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Text File  |  1999-11-11  |  7KB  |  295 lines

  1. /* ********* GOLD RUSH ********** */
  2. /* 4 MAY 99 */
  3.  
  4. #include_drs random_map.def 54000
  5. ai_info_map_type        GOLD_RUSH
  6.  
  7. /* ****************************************************** */
  8. <PLAYER_SETUP>
  9.   random_placement  /* note this is only currently valid entry */
  10.  
  11. /* ****************************************************** */
  12. <LAND_GENERATION>
  13. base_terrain GRASS
  14.  
  15. /*  CREATE BADLANDS IN THE MIDDLE */
  16.  
  17. /* EMPTY LAND */
  18. create_land 
  19. {
  20.   terrain_type                     DIRT
  21.   land_percent                     85 
  22.   left_border                      15
  23.   right_border                     15
  24.   top_border                       15
  25.   bottom_border                    15
  26.   zone 16
  27.   min_placement_distance           100
  28. }
  29.  
  30. /* GOOD STUFF */
  31.  
  32. create_land 
  33. {
  34.   terrain_type                     DIRT
  35.   land_percent                     5
  36.   left_border                      40
  37.   right_border                     40
  38.   top_border                       40
  39.   bottom_border                    40 
  40.   zone 15
  41.   land_id                          22
  42.  }
  43.  
  44. create_player_lands 
  45. {            
  46.   terrain_type                     GRASS
  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 FOREST
  57. {
  58.   base_terrain                   GRASS
  59.   spacing_to_other_terrain_types 5
  60.   land_percent                   12
  61.   number_of_clumps               10
  62.   set_avoid_player_start_areas     
  63.   set_scale_by_groups
  64. }
  65.  
  66. create_terrain FOREST
  67. {
  68.   base_terrain                   GRASS
  69.   spacing_to_other_terrain_types 5
  70.   land_percent                   5
  71.   number_of_clumps               20
  72.   set_avoid_player_start_areas     
  73.   set_scale_by_groups
  74. }
  75.  
  76. /* LAKEAGE */
  77.  
  78. create_terrain WATER
  79. {
  80.   base_terrain                   GRASS
  81.   land_percent                 1
  82.   number_of_clumps             4
  83.   spacing_to_other_terrain_types 1
  84.   set_avoid_player_start_areas
  85.   set_flat_terrain_only
  86. }
  87.  
  88. create_terrain MED_WATER
  89. {
  90.   base_terrain                   WATER
  91.   land_percent                   1
  92.   number_of_clumps               4
  93.   spacing_to_other_terrain_types 1
  94.   set_avoid_player_start_areas
  95.   set_flat_terrain_only
  96. }
  97.  
  98. create_terrain DESERT
  99. {
  100.   base_terrain                   DIRT
  101.   number_of_clumps               24
  102.   spacing_to_other_terrain_types 1
  103.   land_percent                   8
  104.   set_scale_by_size
  105. }
  106.  
  107. create_terrain GRASS3
  108. {
  109.   base_terrain                   GRASS
  110.   number_of_clumps               24
  111.   spacing_to_other_terrain_types 1
  112.   land_percent                   2
  113.   set_scale_by_size
  114. }
  115.  
  116. /* ****************************************************** */
  117. <OBJECTS_GENERATION>
  118.  
  119. /* PLAYER START OBJECTS */
  120.  
  121. #include_drs std_resources.inc 54101
  122.  
  123. create_object DEER
  124. {
  125.    number_of_objects 6
  126.    set_loose_grouping
  127.    set_gaia_object_only
  128.    set_place_for_every_player
  129.    min_distance_to_players    19
  130. }
  131.  
  132. /* RESOURCES IN THE MIDDLE */
  133.  
  134. create_object GOLD
  135. {
  136.   terrain_to_place_on        DIRT
  137.   number_of_objects          12
  138.   number_of_groups           6
  139.   group_variance             4  
  140.   group_placement_radius     2
  141.   set_tight_grouping
  142.   set_gaia_object_only
  143.   min_distance_group_placement  5
  144.   place_on_specific_land_id    22 
  145.   max_distance_to_players      14 
  146. }
  147.  
  148. create_object WOLF
  149. {
  150.   terrain_to_place_on       DIRT
  151.   number_of_objects          4
  152.   number_of_groups           4
  153.   set_loose_grouping
  154.   set_gaia_object_only
  155.   min_distance_to_players    25
  156. }
  157.  
  158. /* SCATTERED STONE */
  159.  
  160. create_object STONE
  161. {
  162.   number_of_groups           1    
  163.   number_of_objects          6
  164.   group_placement_radius     2
  165.   set_tight_grouping
  166.   set_gaia_object_only
  167.   set_scaling_to_player_number
  168.   min_distance_to_players       20
  169.   max_distance_to_players       45 
  170.   min_distance_group_placement  9
  171. }
  172.  
  173. if LARGE_MAP
  174. create_object STONE
  175. {
  176.   number_of_groups           1    
  177.   number_of_objects          6
  178.   group_placement_radius     2
  179.   set_tight_grouping
  180.   set_gaia_object_only
  181.   min_distance_to_players       40
  182.   max_distance_to_players       120
  183.   min_distance_group_placement  9
  184. }
  185. endif
  186.  
  187. if HUGE_MAP
  188. create_object STONE
  189. {
  190.   number_of_groups           2    
  191.   number_of_objects          6
  192.   group_placement_radius     2
  193.   set_tight_grouping
  194.   set_gaia_object_only
  195.   min_distance_to_players       40
  196.   max_distance_to_players       120
  197.   min_distance_group_placement  9
  198. }
  199. endif
  200.  
  201. if GIGANTIC_MAP
  202. create_object STONE
  203. {
  204.   number_of_groups           3    
  205.   number_of_objects          4
  206.   group_placement_radius     2
  207.   set_tight_grouping
  208.   set_gaia_object_only
  209.   min_distance_to_players       40
  210.   max_distance_to_players       120
  211.   min_distance_group_placement  9
  212. }
  213. endif
  214.  
  215. /* ***** PRETTY TREES ********* */
  216.  
  217. create_object OAKTREE
  218. {
  219.   number_of_objects          30
  220.   set_gaia_object_only
  221.   set_scaling_to_map_size
  222.   min_distance_to_players    8
  223. }
  224.  
  225. create_object SHORE_FISH
  226. {
  227.   number_of_objects                   5
  228.   set_scaling_to_map_size
  229.   min_distance_group_placement         3
  230.   set_gaia_object_only
  231. }
  232.  
  233. create_object SKELETON
  234. {
  235.    number_of_objects  14
  236.    set_scaling_to_map_size
  237.    set_gaia_object_only
  238.    terrain_to_place_on     DIRT
  239. }
  240.  
  241. /* ****************************************************** */
  242.  
  243. <ELEVATION_GENERATION>
  244.  
  245. create_elevation        5
  246. {
  247.   base_terrain                GRASS
  248.   number_of_clumps         14
  249.   number_of_tiles         2000
  250.   set_scale_by_groups
  251.   set_scale_by_size           
  252. }
  253.  
  254. create_elevation        7
  255. {
  256.   base_terrain                DIRT
  257.   number_of_clumps         14
  258.   number_of_tiles         2000
  259.   set_scale_by_groups
  260.   set_scale_by_size           
  261. }
  262.  
  263. <CLIFF_GENERATION>
  264.  
  265. min_number_of_cliffs 5
  266. max_number_of_cliffs 10
  267. min_length_of_cliff  4
  268. max_length_of_cliff  10
  269. cliff_curliness      10
  270. min_distance_cliffs  3     
  271.  
  272.  
  273. /* ****************************************************** */
  274. /* <CONNECTION_GENERATION>
  275. create_connect_teams_lands
  276. {
  277.   replace_terrain GRASS         DESERT
  278.   replace_terrain WATER         SHALLOW
  279.   replace_terrain FOREST        DIRT2
  280.   replace_terrain PALM_DESERT   DIRT2
  281.   terrain_cost    WATER         7
  282.   terrain_cost    FOREST        7
  283.   terrain_cost    PALM_DESERT   7
  284.   terrain_cost    SHALLOW       3
  285.   terrain_cost    DESERT        1
  286.   terrain_cost    GRASS         2
  287.   terrain_cost    BEACH         7
  288.   terrain_size    WATER         2       1
  289.   terrain_size    GRASS         0       0
  290.   terrain_size    FOREST        0       0
  291.   terrain_size    PALM_DESERT   0       0
  292.   terrain_size    DESERT        0       0
  293. } */
  294.  
  295.