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Text File  |  1999-11-11  |  15KB  |  671 lines

  1. /* ************ NOMAD ************ */
  2. /* 5 APR 99 */
  3.  
  4. #include_drs random_map.def 54000
  5. ai_info_map_type        COASTAL
  6.  
  7. /* ****************************************************** */
  8. <PLAYER_SETUP>
  9.   random_placement  /* note this is only currently valid entry */
  10.  
  11. /* ****************************************************** */
  12. <LAND_GENERATION>
  13.  
  14. base_terrain WATER
  15.  
  16. start_random
  17.   percent_chance 20
  18.   #define DESERT_MAP
  19.   percent_chance 20
  20.   #define ALPINE_MAP
  21. end_random
  22.  
  23. create_player_lands 
  24. if DESERT_MAP
  25.   terrain_type                     DESERT
  26. elseif ALPINE_MAP
  27.   terrain_type                     GRASS2
  28. else           
  29.   terrain_type                     GRASS
  30. endif
  31.   land_percent                     60
  32.   base_size                        8
  33. start_random
  34.   percent_chance 50
  35.     left_border                    8
  36.   percent_chance 50
  37.     right_border                   8
  38. end_random
  39. start_random
  40.   percent_chance 50
  41.     top_border                     8
  42.   percent_chance 50
  43.     bottom_border                  8
  44. end_random
  45. border_fuzziness                 15
  46. zone                             1
  47. other_zone_avoidance_distance    7
  48. clumping_factor                 15
  49. }
  50.  
  51. /* ****************************************************** */
  52. <TERRAIN_GENERATION>
  53.  
  54. create_terrain DEEP_WATER
  55. {
  56. base_terrain WATER
  57. number_of_clumps               3
  58. spacing_to_other_terrain_types 5
  59. land_percent 20
  60. }
  61.  
  62. /* PRIMARY FOREST */
  63.  
  64. if DESERT_MAP
  65.   create_terrain PALM_DESERT
  66. {
  67.   base_terrain                   DESERT
  68.   spacing_to_other_terrain_types 5
  69.   land_percent                   9
  70.   number_of_clumps               10
  71.   set_avoid_player_start_areas     
  72.   set_scale_by_groups
  73. }
  74. elseif ALPINE_MAP
  75. create_terrain PINE_FOREST
  76. {
  77.   base_terrain                   GRASS2
  78.   spacing_to_other_terrain_types 5
  79.   land_percent                   9
  80.   number_of_clumps               10
  81.   set_avoid_player_start_areas     
  82.   set_scale_by_groups
  83. }
  84. else
  85. create_terrain FOREST
  86. {
  87.   base_terrain                   GRASS
  88.   spacing_to_other_terrain_types 5
  89.   land_percent                   9
  90.   number_of_clumps               10
  91.   set_avoid_player_start_areas     
  92.   set_scale_by_groups
  93. }
  94. endif
  95.  
  96. /* PRIMARY PATCH */
  97.  
  98. if DESERT_MAP
  99.    create_terrain GRASS
  100. {
  101.   base_terrain                   DESERT
  102.   number_of_clumps               8
  103.   spacing_to_other_terrain_types 1
  104.   land_percent                   4
  105.   set_scale_by_size
  106. }
  107. elseif ALPINE_MAP
  108. create_terrain GRASS3
  109. {
  110.   base_terrain                   GRASS2
  111.   number_of_clumps               8
  112.   spacing_to_other_terrain_types 1
  113.   land_percent                   6
  114.   set_scale_by_size
  115. }
  116. else
  117. create_terrain DESERT
  118. {
  119.   base_terrain                   GRASS
  120.   number_of_clumps               8
  121.   spacing_to_other_terrain_types 1
  122.   land_percent                   9
  123.   set_scale_by_size
  124. }
  125. endif
  126.  
  127. /* SECONDARY FOREST */
  128.  
  129. if DESERT_MAP
  130. create_terrain FOREST
  131. {
  132.   base_terrain                   GRASS
  133.   spacing_to_other_terrain_types 3
  134.   land_percent                   1
  135.   number_of_clumps               3
  136.   set_avoid_player_start_areas     
  137.   set_scale_by_groups
  138. }
  139. elseif ALPINE_MAP
  140. create_terrain FOREST
  141. {
  142.   base_terrain                   GRASS3
  143.   spacing_to_other_terrain_types 3
  144.   land_percent                   1
  145.   number_of_clumps               3
  146.   set_avoid_player_start_areas     
  147.   set_scale_by_groups
  148. }
  149. else
  150. create_terrain PALM_DESERT
  151. {
  152.   base_terrain                   DESERT
  153.   spacing_to_other_terrain_types 3
  154.   land_percent                   1
  155.   number_of_clumps               3
  156.   set_avoid_player_start_areas     
  157.   set_scale_by_groups
  158. }
  159. endif
  160.  
  161. /* SECONDARY PATCH */
  162.  
  163. if DESERT_MAP
  164.    create_terrain DIRT3
  165. {
  166.   base_terrain                   DESERT
  167.   number_of_clumps               24
  168.   spacing_to_other_terrain_types 1
  169.   land_percent                   2
  170.   set_scale_by_size
  171. }
  172. elseif ALPINE_MAP
  173. create_terrain DIRT3
  174. {
  175.   base_terrain                   GRASS2
  176.   number_of_clumps               24
  177.   spacing_to_other_terrain_types 1
  178.   land_percent                   2
  179.   set_scale_by_size
  180. }
  181. else
  182. create_terrain GRASS3
  183. {
  184.   base_terrain                   GRASS
  185.   number_of_clumps               24
  186.   spacing_to_other_terrain_types 1
  187.   land_percent                   2
  188.   set_scale_by_size
  189. }
  190. endif
  191.  
  192. /* TERTIARY PATCH */
  193.  
  194. if DESERT_MAP
  195.    create_terrain GRASS3
  196. {
  197.   base_terrain                   DESERT
  198.   number_of_clumps               30
  199.   spacing_to_other_terrain_types 1
  200.   land_percent                   2
  201.   set_scale_by_size
  202. }
  203. elseif ALPINE_MAP
  204. create_terrain GRASS
  205. {
  206.   base_terrain                   GRASS2
  207.   number_of_clumps               30
  208.   spacing_to_other_terrain_types 1
  209.   land_percent                   2
  210.   set_scale_by_size
  211. }
  212. else
  213. create_terrain DIRT3
  214. {
  215.   base_terrain                   GRASS
  216.   number_of_clumps               30
  217.   spacing_to_other_terrain_types 1
  218.   land_percent                   2
  219.   set_scale_by_size
  220. }
  221. endif
  222.  
  223. /* ****************************************************** */
  224. <OBJECTS_GENERATION>
  225.  
  226. create_object VILLAGER
  227. {
  228.   set_place_for_every_player
  229.   min_distance_to_players       25
  230.  }
  231.  
  232. create_object RELIC
  233. {
  234.    set_gaia_object_only
  235.    set_place_for_every_player
  236.  }
  237.  
  238. /* SPECIAL STUFF FOR REGICIDE */
  239.  
  240. if REGICIDE
  241. create_object KING
  242. {
  243.   set_place_for_every_player
  244.   min_distance_to_players       25
  245. }
  246. endif
  247.  
  248. /* NEAR FORAGE */
  249.  
  250. create_object FORAGE
  251. {
  252.   number_of_objects          6
  253.   group_placement_radius     3
  254.   set_tight_grouping
  255.   set_gaia_object_only
  256.   set_place_for_every_player
  257.   min_distance_group_placement  6
  258. }
  259.  
  260. /* BAA BAA */
  261.  
  262. create_object SHEEP
  263. {
  264.    number_of_objects 4
  265.    set_loose_grouping
  266.    set_gaia_object_only
  267.    set_place_for_every_player
  268.    min_distance_group_placement  5
  269. }
  270.  
  271. create_object SHEEP
  272. {
  273.    number_of_objects 2
  274.    set_loose_grouping
  275.    set_gaia_object_only
  276.    set_place_for_every_player
  277.    min_distance_group_placement  5
  278. }
  279.  
  280. create_object SHEEP
  281. {
  282.    number_of_objects 2
  283.    set_loose_grouping
  284.    set_gaia_object_only
  285.    set_place_for_every_player
  286.    min_distance_group_placement  5
  287. }
  288.  
  289. create_object DEER
  290. {
  291.   number_of_objects          6
  292.   group_variance             2
  293.   group_placement_radius     3
  294.   set_loose_grouping
  295.   set_gaia_object_only
  296.   set_place_for_every_player
  297.   min_distance_group_placement  4
  298. }
  299.  
  300. create_object BOAR
  301. {
  302.   number_of_objects          2
  303.   set_loose_grouping  
  304.   set_gaia_object_only
  305.   set_place_for_every_player
  306.   min_distance_to_players    16
  307.   max_distance_to_players    22
  308. }
  309.  
  310. create_object BOAR
  311. {
  312.   number_of_objects          1
  313.   set_gaia_object_only
  314.   set_place_for_every_player
  315.   min_distance_to_players    16
  316.   max_distance_to_players    22
  317. }
  318.  
  319. /* NEAR GOLD */
  320.  
  321. create_object GOLD
  322. {
  323.   number_of_objects          6
  324.   group_placement_radius     3
  325.   set_tight_grouping
  326.   set_gaia_object_only
  327.   set_place_for_every_player
  328.   min_distance_group_placement  11
  329.   max_distance_to_other_zones  7
  330. }
  331.  
  332. /* FAR GOLD */
  333.  
  334. create_object GOLD
  335. {
  336.   number_of_objects          6
  337.   group_placement_radius     3
  338.   set_tight_grouping
  339.   set_gaia_object_only
  340.   set_place_for_every_player
  341.   min_distance_group_placement  7
  342.   max_distance_to_other_zones  7
  343. }
  344.  
  345. /* NEAR STONE */
  346.  
  347. create_object STONE
  348. {
  349.   number_of_objects          6
  350.   group_placement_radius     2  
  351.   set_tight_grouping 
  352.   set_gaia_object_only
  353.   set_place_for_every_player
  354.   min_distance_group_placement  7
  355.   max_distance_to_other_zones  7
  356. }
  357.  
  358. /* FAR STONE */
  359.  
  360. create_object STONE
  361. {
  362.   number_of_objects          6
  363.   group_placement_radius     2
  364.   set_tight_grouping
  365.   set_gaia_object_only
  366.   set_place_for_every_player
  367.   min_distance_group_placement  7
  368. }
  369.  
  370. /* RESOURCES BY NUMBER OF PLAYERS */
  371.  
  372. create_object STONE
  373. {
  374.   number_of_groups           1    
  375.   number_of_objects          6
  376.   group_placement_radius     2
  377.   set_tight_grouping
  378.   set_gaia_object_only
  379.   set_scaling_to_player_number
  380.   min_distance_group_placement  7
  381. }
  382.  
  383. create_object GOLD
  384. {
  385.   number_of_groups           1    
  386.   number_of_objects          6
  387.   group_placement_radius     2
  388.   set_tight_grouping
  389.   set_gaia_object_only
  390.   set_scaling_to_player_number
  391.   min_distance_group_placement  7
  392. }
  393.  
  394. /* RESOURCES BY MAP */
  395.  
  396. if LARGE_MAP
  397. create_object FORAGE
  398. {
  399.   number_of_groups           1    
  400.   number_of_objects          5
  401.   group_placement_radius     3
  402.   set_tight_grouping
  403.   set_gaia_object_only
  404.   min_distance_to_players       40
  405.   max_distance_to_players       120
  406.   min_distance_group_placement  7
  407. }
  408. endif
  409.  
  410. if HUGE_MAP
  411. create_object FORAGE
  412. {
  413.   number_of_groups           2    
  414.   number_of_objects          5
  415.   group_placement_radius     3
  416.   set_tight_grouping
  417.   set_gaia_object_only
  418.   min_distance_to_players       40
  419.   max_distance_to_players       120
  420.   min_distance_group_placement  7
  421. }
  422. endif
  423.  
  424. if GIGANTIC_MAP
  425. create_object FORAGE
  426. {
  427.   number_of_groups           3    
  428.   number_of_objects          5
  429.   group_placement_radius     3
  430.   set_tight_grouping
  431.   set_gaia_object_only
  432.   min_distance_to_players       40
  433.   max_distance_to_players       120
  434.   min_distance_group_placement  7
  435. }
  436. endif
  437.  
  438. if LARGE_MAP
  439. create_object STONE
  440. {
  441.   number_of_groups           1    
  442.   number_of_objects          6
  443.   group_placement_radius     2
  444.   set_tight_grouping
  445.   set_gaia_object_only
  446.   min_distance_to_players       40
  447.   max_distance_to_players       120
  448.   min_distance_group_placement  7
  449. }
  450. endif
  451.  
  452. if HUGE_MAP
  453. create_object STONE
  454. {
  455.   number_of_groups           2    
  456.   number_of_objects          6
  457.   group_placement_radius     2
  458.   set_tight_grouping
  459.   set_gaia_object_only
  460.   min_distance_to_players       40
  461.   max_distance_to_players       120
  462.   min_distance_group_placement  7
  463. }
  464. endif
  465.  
  466. if GIGANTIC_MAP
  467. create_object STONE
  468. {
  469.   number_of_groups           3    
  470.   number_of_objects          6
  471.   group_placement_radius     2
  472.   set_tight_grouping
  473.   set_gaia_object_only
  474.   min_distance_to_players       40
  475.   max_distance_to_players       120
  476.   min_distance_group_placement  7
  477. }
  478. endif
  479.  
  480. if SMALL_MAP
  481. create_object GOLD
  482. {
  483.   number_of_groups           1    
  484.   number_of_objects          6
  485.   group_placement_radius     2
  486.   set_tight_grouping
  487.   set_gaia_object_only
  488.   min_distance_to_players       40
  489.   max_distance_to_players       120
  490.   min_distance_group_placement  9
  491. }
  492. endif
  493.  
  494. if MEDIUM_MAP
  495. create_object GOLD
  496. {
  497.   number_of_groups           2    
  498.   number_of_objects          6
  499.   group_placement_radius     2
  500.   set_tight_grouping
  501.   set_gaia_object_only
  502.   min_distance_to_players       40
  503.   max_distance_to_players       120
  504.   min_distance_group_placement  9
  505. }
  506. endif
  507.  
  508. if LARGE_MAP
  509. create_object GOLD
  510. {
  511.   number_of_groups           3    
  512.   number_of_objects          6
  513.   group_placement_radius     2
  514.   set_tight_grouping
  515.   set_gaia_object_only
  516.   min_distance_to_players       40
  517.   max_distance_to_players       120
  518.   min_distance_group_placement  9
  519. }
  520. endif
  521.  
  522. if HUGE_MAP
  523. create_object GOLD
  524. {
  525.   number_of_groups           4    
  526.   number_of_objects          6
  527.   group_placement_radius     2
  528.   set_tight_grouping
  529.   set_gaia_object_only
  530.   min_distance_to_players       40
  531.   max_distance_to_players       120
  532.   min_distance_group_placement  9
  533. }
  534. endif
  535.  
  536. if GIGANTIC_MAP
  537. create_object GOLD
  538. {
  539.   number_of_groups           5    
  540.   number_of_objects          6
  541.   group_placement_radius     2
  542.   set_tight_grouping
  543.   set_gaia_object_only
  544.   min_distance_to_players       40
  545.   max_distance_to_players       120
  546.   min_distance_group_placement  9
  547. }
  548. endif
  549.  
  550. create_object HAWK
  551. {
  552.    number_of_objects         6
  553.    set_scaling_to_map_size
  554. }
  555.  
  556. create_object WOLF
  557. {
  558.   number_of_objects          1
  559.   set_scaling_to_map_size
  560.   set_gaia_object_only
  561.   min_distance_to_players    40
  562.   max_distance_to_players    120
  563.  
  564. /* BALANCING FISH - WAS 40 */
  565.  
  566. create_object FISH
  567. {
  568.   number_of_objects                   15
  569.   set_scaling_to_map_size
  570.   terrain_to_place_on                WATER
  571.   set_gaia_object_only
  572.  
  573. create_object FISH
  574. {
  575.   number_of_objects                   10
  576.   set_scaling_to_map_size
  577.   terrain_to_place_on                DEEP_WATER
  578.   set_gaia_object_only
  579.  
  580. create_object SHORE_FISH
  581. {
  582.   number_of_objects                   25
  583.   set_scaling_to_map_size
  584.   terrain_to_place_on                WATER
  585.   min_distance_group_placement         3
  586.   set_gaia_object_only
  587. }
  588.  
  589. create_object DOLPHIN
  590. {
  591.   number_of_groups                      10
  592.   number_of_objects                     1
  593.   set_scaling_to_map_size
  594.   terrain_to_place_on                 DEEP_WATER
  595.   set_gaia_object_only
  596.   min_distance_group_placement        10 
  597.  
  598. create_object DEER
  599. {
  600.    number_of_objects 2
  601.    number_of_groups 2
  602.    set_loose_grouping
  603.    set_gaia_object_only
  604.    set_place_for_every_player
  605.    min_distance_to_players    35
  606.    min_distance_group_placement  5
  607. }
  608.  
  609. if DESERT_MAP
  610. create_object PALMTREE
  611. {
  612.   number_of_objects          30
  613.   set_gaia_object_only
  614.   set_scaling_to_map_size
  615. }
  616. elseif ALPINE_MAP
  617. create_object PINETREE
  618. {
  619.   number_of_objects          30
  620.   set_gaia_object_only
  621.   set_scaling_to_map_size
  622. }
  623. else
  624. create_object OAKTREE
  625. {
  626.   number_of_objects          30
  627.   set_gaia_object_only
  628.   set_scaling_to_map_size
  629. }
  630. endif
  631.  
  632. /* ****************************************************** */
  633.  
  634. <ELEVATION_GENERATION>
  635.  
  636. #include std_elevation.inc
  637.  
  638. /* ****************************************************** */
  639. <CONNECTION_GENERATION>
  640. create_connect_all_players_land
  641. {
  642. /* replace_terrain GRASS         DESERT */
  643.   replace_terrain WATER         SHALLOW
  644.   replace_terrain DEEP_WATER         SHALLOW
  645. /* replace_terrain FOREST        DESERT  
  646.   replace_terrain PALM_DESERT   DESERT  */
  647.   terrain_cost    WATER         7
  648.   terrain_cost    DEEP_WATER    15
  649.   terrain_cost    FOREST        7
  650.   terrain_cost    PINE_FOREST   7
  651.   terrain_cost    PALM_DESERT   7
  652.   terrain_cost    SHALLOW       3
  653.   terrain_cost    DESERT        1
  654.   terrain_cost    GRASS         2
  655.   terrain_cost    BEACH         7
  656.   terrain_size    WATER         2       1
  657.   terrain_size    DEEP_WATER    2       1  
  658.   terrain_size    GRASS         0       0
  659.   terrain_size    FOREST        0       0
  660.   terrain_size    PINE_FOREST   0       0
  661.   terrain_size    PALM_DESERT   0       0
  662.   terrain_size    DESERT        0       0
  663. }
  664.  
  665.  
  666.