMTREE
  544. {
  545.   number_of_objects             2
  546.   set_gaia_object_only
  547.   set_place_for_every_player
  548.   min_distance_to_players       4
  549.   max_distance_to_players       5
  550.   min_distance_group_placement  2
  551. }
  552. create_object PALMTREE
  553. {
  554.   number_of_objects             3
  555.   set_gaia_object_only
  556.   set_place_for_every_player
  557.   min_distance_to_players       6
  558.   max_distance_to_players       8
  559.   min_distance_group_placement  2
  560. }
  561. elseif ALPINE_MAP
  562. create_object PINETREE
  563. {
  564.   number_of_objects             2
  565.   set_gaia_object_only
  566.   set_place_for_every_player
  567.   min_distance_to_players       4
  568.   max_distance_to_players       5
  569.   min_distance_group_placement  2
  570. }
  571. create_object PINETREE
  572. {
  573.   number_of_objects             3
  574.   set_gaia_object_only
  575.   set_place_for_every_player
  576.   min_distance_to_players       6
  577.   max_distance_to_players       8
  578.   min_distance_group_placement  2
  579. }
  580. elseif ASIAN_MAP
  581. create_object BAMBOO_TREE
  582. {
  583.   number_of_objects             2
  584.   set_gaia_object_only
  585.   set_place_for_every_player
  586.   min_distance_to_players       4
  587.   max_distance_to_players       5
  588.   min_distance_group_placement  2
  589. }
  590. create_object PINETREE
  591. {
  592.   number_of_objects             3
  593.   set_gaia_object_only
  594.   set_place_for_every_player
  595.   min_distance_to_players       6
  596.   max_distance_to_players       8
  597.   min_distance_group_placement  2
  598. }
  599. else
  600. create_object OAKTREE
  601. {
  602.   number_of_objects             2
  603.   set_gaia_object_only
  604.   set_place_for_every_player
  605.   min_distance_to_players       4
  606.   max_distance_to_players       5
  607.   min_distance_group_placement  2
  608. }
  609. create_object OAKTREE
  610. {
  611.   number_of_objects             3
  612.   set_gaia_object_only
  613.   set_place_for_every_player
  614.   min_distance_to_players       6
  615.   max_distance_to_players       8
  616.   min_distance_group_placement  2
  617. }
  618. endif
  619.  
  620. create_object HAWK
  621. {
  622.    number_of_objects         6
  623.    set_scaling_to_map_size
  624. }
  625.  
  626. if DESERT_MAP
  627. create_object DORADO
  628. {
  629.   number_of_objects                   16
  630.   set_scaling_to_map_size
  631.   set_gaia_object_only
  632.   max_distance_to_other_zones         4
  633. }
  634. create_object SNAPPER
  635. {
  636.   number_of_objects                   12
  637.   set_scaling_to_map_size
  638.   set_gaia_object_only
  639.   max_distance_to_other_zones         4
  640. elseif ALPINE_MAP
  641. create_object SALMON
  642. {
  643.   number_of_objects                   18
  644.   set_scaling_to_map_size
  645.   set_gaia_object_only
  646.   max_distance_to_other_zones         4
  647. }
  648. create_object SNAPPER
  649. {
  650.   number_of_objects                   10
  651.   set_scaling_to_map_size
  652.   set_gaia_object_only
  653.   max_distance_to_other_zones         4
  654. else
  655. create_object DORADO
  656. {
  657.   number_of_objects                   10
  658.   set_scaling_to_map_size
  659.   set_gaia_object_only
  660.   max_distance_to_other_zones         4
  661. }
  662. create_object TUNA
  663. {
  664.   number_of_objects                   9
  665.   set_scaling_to_map_size
  666.   set_gaia_object_only
  667.   max_distance_to_other_zones         4
  668. }
  669. create_object SNAPPER
  670. {
  671.   number_of_objects                   9
  672.   set_scaling_to_map_size
  673.   set_gaia_object_only
  674.   max_distance_to_other_zones         4
  675. endif
  676.  
  677. create_object SHORE_FISH
  678. {
  679.   number_of_objects                   30
  680.   set_scaling_to_map_size
  681.   min_distance_group_placement  3
  682.   set_gaia_object_only
  683. }
  684.  
  685. create_object MARLIN1
  686. {
  687.   number_of_groups                    5
  688.   number_of_objects                    1
  689.   set_scaling_to_map_size
  690.   set_gaia_object_only
  691.   min_distance_group_placement        10
  692.   max_distance_to_other_zones         7
  693.  
  694. create_object MARLIN2
  695. {
  696.   number_of_groups                    5
  697.   number_of_objects                    1
  698.   set_scaling_to_map_size
  699.   set_gaia_object_only
  700.   min_distance_group_placement        10
  701.   max_distance_to_other_zones         7
  702.  
  703.  
  704. /* ************************************** */
  705. /* BONUS RESOURCES */
  706.  
  707. create_object GOLD
  708. {
  709.   number_of_groups           2
  710.   number_of_objects          3
  711.   group_placement_radius     2
  712.   set_tight_grouping
  713.   set_gaia_object_only
  714.   place_on_specific_land_id 20
  715. }
  716.  
  717. create_object STONE
  718. {
  719.   number_of_objects          2
  720.   group_placement_radius     2
  721.   set_tight_grouping
  722.   set_gaia_object_only
  723.   place_on_specific_land_id 23
  724. }
  725.  
  726. /* ======================= MEDIUM */
  727. if MEDIUM_MAP
  728. create_object GOLD
  729. {
  730.   number_of_objects          5
  731.   group_variance             1
  732.   group_placement_radius     2
  733.   set_tight_grouping
  734.   set_gaia_object_only
  735.   place_on_specific_land_id 20
  736. }
  737.  
  738. create_object GOLD
  739. {
  740.   number_of_objects          5
  741.   group_variance             1
  742.   group_placement_radius     2
  743.   set_tight_grouping
  744.   set_gaia_object_only
  745.   place_on_specific_land_id 21
  746. }
  747.  
  748. create_object STONE
  749. {
  750.   number_of_objects          6
  751.   group_variance             1
  752.   group_placement_radius     2
  753.   set_tight_grouping
  754.   set_gaia_object_only
  755.   place_on_specific_land_id 23
  756. }
  757. endif
  758.  
  759. /* =========================== LARGE */
  760. if LARGE_MAP
  761. create_object GOLD
  762. {
  763.   number_of_objects          5
  764.   group_variance             1
  765.   group_placement_radius     2
  766.   set_tight_grouping
  767.   set_gaia_object_only
  768.   place_on_specific_land_id 20
  769. }
  770.  
  771. create_object GOLD
  772. {
  773.   number_of_objects          5
  774.   group_variance             1
  775.   group_placement_radius     2
  776.   set_tight_grouping
  777.   set_gaia_object_only
  778.   place_on_specific_land_id 21
  779. }
  780.  
  781. create_object STONE
  782. {
  783.   number_of_objects          4
  784.   group_variance             1
  785.   group_placement_radius     2
  786.   set_tight_grouping
  787.   set_gaia_object_only
  788.   place_on_specific_land_id 23
  789. }
  790.  
  791. create_object STONE
  792. {
  793.   number_of_objects          4
  794.   group_variance             1
  795.   group_placement_radius     2
  796.   set_tight_grouping
  797.   set_gaia_object_only
  798.   place_on_specific_land_id 24
  799. }
  800. endif
  801.  
  802. /* ====================== HUGE */
  803. if HUGE_MAP
  804. create_object GOLD
  805. {
  806.   number_of_objects          5
  807.   group_variance             1
  808.   group_placement_radius     2
  809.   set_tight_grouping
  810.   set_gaia_object_only
  811.   place_on_specific_land_id 20
  812. }
  813.  
  814. create_object GOLD
  815. {
  816.   number_of_objects          5
  817.   group_variance             1
  818.   group_placement_radius     2
  819.   set_tight_grouping
  820.   set_gaia_object_only
  821.   place_on_specific_land_id 21
  822. }
  823.  
  824. create_object GOLD
  825. {
  826.   number_of_objects          5
  827.   group_variance             1
  828.   group_placement_radius     2
  829.   set_tight_grouping
  830.   set_gaia_object_only
  831.   place_on_specific_land_id 22
  832. }
  833.  
  834. create_object STONE
  835. {
  836.   number_of_objects          6
  837.   group_variance             1
  838.   group_placement_radius     2
  839.   set_tight_grouping
  840.   set_gaia_object_only
  841.   place_on_specific_land_id 23
  842. }
  843.  
  844. create_object STONE
  845. {
  846.   number_of_objects          6
  847.   group_variance             1
  848.   group_placement_radius     2
  849.   set_tight_grouping
  850.   set_gaia_object_only
  851.   place_on_specific_land_id 24
  852. }
  853. endif
  854.  
  855. /* ====================== GIGANTIC */
  856. if GIGANTIC_MAP
  857. create_object GOLD
  858. {
  859.   number_of_objects          7
  860.   group_variance             1
  861.   group_placement_radius     2
  862.   set_tight_grouping
  863.   set_gaia_object_only
  864.   place_on_specific_land_id 20
  865. }
  866.  
  867. create_object GOLD
  868. {
  869.   number_of_objects          7
  870.   group_variance             1
  871.   group_placement_radius     2
  872.   set_tight_grouping
  873.   set_gaia_object_only
  874.   place_on_specific_land_id 21
  875. }
  876.  
  877. create_object GOLD
  878. {
  879.   number_of_objects          7
  880.   group_variance             1
  881.   group_placement_radius     2
  882.   set_tight_grouping
  883.   set_gaia_object_only
  884.   place_on_specific_land_id 22
  885. }
  886.  
  887. create_object STONE
  888. {
  889.   number_of_objects          8
  890.   group_variance             1
  891.   group_placement_radius     2
  892.   set_tight_grouping
  893.   set_gaia_object_only
  894.   place_on_specific_land_id 23
  895. }
  896.  
  897. create_object STONE
  898. {
  899.   number_of_objects          8
  900.   group_variance             1
  901.   group_placement_radius     2
  902.   set_tight_grouping
  903.   set_gaia_object_only
  904.   place_on_specific_land_id 24
  905. }
  906. endif
  907.  
  908. /* ================================= END */
  909.  
  910. if DESERT_MAP
  911. create_object PALMTREE
  912. {
  913.   number_of_objects          15
  914.   set_gaia_object_only
  915.   set_scaling_to_map_size
  916.   min_distance_to_players    8
  917. }
  918. elseif ALPINE_MAP
  919. create_object PINETREE
  920. {
  921.   number_of_objects          15
  922.   set_gaia_object_only
  923.   set_scaling_to_map_size
  924.   min_distance_to_players    8
  925. }
  926. else
  927. create_object OAKTREE
  928. {
  929.   number_of_objects          15
  930.   set_gaia_object_only
  931.   set_scaling_to_map_size
  932.   min_distance_to_players    8
  933. }
  934. endif
  935.  
  936.