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Text File  |  1999-11-11  |  9KB  |  393 lines

  1. /* ************ HIGHLAND ************ */
  2. /* 7 JULY 99 */
  3.  
  4. #include_drs random_map.def 54000
  5. ai_info_map_type        HIGHLAND
  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 33
  17.   #define ALPINE_MAP
  18.   percent_chance 33
  19.   #define ASIAN_MAP
  20. end_random
  21.  
  22. create_player_lands 
  23. {            
  24. if ALPINE_MAP
  25.   terrain_type                     GRASS2
  26. elseif ASIAN_MAP
  27.   terrain_type                     GRASS2
  28. else           
  29.   terrain_type                     GRASS
  30. endif
  31.   land_percent                     100
  32.   base_size                        9
  33. /* randomly choose if we have rivers and to what extent */
  34.   start_random
  35.   percent_chance        60
  36.     set_zone_by_team
  37.   percent_chance        40
  38.     set_zone_randomly  
  39.   end_random
  40.   start_random
  41.   percent_chance       50
  42.     other_zone_avoidance_distance    7
  43.   percent_chance       50
  44.     other_zone_avoidance_distance    10
  45.   end_random
  46.   border_fuzziness                 15
  47. }
  48.  
  49. /* ****************************************************** */
  50. <TERRAIN_GENERATION>
  51.  
  52. create_terrain MED_WATER
  53. {
  54. base_terrain WATER
  55. number_of_clumps               6
  56. spacing_to_other_terrain_types 2
  57. land_percent 15
  58. }
  59.  
  60. create_terrain DEEP_WATER
  61. {
  62. base_terrain MED_WATER
  63. number_of_clumps               10
  64. spacing_to_other_terrain_types 2
  65. land_percent 10
  66. }
  67.  
  68. /* PRIMARY FOREST LARGE CLUMP */
  69.  
  70. if ALPINE_MAP
  71. create_terrain PINE_FOREST
  72. {
  73.   base_terrain                   GRASS2
  74.   spacing_to_other_terrain_types 5
  75.   land_percent                   9
  76.   number_of_clumps               4
  77.   set_avoid_player_start_areas     
  78.   set_scale_by_groups
  79. }
  80. elseif ASIAN_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               4
  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               4
  97.   set_avoid_player_start_areas     
  98.   set_scale_by_groups
  99. }
  100. endif
  101.  
  102. /* PRIMARY FOREST SMALL CLUMP */
  103.  
  104. if ALPINE_MAP
  105. create_terrain PINE_FOREST
  106. {
  107.   base_terrain                   GRASS2
  108.   spacing_to_other_terrain_types 5
  109.   land_percent                   8
  110.   number_of_clumps               10
  111.   set_avoid_player_start_areas     
  112.   set_scale_by_groups
  113. }
  114. elseif ASIAN_MAP
  115. create_terrain BAMBOO
  116. {
  117.   base_terrain                   GRASS2
  118.   spacing_to_other_terrain_types 5
  119.   land_percent                   8
  120.   number_of_clumps               10
  121.   set_avoid_player_start_areas     
  122.   set_scale_by_groups
  123. }
  124. else
  125. create_terrain FOREST
  126. {
  127.   base_terrain                   GRASS
  128.   spacing_to_other_terrain_types 5
  129.   land_percent                   8
  130.   number_of_clumps               10
  131.   set_avoid_player_start_areas     
  132.   set_scale_by_groups
  133. }
  134. endif
  135.  
  136. /* PRIMARY PATCH */
  137.  
  138. if ALPINE_MAP
  139. create_terrain GRASS3
  140. {
  141.   base_terrain                   GRASS2
  142.   number_of_clumps               8
  143.   spacing_to_other_terrain_types 0
  144.   land_percent                   6
  145.   set_scale_by_size
  146. }
  147. elseif ASIAN_MAP
  148. create_terrain GRASS3
  149. {
  150.   base_terrain                   GRASS2
  151.   number_of_clumps               8
  152.   spacing_to_other_terrain_types 0
  153.   land_percent                   6
  154.   set_scale_by_size
  155. }
  156. else
  157. create_terrain DIRT3
  158. {
  159.   base_terrain                   GRASS
  160.   number_of_clumps               8
  161.   spacing_to_other_terrain_types 0
  162.   land_percent                   9
  163.   set_scale_by_size
  164. }
  165. endif
  166.  
  167. /* SECONDARY FOREST */
  168.  
  169. if ALPINE_MAP
  170. create_terrain FOREST
  171. {
  172.   base_terrain                   GRASS3
  173.   spacing_to_other_terrain_types 3
  174.   land_percent                   1
  175.   number_of_clumps               3
  176.   set_avoid_player_start_areas     
  177.   set_scale_by_groups
  178. }
  179. elseif ASIAN_MAP
  180. create_terrain PINE_FOREST
  181. {
  182.   base_terrain                   GRASS3
  183.   spacing_to_other_terrain_types 3
  184.   land_percent                   1
  185.   number_of_clumps               3
  186.   set_avoid_player_start_areas     
  187.   set_scale_by_groups
  188. }
  189. else
  190. create_terrain FOREST
  191. {
  192.   base_terrain                   DIRT3
  193.   spacing_to_other_terrain_types 3
  194.   land_percent                   1
  195.   number_of_clumps               3
  196.   set_avoid_player_start_areas     
  197.   set_scale_by_groups
  198. }
  199. endif
  200.  
  201. /* SECONDARY PATCH */
  202.  
  203. if ALPINE_MAP
  204. create_terrain DIRT3
  205. {
  206.   base_terrain                   GRASS2
  207.   number_of_clumps               24
  208.   spacing_to_other_terrain_types 0
  209.   land_percent                   2
  210.   set_scale_by_size
  211. }
  212. elseif ASIAN_MAP
  213. create_terrain DIRT3
  214. {
  215.   base_terrain                   GRASS2
  216.   number_of_clumps               24
  217.   spacing_to_other_terrain_types 0
  218.   land_percent                   2
  219.   set_scale_by_size
  220. }
  221. else
  222. create_terrain GRASS3
  223. {
  224.   base_terrain                   GRASS
  225.   number_of_clumps               24
  226.   spacing_to_other_terrain_types 0
  227.   land_percent                   2
  228.   set_scale_by_size
  229. }
  230. endif
  231.  
  232. /* TERTIARY PATCH */
  233.  
  234. if ALPINE_MAP
  235. create_terrain GRASS
  236. {
  237.   base_terrain                   GRASS2
  238.   number_of_clumps               30
  239.   spacing_to_other_terrain_types 0
  240.   land_percent                   2
  241.   set_scale_by_size
  242. }
  243. elseif ASIAN_MAP
  244. create_terrain GRASS
  245. {
  246.   base_terrain                   GRASS2
  247.   number_of_clumps               30
  248.   spacing_to_other_terrain_types 0
  249.   land_percent                   2
  250.   set_scale_by_size
  251. }
  252. else
  253. create_terrain DIRT3
  254. {
  255.   base_terrain                   GRASS
  256.   number_of_clumps               30
  257.   spacing_to_other_terrain_types 0
  258.   land_percent                   2
  259.   set_scale_by_size
  260. }
  261. endif
  262.  
  263. /* ****************************************************** */
  264. <OBJECTS_GENERATION>
  265.  
  266. #include_drs land_resources.inc 54103
  267.  
  268. create_object SHEEP
  269. {
  270.    number_of_objects 2
  271.    number_of_groups 2
  272.    set_loose_grouping
  273.    set_gaia_object_only
  274.    set_place_for_every_player
  275.    min_distance_to_players    19
  276.    min_distance_group_placement  5
  277. }
  278.  
  279. create_object BOAR
  280. {
  281.    number_of_objects 2
  282.    group_variance    1
  283.    set_loose_grouping
  284.    set_gaia_object_only
  285.    set_place_for_every_player
  286.    min_distance_to_players    35
  287.    min_distance_group_placement  5
  288. }
  289.  
  290. if ALPINE_MAP
  291. create_object PINETREE
  292. {
  293.   number_of_objects          30
  294.   set_gaia_object_only
  295.   set_scaling_to_map_size
  296.   min_distance_to_players    8
  297. }
  298. elseif ASIAN_MAP
  299. create_object BAMBOO_TREE
  300. {
  301.   number_of_objects          30
  302.   set_gaia_object_only
  303.   set_scaling_to_map_size
  304.   min_distance_to_players    8
  305. }
  306. else
  307. create_object OAKTREE
  308. {
  309.   number_of_objects          30
  310.   set_gaia_object_only
  311.   set_scaling_to_map_size
  312.   min_distance_to_players    8
  313. }
  314. endif
  315.  
  316. create_object SALMON
  317. {
  318.   number_of_objects                   4
  319.   set_scaling_to_map_size
  320.   set_gaia_object_only
  321.   max_distance_to_other_zones         4
  322. }
  323.  
  324. create_object SHORE_FISH
  325. {
  326.   number_of_objects                   16
  327.   min_distance_group_placement         5
  328.   set_gaia_object_only
  329.   set_scaling_to_map_size
  330. }
  331.  
  332. /* ****************************************************** */
  333.  
  334. <ELEVATION_GENERATION>
  335.  
  336. create_elevation        7
  337. {
  338. if ALPINE_MAP
  339.   base_terrain                GRASS2
  340. elseif ASIAN_MAP
  341.   base_terrain                GRASS2
  342. else           
  343.   base_terrain                GRASS
  344. endif
  345.   number_of_clumps         14
  346.   number_of_tiles         2000
  347.   set_scale_by_groups
  348.   set_scale_by_size           
  349. }
  350.  
  351. <CLIFF_GENERATION>
  352.  
  353. min_number_of_cliffs 5
  354. max_number_of_cliffs 8
  355. min_length_of_cliff  4
  356. max_length_of_cliff  10
  357. cliff_curliness      10
  358. min_distance_cliffs  3     
  359.  
  360.  
  361. /* ****************************************************** */
  362. <CONNECTION_GENERATION>
  363. create_connect_all_players_land
  364. {
  365.   replace_terrain WATER         SHALLOW
  366.   replace_terrain MED_WATER     SHALLOW
  367.   replace_terrain DEEP_WATER    SHALLOW
  368.   terrain_cost    WATER         7
  369.   terrain_cost    MED_WATER     9
  370.   terrain_cost    DEEP_WATER    15
  371.   terrain_cost    FOREST        7
  372.   terrain_cost    PALM_DESERT   7
  373.   terrain_cost    SHALLOW       3
  374.   terrain_cost    DESERT        1
  375.   terrain_cost    DIRT2         1
  376.   terrain_cost    DIRT3         1
  377.   terrain_cost    GRASS         2
  378.   terrain_cost    GRASS2        2
  379.   terrain_cost    GRASS3        2
  380.   terrain_cost    BEACH         7
  381.   terrain_size    WATER         2       1
  382.   terrain_size    MED_WATER     2       1
  383.   terrain_size    DEEP_WATER    2       1
  384.   terrain_size    GRASS         0       0
  385.   terrain_size    GRASS2        0       0
  386.   terrain_size    GRASS3        0       0
  387.   terrain_size    FOREST        0       0
  388.   terrain_size    PALM_DESERT   0       0
  389.   terrain_size    DESERT        0       0
  390.   terrain_size    DIRT2         0       0
  391.   terrain_size    DIRT3         0       0
  392. }
  393.