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Text File  |  1999-11-11  |  7KB  |  335 lines

  1. /* ********* BALTIC ********** */
  2. /* 21 JULY 99 */
  3.  
  4. #include_drs random_map.def 54000
  5. ai_info_map_type        BALTIC     
  6.  
  7. /* ****************************************************** */
  8. <PLAYER_SETUP>
  9.   random_placement  /* note this is only currently valid entry */
  10.  
  11. /* ****************************************************** */
  12.  
  13. start_random
  14.   percent_chance 50
  15.   #define ALPINE_MAP
  16. end_random
  17.  
  18. <LAND_GENERATION>
  19.  
  20. if ALPINE_MAP
  21.   base_terrain GRASS2
  22. else
  23.   base_terrain GRASS
  24. endif
  25.  
  26. /* CREATE THE INLAND SEA */
  27.  
  28. create_land 
  29. {
  30.   terrain_type                     WATER
  31.   land_percent                     85
  32.   left_border                      10
  33.   right_border                     10
  34.   top_border                       10
  35.   bottom_border                    10 
  36.   border_fuzziness                 40
  37.   zone 16
  38. }
  39.  
  40. create_player_lands 
  41. {            
  42.   if ALPINE_MAP
  43.   terrain_type                     GRASS2
  44. else           
  45.   terrain_type                     GRASS
  46. endif
  47.   land_percent                     50 
  48.   base_size                        9
  49.   other_zone_avoidance_distance    7
  50.   set_zone_by_team
  51. }
  52.  
  53. /* ****************************************************** */
  54. <TERRAIN_GENERATION>
  55.  
  56. create_terrain MED_WATER
  57. {
  58. base_terrain WATER
  59. number_of_clumps               3
  60. spacing_to_other_terrain_types 1
  61. land_percent 40
  62.  
  63. create_terrain DEEP_WATER
  64. {
  65. base_terrain MED_WATER
  66. number_of_clumps               6
  67. spacing_to_other_terrain_types 3
  68. land_percent 25
  69.  
  70. create_terrain MED_WATER
  71. {
  72. base_terrain DEEP_WATER
  73. number_of_clumps               6
  74. spacing_to_other_terrain_types 1
  75. land_percent 1
  76. }
  77.  
  78. /* PRIMARY FOREST */
  79.  
  80. if ALPINE_MAP
  81. create_terrain PINE_FOREST
  82. {
  83.   base_terrain                   GRASS2
  84.   spacing_to_other_terrain_types 5
  85.   land_percent                   9
  86.   number_of_clumps               12
  87.   set_avoid_player_start_areas     
  88.   set_scale_by_groups
  89. }
  90. else
  91. create_terrain FOREST
  92. {
  93.   base_terrain                   GRASS
  94.   spacing_to_other_terrain_types 5
  95.   land_percent                   9
  96.   number_of_clumps               12
  97.   set_avoid_player_start_areas     
  98.   set_scale_by_groups
  99. }
  100. endif
  101.  
  102. /* PRIMARY PATCH */
  103.  
  104. if ALPINE_MAP
  105. create_terrain GRASS3
  106. {
  107.   base_terrain                   GRASS2
  108.   number_of_clumps               8
  109.   spacing_to_other_terrain_types 0
  110.   land_percent                   6
  111.   set_scale_by_size
  112. }
  113. else
  114. create_terrain DIRT3
  115. {
  116.   base_terrain                   GRASS
  117.   number_of_clumps               8
  118.   spacing_to_other_terrain_types 0
  119.   land_percent                   9
  120.   set_scale_by_size
  121. }
  122. endif
  123.  
  124. /* SECONDARY FOREST */
  125.  
  126. if ALPINE_MAP
  127. create_terrain FOREST
  128. {
  129.   base_terrain                   GRASS
  130.   spacing_to_other_terrain_types 3
  131.   land_percent                   1
  132.   number_of_clumps               3
  133.   set_avoid_player_start_areas     
  134.   set_scale_by_groups
  135. }
  136. else
  137. create_terrain PINE_FOREST
  138. {
  139.   base_terrain                   GRASS
  140.   spacing_to_other_terrain_types 3
  141.   land_percent                   1
  142.   number_of_clumps               3
  143.   set_avoid_player_start_areas     
  144.   set_scale_by_groups
  145. }
  146. endif
  147.  
  148. /* SECONDARY PATCH */
  149.  
  150. if ALPINE_MAP
  151. create_terrain DIRT3
  152. {
  153.   base_terrain                   GRASS2
  154.   number_of_clumps               24
  155.   spacing_to_other_terrain_types 0
  156.   land_percent                   2
  157.   set_scale_by_size
  158. }
  159. else
  160. create_terrain GRASS3
  161. {
  162.   base_terrain                   GRASS
  163.   number_of_clumps               24
  164.   spacing_to_other_terrain_types 0
  165.   land_percent                   2
  166.   set_scale_by_size
  167. }
  168. endif
  169.  
  170. /* TERTIARY PATCH */
  171.  
  172. if ALPINE_MAP
  173. create_terrain GRASS
  174. {
  175.   base_terrain                   GRASS2
  176.   number_of_clumps               30
  177.   spacing_to_other_terrain_types 0
  178.   land_percent                   2
  179.   set_scale_by_size
  180. }
  181. else
  182. create_terrain DIRT3
  183. {
  184.   base_terrain                   GRASS
  185.   number_of_clumps               30
  186.   spacing_to_other_terrain_types 0
  187.   land_percent                   2
  188.   set_scale_by_size
  189. }
  190. endif
  191.  
  192. /* ****************************************************** */
  193. <OBJECTS_GENERATION>
  194.  
  195. #include_drs land_and_water_resources.inc 54102
  196.  
  197. create_object SHEEP
  198. {
  199.    number_of_objects 2
  200.    number_of_groups 2
  201.    set_loose_grouping
  202.    set_gaia_object_only
  203.    set_place_for_every_player
  204.    min_distance_to_players    35
  205.    min_distance_group_placement  5
  206. }
  207.  
  208. create_object DEER
  209. {
  210.    number_of_objects 4
  211.    group_variance 1
  212.    set_loose_grouping
  213.    set_gaia_object_only
  214.    set_place_for_every_player
  215.    min_distance_to_players    19
  216. }
  217.  
  218. if ALPINE_MAP
  219. create_object PINETREE
  220. {
  221.   number_of_objects          30
  222.   set_gaia_object_only
  223.   set_scaling_to_map_size
  224.   min_distance_to_players    8
  225. }
  226. else
  227. create_object OAKTREE
  228. {
  229.   number_of_objects          30
  230.   set_gaia_object_only
  231.   set_scaling_to_map_size
  232.   min_distance_to_players    8
  233. }
  234. endif
  235.  
  236. create_object SALMON
  237. {
  238.   number_of_objects                   20
  239.   set_scaling_to_map_size
  240.   set_gaia_object_only
  241.   max_distance_to_other_zones         4
  242.  
  243. create_object TUNA
  244. {
  245.   number_of_objects                   5
  246.   set_scaling_to_map_size
  247.   set_gaia_object_only
  248.   max_distance_to_other_zones         4
  249.  
  250. create_object SHORE_FISH
  251. {
  252.   number_of_objects                   25
  253.   set_scaling_to_map_size
  254.   min_distance_group_placement         3
  255.   set_gaia_object_only
  256. }
  257.  
  258. create_object MARLIN1
  259. {
  260.   number_of_groups                      5
  261.   number_of_objects                     1
  262.   set_scaling_to_map_size
  263.   set_gaia_object_only
  264.   min_distance_group_placement        10 
  265.   max_distance_to_other_zones         7
  266.  
  267. create_object MARLIN2
  268. {
  269.   number_of_groups                      5
  270.   number_of_objects                     1
  271.   set_scaling_to_map_size
  272.   set_gaia_object_only
  273.   min_distance_group_placement        10 
  274.   max_distance_to_other_zones         7
  275.  
  276. /* ****************************************************** */
  277.  
  278. <ELEVATION_GENERATION>
  279.  
  280. create_elevation        5
  281. {
  282.   base_terrain                GRASS
  283.   number_of_clumps         14
  284.   number_of_tiles         2000
  285.   set_scale_by_groups
  286.   set_scale_by_size           
  287. }
  288.  
  289. create_elevation        7
  290. {
  291.   base_terrain                GRASS2
  292.   number_of_clumps         14
  293.   number_of_tiles         2000
  294.   set_scale_by_groups
  295.   set_scale_by_size           
  296. }
  297.  
  298. <CLIFF_GENERATION>
  299.  
  300. min_number_of_cliffs 5
  301. max_number_of_cliffs 10
  302. min_length_of_cliff  4
  303. max_length_of_cliff  10
  304. cliff_curliness      10
  305. min_distance_cliffs  3     
  306.  
  307. /* ****************************************************** */
  308. /* <CONNECTION_GENERATION>
  309. create_connect_teams_lands
  310. {
  311.   replace_terrain GRASS         DESERT
  312.   replace_terrain WATER         SHALLOW
  313.   replace_terrain FOREST        DIRT2
  314.   replace_terrain PALM_DESERT   DIRT2
  315.   terrain_cost    WATER         7
  316.   terrain_cost    FOREST        7
  317.   terrain_cost    PALM_DESERT   7
  318.   terrain_cost    SHALLOW       3
  319.   terrain_cost    DESERT        1
  320.   terrain_cost    GRASS         2
  321.   terrain_cost    BEACH         7
  322.   terrain_size    WATER         2       1
  323.   terrain_size    GRASS         0       0
  324.   terrain_size    FOREST        0       0
  325.   terrain_size    PALM_DESERT   0       0
  326.   terrain_size    DESERT        0       0
  327. }  */
  328.  
  329.