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- //////////////////////////////////////////////////////////////////////
- //
- // Plains Gigantic.rmv
- //
- // Plains definitions for gigantic maps.
- //
- // Copyright (c) 2000, Stainless Steel Studios, Inc. All rights reserved.
- // PROPRIETARY and CONFIDENTIAL.
- //
- // $Creator: Richard Bishop $
- // V1.0 to V1.3
- // -Added Tigers to all maps
- // -Added Hippos to all maps
- //
- //////////////////////////////////////////////////////////////////////
-
- #if NOTDEFINED(PLAINS_GIGANTIC_RMV)
- #define (PLAINS_GIGANTIC_RMV,1)
-
- #if OR(IsPaleoEpoch, IsStoneEpoch)
- #define (kBerryPerPlayer, 2)
- #else
- #define (kBerryPerPlayer, 1)
- #endif
-
- #define (kConvergentSampleSize, 5)
- #define (kConvergentThreshold, 8)
-
- //////////////////////////////////////////////////////////////////////
- // Placing Aggressive Animals
-
- PlaceWorldUnitInRing (Res-Tiger, 43, 49)
- PlaceWorldUnitInRing (Res-Tiger, 40, 45)
-
- //////////////////////////////////////////////////////////////////////
- // Placing Starting Hippos
-
- #if DEFINED(kWinterMap)
- PlaceWorldUnitInRing (Res-Walrus, 12, 12)
- PlaceWorldUnitInRing (Res-Walrus, 12, 12)
- #else
- PlaceWorldUnitInRing (Res-Hippopotamus, 12, 12)
- PlaceWorldUnitInRing (Res-Hippopotamus, 12, 12)
- #endif
-
- //////////////////////////////////////////////////////////////////////
- // Resource
-
- PlaceResourceInRing (Gold, 14, 16)
- PlaceResourceInRing (Iron, 15, 17)
-
- PlaceResourceInRing (Gold, 30, 34)
- PlaceResourceInRing (Iron, 30, 34)
- PlaceResourceInRing (Stone, 20, 24)
-
- //////////////////////////////////////////////////////////////////////
- // Resource Limitations
- ResourcePlacementLimit (Gold, 10, 12)
- ResourcePlacementLimit (Steel, 10, 12)
- ResourcePlacementLimit (Berry, 6, 7)
- ResourcePlacementLimit (Tree, 3, 5)
-
- #if Is2Players
- //////////////////////////////////////////////////////////////////////
- // 2 PLAYERS...
- //////////////////////////////////////////////////////////////////////
-
- ResourceSeperation 7
-
- //////////////////////////////////////////////////////////////////////
- // terrain definitions
- HeightMapSmoothness 0
- #define (kMaxIntElevation, 12)
- #define (kElevationScale, Between(.5, .5))
- #define (kHeightMapChaos, Between(15, 15))
-
- #define (kMinimumStartPositionToMapEdge 5)
- #define (kOuterPushFromMapCenter 25)
- #define (kInnerPushFromMapCenter 0)
-
- #define (kConvergentSampleSize, 3)
- #define (kConvergentThreshold, 15)
-
- //////////////////////////////////////////////////////////////////////
- // player definitions
- #define (kMaxAngleBetweenTeamMembers, 75.0)
- #define (kPlayerInnerRadius, 0.6)
- #define (kPlayerOuterRadius, 0.99)
- #define (kPlayerOptimalFactor, Between(0.5, 0.8))
- #define (kPlayerPercentFlat, Between(0.8, 0.8))
- #define (kPlayerLandChaos, 0.8)
- #define (kPlayerLandClumps, Between(2, 2))
- #define (kPlayerFlatChaos, 0.8)
- #define (kPlayerFlatClumps, Between(1, 2))
- #define (kPlayerTreePercentage, 0.01)
-
-
- //////////////////////////////////////////////////////////////////////
- // inner neutral definitions
- #define (kNeutralInnerRadius, 0.2)
- #define (kNeutralOuterRadius, 0.5)
- #define (kNeutralOptimalFactor, 0.7)
- #define (kNumInnerNeutrals, Between(20, 20))
- #define (kInnerNeutralPercentLand, 0.25)
- #define (kInnerNeutralPercentFlat, Between(0.4, 0.4))
- #define (kInnerNeutralTreePercentage, 0.08)
- #define (kInnerNeutralLandChaos, 0.8)
- #define (kInnerNeutralLandClumps, Between(2, 2))
- #define (kInnerNeutralFlatChaos, 0.8)
- #define (kInnerNeutralFlatClumps, Between(1, 1))
-
-
- //////////////////////////////////////////////////////////////////////
- // outer neutral definitions
- #define (kNumOuterNeutrals, Between(45, 45))
- #define (kOuterNeutralPercentLand, 0.6)
- #define (kOuterNeutralPercentFlat, Between(0.7, 0.7))
- #define (kOuterNeutralTreePercentage, 0.09)
- #define (kOuterNeutralLandChaos, 0.8)
- #define (kOuterNeutralLandClumps, Between(2, 2))
- #define (kOuterNeutralFlatChaos, 0.8)
- #define (kOuterNeutralFlatClumps, Between(1, 1))
-
-
- //////////////////////////////////////////////////////////////////////
- // resource definitions
- #define (kMaxResourceElevation, 2)
- #define (kResourceToEdgeDistance, 2)
- #define (kResourceToWaterDistance, 3)
-
- #define (kAnimalPerPlayer, 0)
- #define (kAnimalPerNeutral, 0)
-
- #define (kBerryPerPlayer, 1)
- #define (kBerryPerNeutral, 0)
-
- #define (kFishPerPlayer, 0)
- #define (kFishPerNeutral, 0)
-
- #define (kGoldPerPlayer, 1)
- #define (kGoldPerNeutral, 9)
-
- #define (kOilPerPlayer, 0)
- #define (kOilPerNeutral, 0)
-
- #define (kSteelPerPlayer, 1)
- #define (kSteelPerNeutral, 9)
-
- #define (kStonePerPlayer, 0)
- #define (kStonePerNeutral, 3)
-
- #define (kTreePerPlayer, Between(2, 3))
- #define (kTreePerNeutral, 0)
-
- //////////////////////////////////////////////////////////////////////
- // forest definitions
- #define (kForestFreeRadius, 7.0)
- #define (kForestsPerPlayer, 2)
- #define (kForestChaosLevel, 1)
- #define (kMaxClumpsPerForest, 2)
-
- #elif Is3Players
- //////////////////////////////////////////////////////////////////////
- // 3 PLAYERS...
- //////////////////////////////////////////////////////////////////////
-
- ResourceSeperation 7
-
- //////////////////////////////////////////////////////////////////////
- // terrain definitions
- HeightMapSmoothness 0
- #define (kMaxIntElevation, 12)
- #define (kElevationScale, Between(.5, .5))
- #define (kHeightMapChaos, Between(15, 15))
-
- #define (kMinimumStartPositionToMapEdge 5)
- #define (kOuterPushFromMapCenter 25)
- #define (kInnerPushFromMapCenter 0)
-
- #define (kConvergentSampleSize, 32)
- #define (kConvergentThreshold, 8)
-
- //////////////////////////////////////////////////////////////////////
- // player definitions
- #define (kMaxAngleBetweenTeamMembers, 75.0)
- #define (kPlayerInnerRadius, 0.6)
- #define (kPlayerOuterRadius, 0.99)
- #define (kPlayerOptimalFactor, Between(0.5, 0.8))
- #define (kPlayerPercentFlat, Between(0.8, 0.8))
- #define (kPlayerLandChaos, 0.8)
- #define (kPlayerLandClumps, Between(2, 2))
- #define (kPlayerFlatChaos, 0.8)
- #define (kPlayerFlatClumps, Between(1, 2))
- #define (kPlayerTreePercentage, 0.01)
-
-
- //////////////////////////////////////////////////////////////////////
- // inner neutral definitions
- #define (kNeutralInnerRadius, 0.2)
- #define (kNeutralOuterRadius, 0.5)
- #define (kNeutralOptimalFactor, 0.7)
- #define (kNumInnerNeutrals, Between(20, 20))
- #define (kInnerNeutralPercentLand, 0.2)
- #define (kInnerNeutralPercentFlat, Between(0.4, 0.4))
- #define (kInnerNeutralTreePercentage, 0.08)
- #define (kInnerNeutralLandChaos, 0.8)
- #define (kInnerNeutralLandClumps, Between(2, 2))
- #define (kInnerNeutralFlatChaos, 0.8)
- #define (kInnerNeutralFlatClumps, Between(1, 1))
-
-
- //////////////////////////////////////////////////////////////////////
- // outer neutral definitions
- #define (kNumOuterNeutrals, Between(45, 45))
- #define (kOuterNeutralPercentLand, 0.5)
- #define (kOuterNeutralPercentFlat, Between(0.1, 0.1))
- #define (kOuterNeutralTreePercentage, 0.09)
- #define (kOuterNeutralLandChaos, 0.8)
- #define (kOuterNeutralLandClumps, Between(2, 2))
- #define (kOuterNeutralFlatChaos, 0.8)
- #define (kOuterNeutralFlatClumps, Between(1, 1))
-
-
- //////////////////////////////////////////////////////////////////////
- // resource definitions
- #define (kMaxResourceElevation, 2)
- #define (kResourceToEdgeDistance, 2)
- #define (kResourceToWaterDistance, 3)
-
- #define (kAnimalPerPlayer, 0)
- #define (kAnimalPerNeutral, 0)
-
- #define (kBerryPerPlayer, 1)
- #define (kBerryPerNeutral, 0)
-
- #define (kFishPerPlayer, 0)
- #define (kFishPerNeutral, 0)
-
- #define (kGoldPerPlayer, 1)
- #define (kGoldPerNeutral, 10)
-
- #define (kOilPerPlayer, 0)
- #define (kOilPerNeutral, 0)
-
- #define (kSteelPerPlayer, 1)
- #define (kSteelPerNeutral, 10)
-
- #define (kStonePerPlayer, 0)
- #define (kStonePerNeutral, 3)
-
- #define (kTreePerPlayer, Between(2, 3))
- #define (kTreePerNeutral, 0)
-
- //////////////////////////////////////////////////////////////////////
- // forest definitions
- #define (kForestFreeRadius, 7.0)
- #define (kForestsPerPlayer, 2)
- #define (kForestChaosLevel, 1)
- #define (kMaxClumpsPerForest, 2)
-
-
- #elif Is4Players
- //////////////////////////////////////////////////////////////////////
- // 4 PLAYERS...
- //////////////////////////////////////////////////////////////////////
-
- ResourceSeperation 7
-
- //////////////////////////////////////////////////////////////////////
- // terrain definitions
- HeightMapSmoothness 0
- #define (kMaxIntElevation, 12)
- #define (kElevationScale, Between(.5, .5))
- #define (kHeightMapChaos, Between(15, 15))
-
- #define (kMinimumStartPositionToMapEdge 5)
- #define (kOuterPushFromMapCenter 25)
- #define (kInnerPushFromMapCenter 0)
-
- #define (kConvergentSampleSize, 32)
- #define (kConvergentThreshold, 8)
-
- //////////////////////////////////////////////////////////////////////
- // player definitions
- #define (kMaxAngleBetweenTeamMembers, 75.0)
- #define (kPlayerInnerRadius, 0.6)
- #define (kPlayerOuterRadius, 0.99)
- #define (kPlayerOptimalFactor, Between(0.5, 0.8))
- #define (kPlayerPercentFlat, Between(0.8, 0.8))
- #define (kPlayerLandChaos, 0.8)
- #define (kPlayerLandClumps, Between(2, 2))
- #define (kPlayerFlatChaos, 0.8)
- #define (kPlayerFlatClumps, Between(1, 2))
- #define (kPlayerTreePercentage, 0.01)
-
-
- //////////////////////////////////////////////////////////////////////
- // inner neutral definitions
- #define (kNeutralInnerRadius, 0.2)
- #define (kNeutralOuterRadius, 0.5)
- #define (kNeutralOptimalFactor, 0.7)
- #define (kNumInnerNeutrals, Between(20, 20))
- #define (kInnerNeutralPercentLand, 0.2)
- #define (kInnerNeutralPercentFlat, Between(0.4, 0.4))
- #define (kInnerNeutralTreePercentage, 0.08)
- #define (kInnerNeutralLandChaos, 0.8)
- #define (kInnerNeutralLandClumps, Between(2, 2))
- #define (kInnerNeutralFlatChaos, 0.8)
- #define (kInnerNeutralFlatClumps, Between(1, 1))
-
-
- //////////////////////////////////////////////////////////////////////
- // outer neutral definitions
- #define (kNumOuterNeutrals, Between(45, 45))
- #define (kOuterNeutralPercentLand, 0.5)
- #define (kOuterNeutralPercentFlat, Between(0.1, 0.1))
- #define (kOuterNeutralTreePercentage, 0.09)
- #define (kOuterNeutralLandChaos, 0.8)
- #define (kOuterNeutralLandClumps, Between(2, 2))
- #define (kOuterNeutralFlatChaos, 0.8)
- #define (kOuterNeutralFlatClumps, Between(1, 1))
-
-
- //////////////////////////////////////////////////////////////////////
- // resource definitions
- #define (kMaxResourceElevation, 2)
- #define (kResourceToEdgeDistance, 2)
- #define (kResourceToWaterDistance, 3)
-
- #define (kAnimalPerPlayer, 0)
- #define (kAnimalPerNeutral, 0)
-
- #define (kBerryPerPlayer, 1)
- #define (kBerryPerNeutral, 0)
-
- #define (kFishPerPlayer, 0)
- #define (kFishPerNeutral, 0)
-
- #define (kGoldPerPlayer, 1)
- #define (kGoldPerNeutral, 10)
-
- #define (kOilPerPlayer, 0)
- #define (kOilPerNeutral, 0)
-
- #define (kSteelPerPlayer, 1)
- #define (kSteelPerNeutral, 10)
-
- #define (kStonePerPlayer, 0)
- #define (kStonePerNeutral, 3)
-
- #define (kTreePerPlayer, Between(2, 3))
- #define (kTreePerNeutral, 0)
-
- //////////////////////////////////////////////////////////////////////
- // forest definitions
- #define (kForestFreeRadius, 7.0)
- #define (kForestsPerPlayer, 2)
- #define (kForestChaosLevel, 1)
- #define (kMaxClumpsPerForest, 2)
-
- #elif Is5Players
- //////////////////////////////////////////////////////////////////////
- // 5 PLAYERS...
- //////////////////////////////////////////////////////////////////////
-
- ResourceSeperation 7
-
- //////////////////////////////////////////////////////////////////////
- // terrain definitions
- HeightMapSmoothness 0
- #define (kMaxIntElevation, 12)
- #define (kElevationScale, Between(.5, .5))
- #define (kHeightMapChaos, Between(15, 15))
-
- #define (kMinimumStartPositionToMapEdge 5)
- #define (kOuterPushFromMapCenter 25)
- #define (kInnerPushFromMapCenter 0)
-
- #define (kConvergentSampleSize, 32)
- #define (kConvergentThreshold, 8)
-
- //////////////////////////////////////////////////////////////////////
- // player definitions
- #define (kMaxAngleBetweenTeamMembers, 75.0)
- #define (kPlayerInnerRadius, 0.6)
- #define (kPlayerOuterRadius, 0.99)
- #define (kPlayerOptimalFactor, Between(0.5, 0.8))
- #define (kPlayerPercentFlat, Between(0.8, 0.8))
- #define (kPlayerLandChaos, 0.8)
- #define (kPlayerLandClumps, Between(2, 2))
- #define (kPlayerFlatChaos, 0.8)
- #define (kPlayerFlatClumps, Between(1, 2))
- #define (kPlayerTreePercentage, 0.01)
-
-
- //////////////////////////////////////////////////////////////////////
- // inner neutral definitions
- #define (kNeutralInnerRadius, 0.2)
- #define (kNeutralOuterRadius, 0.5)
- #define (kNeutralOptimalFactor, 0.7)
- #define (kNumInnerNeutrals, Between(20, 20))
- #define (kInnerNeutralPercentLand, 0.2)
- #define (kInnerNeutralPercentFlat, Between(0.4, 0.4))
- #define (kInnerNeutralTreePercentage, 0.08)
- #define (kInnerNeutralLandChaos, 0.8)
- #define (kInnerNeutralLandClumps, Between(2, 2))
- #define (kInnerNeutralFlatChaos, 0.8)
- #define (kInnerNeutralFlatClumps, Between(1, 1))
-
-
- //////////////////////////////////////////////////////////////////////
- // outer neutral definitions
- #define (kNumOuterNeutrals, Between(45, 45))
- #define (kOuterNeutralPercentLand, 0.5)
- #define (kOuterNeutralPercentFlat, Between(0.1, 0.1))
- #define (kOuterNeutralTreePercentage, 0.09)
- #define (kOuterNeutralLandChaos, 0.8)
- #define (kOuterNeutralLandClumps, Between(2, 2))
- #define (kOuterNeutralFlatChaos, 0.8)
- #define (kOuterNeutralFlatClumps, Between(1, 1))
-
-
- //////////////////////////////////////////////////////////////////////
- // resource definitions
- #define (kMaxResourceElevation, 2)
- #define (kResourceToEdgeDistance, 2)
- #define (kResourceToWaterDistance, 3)
-
- #define (kAnimalPerPlayer, 0)
- #define (kAnimalPerNeutral, 0)
-
- #define (kBerryPerPlayer, 1)
- #define (kBerryPerNeutral, 0)
-
- #define (kFishPerPlayer, 0)
- #define (kFishPerNeutral, 0)
-
- #define (kGoldPerPlayer, 1)
- #define (kGoldPerNeutral, 10)
-
- #define (kOilPerPlayer, 0)
- #define (kOilPerNeutral, 0)
-
- #define (kSteelPerPlayer, 1)
- #define (kSteelPerNeutral, 10)
-
- #define (kStonePerPlayer, 0)
- #define (kStonePerNeutral, 3)
-
- #define (kTreePerPlayer, Between(2, 3))
- #define (kTreePerNeutral, 0)
-
- //////////////////////////////////////////////////////////////////////
- // forest definitions
- #define (kForestFreeRadius, 7.0)
- #define (kForestsPerPlayer, 2)
- #define (kForestChaosLevel, 1)
- #define (kMaxClumpsPerForest, 2)
-
- #elif Is6Players
- //////////////////////////////////////////////////////////////////////
- // 6 PLAYERS...
- //////////////////////////////////////////////////////////////////////
-
- ResourceSeperation 6
-
- //////////////////////////////////////////////////////////////////////
- // terrain definitions
- HeightMapSmoothness 0
- #define (kMaxIntElevation, 12)
- #define (kElevationScale, Between(.5, .5))
- #define (kHeightMapChaos, Between(15, 15))
-
- #define (kMinimumStartPositionToMapEdge 5)
- #define (kOuterPushFromMapCenter 25)
- #define (kInnerPushFromMapCenter 0)
-
- #define (kConvergentSampleSize, 32)
- #define (kConvergentThreshold, 8)
-
- //////////////////////////////////////////////////////////////////////
- // player definitions
- #define (kMaxAngleBetweenTeamMembers, 75.0)
- #define (kPlayerInnerRadius, 0.6)
- #define (kPlayerOuterRadius, 0.99)
- #define (kPlayerOptimalFactor, Between(0.5, 0.8))
- #define (kPlayerPercentFlat, Between(0.8, 0.8))
- #define (kPlayerLandChaos, 0.8)
- #define (kPlayerLandClumps, Between(2, 2))
- #define (kPlayerFlatChaos, 0.8)
- #define (kPlayerFlatClumps, Between(1, 2))
- #define (kPlayerTreePercentage, 0.01)
-
-
- //////////////////////////////////////////////////////////////////////
- // inner neutral definitions
- #define (kNeutralInnerRadius, 0.2)
- #define (kNeutralOuterRadius, 0.5)
- #define (kNeutralOptimalFactor, 0.7)
- #define (kNumInnerNeutrals, Between(20, 20))
- #define (kInnerNeutralPercentLand, 0.2)
- #define (kInnerNeutralPercentFlat, Between(0.4, 0.4))
- #define (kInnerNeutralTreePercentage, 0.08)
- #define (kInnerNeutralLandChaos, 0.8)
- #define (kInnerNeutralLandClumps, Between(2, 2))
- #define (kInnerNeutralFlatChaos, 0.8)
- #define (kInnerNeutralFlatClumps, Between(1, 1))
-
-
- //////////////////////////////////////////////////////////////////////
- // outer neutral definitions
- #define (kNumOuterNeutrals, Between(45, 45))
- #define (kOuterNeutralPercentLand, 0.5)
- #define (kOuterNeutralPercentFlat, Between(0.1, 0.1))
- #define (kOuterNeutralTreePercentage, 0.09)
- #define (kOuterNeutralLandChaos, 0.8)
- #define (kOuterNeutralLandClumps, Between(2, 2))
- #define (kOuterNeutralFlatChaos, 0.8)
- #define (kOuterNeutralFlatClumps, Between(1, 1))
-
-
- //////////////////////////////////////////////////////////////////////
- // resource definitions
- #define (kMaxResourceElevation, 2)
- #define (kResourceToEdgeDistance, 2)
- #define (kResourceToWaterDistance, 3)
-
- #define (kAnimalPerPlayer, 0)
- #define (kAnimalPerNeutral, 0)
-
- #define (kBerryPerPlayer, 1)
- #define (kBerryPerNeutral, 0)
-
- #define (kFishPerPlayer, 0)
- #define (kFishPerNeutral, 0)
-
- #define (kGoldPerPlayer, 1)
- #define (kGoldPerNeutral, 10)
-
- #define (kOilPerPlayer, 0)
- #define (kOilPerNeutral, 0)
-
- #define (kSteelPerPlayer, 1)
- #define (kSteelPerNeutral, 10)
-
- #define (kStonePerPlayer, 0)
- #define (kStonePerNeutral, 3)
-
- #define (kTreePerPlayer, Between(2, 3))
- #define (kTreePerNeutral, 0)
-
- //////////////////////////////////////////////////////////////////////
- // forest definitions
- #define (kForestFreeRadius, 7.0)
- #define (kForestsPerPlayer, 2)
- #define (kForestChaosLevel, 1)
- #define (kMaxClumpsPerForest, 2)
-
- #elif Is7Players
- //////////////////////////////////////////////////////////////////////
- // 7 PLAYERS...
- //////////////////////////////////////////////////////////////////////
-
- ResourceSeperation 6
-
- //////////////////////////////////////////////////////////////////////
- // terrain definitions
- HeightMapSmoothness 0
- #define (kMaxIntElevation, 12)
- #define (kElevationScale, Between(.5, .5))
- #define (kHeightMapChaos, Between(15, 15))
-
- #define (kMinimumStartPositionToMapEdge 5)
- #define (kOuterPushFromMapCenter 25)
- #define (kInnerPushFromMapCenter 0)
-
- #define (kConvergentSampleSize, 32)
- #define (kConvergentThreshold, 8)
-
- //////////////////////////////////////////////////////////////////////
- // player definitions
- #define (kMaxAngleBetweenTeamMembers, 75.0)
- #define (kPlayerInnerRadius, 0.6)
- #define (kPlayerOuterRadius, 0.99)
- #define (kPlayerOptimalFactor, Between(0.5, 0.8))
- #define (kPlayerPercentFlat, Between(0.8, 0.8))
- #define (kPlayerLandChaos, 0.8)
- #define (kPlayerLandClumps, Between(2, 2))
- #define (kPlayerFlatChaos, 0.8)
- #define (kPlayerFlatClumps, Between(1, 2))
- #define (kPlayerTreePercentage, 0.01)
-
-
- //////////////////////////////////////////////////////////////////////
- // inner neutral definitions
- #define (kNeutralInnerRadius, 0.2)
- #define (kNeutralOuterRadius, 0.5)
- #define (kNeutralOptimalFactor, 0.7)
- #define (kNumInnerNeutrals, Between(20, 20))
- #define (kInnerNeutralPercentLand, 0.2)
- #define (kInnerNeutralPercentFlat, Between(0.4, 0.4))
- #define (kInnerNeutralTreePercentage, 0.08)
- #define (kInnerNeutralLandChaos, 0.8)
- #define (kInnerNeutralLandClumps, Between(2, 2))
- #define (kInnerNeutralFlatChaos, 0.8)
- #define (kInnerNeutralFlatClumps, Between(1, 1))
-
-
- //////////////////////////////////////////////////////////////////////
- // outer neutral definitions
- #define (kNumOuterNeutrals, Between(45, 45))
- #define (kOuterNeutralPercentLand, 0.5)
- #define (kOuterNeutralPercentFlat, Between(0.1, 0.1))
- #define (kOuterNeutralTreePercentage, 0.09)
- #define (kOuterNeutralLandChaos, 0.8)
- #define (kOuterNeutralLandClumps, Between(2, 2))
- #define (kOuterNeutralFlatChaos, 0.8)
- #define (kOuterNeutralFlatClumps, Between(1, 1))
-
-
- //////////////////////////////////////////////////////////////////////
- // resource definitions
- #define (kMaxResourceElevation, 2)
- #define (kResourceToEdgeDistance, 2)
- #define (kResourceToWaterDistance, 3)
-
- #define (kAnimalPerPlayer, 0)
- #define (kAnimalPerNeutral, 0)
-
- #define (kBerryPerPlayer, 1)
- #define (kBerryPerNeutral, 0)
-
- #define (kFishPerPlayer, 0)
- #define (kFishPerNeutral, 0)
-
- #define (kGoldPerPlayer, 1)
- #define (kGoldPerNeutral, 10)
-
- #define (kOilPerPlayer, 0)
- #define (kOilPerNeutral, 0)
-
- #define (kSteelPerPlayer, 1)
- #define (kSteelPerNeutral, 10)
-
- #define (kStonePerPlayer, 0)
- #define (kStonePerNeutral, 3)
-
- #define (kTreePerPlayer, Between(2, 3))
- #define (kTreePerNeutral, 0)
-
- //////////////////////////////////////////////////////////////////////
- // forest definitions
- #define (kForestFreeRadius, 7.0)
- #define (kForestsPerPlayer, 2)
- #define (kForestChaosLevel, 1)
- #define (kMaxClumpsPerForest, 2)
-
- #elif Is8Players
- //////////////////////////////////////////////////////////////////////
- // 8 PLAYERS...
- //////////////////////////////////////////////////////////////////////
-
- ResourceSeperation 6
-
- //////////////////////////////////////////////////////////////////////
- // terrain definitions
- HeightMapSmoothness 0
- #define (kMaxIntElevation, 12)
- #define (kElevationScale, Between(.5, .5))
- #define (kHeightMapChaos, Between(15, 15))
-
- #define (kMinimumStartPositionToMapEdge 5)
- #define (kOuterPushFromMapCenter 25)
- #define (kInnerPushFromMapCenter 0)
-
- #define (kConvergentSampleSize, 32)
- #define (kConvergentThreshold, 8)
-
- //////////////////////////////////////////////////////////////////////
- // player definitions
- #define (kMaxAngleBetweenTeamMembers, 75.0)
- #define (kPlayerInnerRadius, 0.6)
- #define (kPlayerOuterRadius, 0.99)
- #define (kPlayerOptimalFactor, Between(0.5, 0.8))
- #define (kPlayerPercentFlat, Between(0.8, 0.8))
- #define (kPlayerLandChaos, 0.8)
- #define (kPlayerLandClumps, Between(2, 2))
- #define (kPlayerFlatChaos, 0.8)
- #define (kPlayerFlatClumps, Between(1, 2))
- #define (kPlayerTreePercentage, 0.01)
-
-
- //////////////////////////////////////////////////////////////////////
- // inner neutral definitions
- #define (kNeutralInnerRadius, 0.2)
- #define (kNeutralOuterRadius, 0.5)
- #define (kNeutralOptimalFactor, 0.7)
- #define (kNumInnerNeutrals, Between(20, 20))
- #define (kInnerNeutralPercentLand, 0.2)
- #define (kInnerNeutralPercentFlat, Between(0.4, 0.4))
- #define (kInnerNeutralTreePercentage, 0.08)
- #define (kInnerNeutralLandChaos, 0.8)
- #define (kInnerNeutralLandClumps, Between(2, 2))
- #define (kInnerNeutralFlatChaos, 0.8)
- #define (kInnerNeutralFlatClumps, Between(1, 1))
-
-
- //////////////////////////////////////////////////////////////////////
- // outer neutral definitions
- #define (kNumOuterNeutrals, Between(45, 45))
- #define (kOuterNeutralPercentLand, 0.5)
- #define (kOuterNeutralPercentFlat, Between(0.1, 0.1))
- #define (kOuterNeutralTreePercentage, 0.09)
- #define (kOuterNeutralLandChaos, 0.8)
- #define (kOuterNeutralLandClumps, Between(2, 2))
- #define (kOuterNeutralFlatChaos, 0.8)
- #define (kOuterNeutralFlatClumps, Between(1, 1))
-
-
- //////////////////////////////////////////////////////////////////////
- // resource definitions
- #define (kMaxResourceElevation, 2)
- #define (kResourceToEdgeDistance, 2)
- #define (kResourceToWaterDistance, 3)
-
- #define (kAnimalPerPlayer, 0)
- #define (kAnimalPerNeutral, 0)
-
- #define (kBerryPerPlayer, 1)
- #define (kBerryPerNeutral, 0)
-
- #define (kFishPerPlayer, 0)
- #define (kFishPerNeutral, 0)
-
- #define (kGoldPerPlayer, 1)
- #define (kGoldPerNeutral, 10)
-
- #define (kOilPerPlayer, 0)
- #define (kOilPerNeutral, 0)
-
- #define (kSteelPerPlayer, 1)
- #define (kSteelPerNeutral, 10)
-
- #define (kStonePerPlayer, 0)
- #define (kStonePerNeutral, 3)
-
- #define (kTreePerPlayer, Between(2, 3))
- #define (kTreePerNeutral, 0)
-
- //////////////////////////////////////////////////////////////////////
- // forest definitions
- #define (kForestFreeRadius, 7.0)
- #define (kForestsPerPlayer, 2)
- #define (kForestChaosLevel, 1)
- #define (kMaxClumpsPerForest, 2)
-
-
- #elif Is9Players
- //////////////////////////////////////////////////////////////////////
- // 9 PLAYERS...
- //////////////////////////////////////////////////////////////////////
-
- //////////////////////////////////////////////////////////////////////
- // terrain definitions
- #define (kMaxIntElevation, 20)
- #define (kElevationScale, Between(.5, 0.99))
- #define (kHeightMapChaos, 100.0)
-
- //Variable MaxIntElevation 10-16. At 8 the cliffs start deteriorating.
-
- //////////////////////////////////////////////////////////////////////
- // player definitions
- #define (kMaxAngleBetweenTeamMembers, 15.0)
- #define (kPlayerInnerRadius, 0.75)
- #define (kPlayerOuterRadius, 0.97)
- #define (kPlayerOptimalFactor, Between(0.5, 0.8))
- #define (kPlayerPercentFlat, Between(.8, .9))
- #define (kPlayerLandChaos, 0.8)
- #define (kPlayerLandClumps, Between(2, 2))
- #define (kPlayerFlatChaos, 0.8)
- #define (kPlayerFlatClumps, Between(1, 2))
- #define (kPlayerTreePercentage, 0.015)
-
- //PlayerPercentFlat needs to be 99% otherwise some players become completely enclosed by mountains
-
- //////////////////////////////////////////////////////////////////////
- // inner neutral definitions
- #define (kNeutralInnerRadius, 0.3)
- #define (kNeutralOuterRadius, 0.5)
- #define (kNeutralOptimalFactor, 0.7)
- #define (kNumInnerNeutrals, Between(24, 24))
- #define (kInnerNeutralPercentLand, 0.15)
- #define (kInnerNeutralPercentFlat, Between(0.88, 0.99))
- #define (kInnerNeutralTreePercentage, 0.09)
- #define (kInnerNeutralLandChaos, 0.8)
- #define (kInnerNeutralLandClumps, Between(2, 2))
- #define (kInnerNeutralFlatChaos, 0.8)
- #define (kInnerNeutralFlatClumps, Between(1, 2))
-
- //2 Land clumps are necessary, otherwise donuts are produced in the middle of the map. I
- //believe this is due to the fact that player land is set to 1.
-
- //////////////////////////////////////////////////////////////////////
- // outer neutral definitions
- #define (kNumOuterNeutrals, Between(16, 16))
- #define (kOuterNeutralPercentLand, 0.30)
- #define (kOuterNeutralPercentFlat, Between(0.7, 0.9))
- #define (kOuterNeutralTreePercentage, 0.04)
- #define (kOuterNeutralLandChaos, 0.8)
- #define (kOuterNeutralLandClumps, Between(2, 2))
- #define (kOuterNeutralFlatChaos, 0.8)
- #define (kOuterNeutralFlatClumps, Between(1, 2))
-
- //Variable NumOuterNeutrals 10-18. 14 is best.
- //8 outer neutrals causes fewer larger hills to be created
- //16 outer neutrals creates more smaller hill ridges around the outer portion of the map
- //20 outer neutrals tends to form a ring around the inner neutral area
- //
- //////////////////////////////////////////////////////////////////////
- // resource definitions
- #define (kMaxResourceElevation, 4)
- #define (kResourceToEdgeDistance, 4)
- #define (kResourceToWaterDistance, 4)
-
- #define (kAnimalPerPlayer, 0)
- #define (kAnimalPerNeutral, 0)
-
- #define (kBerryPerPlayer, 0)
- #define (kBerryPerNeutral, 1)
-
- #define (kFishPerPlayer, 0)
- #define (kFishPerNeutral, 1)
-
- #define (kGoldPerPlayer, 2)
- #define (kGoldPerNeutral, 16)
-
- #define (kOilPerPlayer, 0)
- #define (kOilPerNeutral, 0)
-
- #define (kSteelPerPlayer, 1)
- #define (kSteelPerNeutral, 16)
-
- #define (kStonePerPlayer, 1)
- #define (kStonePerNeutral, 8)
-
- #define (kTreePerPlayer, 0)
- #define (kTreePerNeutral, 0)
-
-
- //////////////////////////////////////////////////////////////////////
- // forest definitions
- #define (kForestFreeRadius, 14.0)
- #define (kForestsPerPlayer, 2 )
- #define (kForestChaosLevel, 0.5)
- #define (kMaxClumpsPerForest, 2)
-
-
- #elif Is10Players
- //////////////////////////////////////////////////////////////////////
- // 10 PLAYERS...
- //////////////////////////////////////////////////////////////////////
-
- //////////////////////////////////////////////////////////////////////
- // terrain definitions
- #define (kMaxIntElevation, 20)
- #define (kElevationScale, Between(.5, 0.99))
- #define (kHeightMapChaos, 100.0)
-
- //Variable MaxIntElevation 10-16. At 8 the cliffs start deteriorating.
-
- //////////////////////////////////////////////////////////////////////
- // player definitions
- #define (kMaxAngleBetweenTeamMembers, 15.0)
- #define (kPlayerInnerRadius, 0.75)
- #define (kPlayerOuterRadius, 0.98)
- #define (kPlayerOptimalFactor, Between(0.5, 0.8))
- #define (kPlayerPercentFlat, Between(.8, .9))
- #define (kPlayerLandChaos, 0.8)
- #define (kPlayerLandClumps, Between(2, 2))
- #define (kPlayerFlatChaos, 0.8)
- #define (kPlayerFlatClumps, Between(1, 2))
- #define (kPlayerTreePercentage, 0.015)
-
- //PlayerPercentFlat needs to be 99% otherwise some players become completely enclosed by mountains
-
- //////////////////////////////////////////////////////////////////////
- // inner neutral definitions
- #define (kNeutralInnerRadius, 0.3)
- #define (kNeutralOuterRadius, 0.5)
- #define (kNeutralOptimalFactor, 0.7)
- #define (kNumInnerNeutrals, Between(14, 14))
- #define (kInnerNeutralPercentLand, 0.15)
- #define (kInnerNeutralPercentFlat, Between(0.9, 0.99))
- #define (kInnerNeutralTreePercentage, 0.09)
- #define (kInnerNeutralLandChaos, 0.8)
- #define (kInnerNeutralLandClumps, Between(2, 2))
- #define (kInnerNeutralFlatChaos, 0.8)
- #define (kInnerNeutralFlatClumps, Between(1, 2))
-
- //2 Land clumps are necessary, otherwise donuts are produced in the middle of the map. I
- //believe this is due to the fact that player land is set to 1.
-
- //////////////////////////////////////////////////////////////////////
- // outer neutral definitions
- #define (kNumOuterNeutrals, Between(22, 22))
- #define (kOuterNeutralPercentLand, 0.28)
- #define (kOuterNeutralPercentFlat, Between(0.7, 0.9))
- #define (kOuterNeutralTreePercentage, 0.04)
- #define (kOuterNeutralLandChaos, 0.8)
- #define (kOuterNeutralLandClumps, Between(2, 2))
- #define (kOuterNeutralFlatChaos, 0.8)
- #define (kOuterNeutralFlatClumps, Between(1, 2))
-
- //Variable NumOuterNeutrals 10-18. 14 is best.
- //8 outer neutrals causes fewer larger hills to be created
- //16 outer neutrals creates more smaller hill ridges around the outer portion of the map
- //20 outer neutrals tends to form a ring around the inner neutral area
- //
- //////////////////////////////////////////////////////////////////////
- // resource definitions
- #define (kMaxResourceElevation, 4)
- #define (kResourceToEdgeDistance, 4)
- #define (kResourceToWaterDistance, 4)
-
- #define (kAnimalPerPlayer, 0)
- #define (kAnimalPerNeutral, 0)
-
- #define (kBerryPerPlayer, 0)
- #define (kBerryPerNeutral, 1)
-
- #define (kFishPerPlayer, 0)
- #define (kFishPerNeutral, 1)
-
- #define (kGoldPerPlayer, 2)
- #define (kGoldPerNeutral, 16)
-
- #define (kOilPerPlayer, 0)
- #define (kOilPerNeutral, 0)
-
- #define (kSteelPerPlayer, 1)
- #define (kSteelPerNeutral, 16)
-
- #define (kStonePerPlayer, 1)
- #define (kStonePerNeutral, 8)
-
- #define (kTreePerPlayer, 0)
- #define (kTreePerNeutral, 0)
-
-
- //////////////////////////////////////////////////////////////////////
- // forest definitions
- #define (kForestFreeRadius, 14.0)
- #define (kForestsPerPlayer, 2 )
- #define (kForestChaosLevel, 0.5)
- #define (kMaxClumpsPerForest, 2)
-
-
- #elif Is11Players
- //////////////////////////////////////////////////////////////////////
- // 11 PLAYERS...
- //////////////////////////////////////////////////////////////////////
-
- //////////////////////////////////////////////////////////////////////
- // terrain definitions
- #define (kMaxIntElevation, 20)
- #define (kElevationScale, Between(.5, 0.99))
- #define (kHeightMapChaos, 100.0)
-
- //Variable MaxIntElevation 10-16. At 8 the cliffs start deteriorating.
-
- //////////////////////////////////////////////////////////////////////
- // player definitions
- #define (kMaxAngleBetweenTeamMembers, 15.0)
- #define (kPlayerInnerRadius, 0.75)
- #define (kPlayerOuterRadius, 0.98)
- #define (kPlayerOptimalFactor, Between(0.5, 0.8))
- #define (kPlayerPercentFlat, Between(.8, .9))
- #define (kPlayerLandChaos, 0.8)
- #define (kPlayerLandClumps, Between(2, 2))
- #define (kPlayerFlatChaos, 0.8)
- #define (kPlayerFlatClumps, Between(1, 2))
- #define (kPlayerTreePercentage, 0.015)
-
- //PlayerPercentFlat needs to be 99% otherwise some players become completely enclosed by mountains
-
- //////////////////////////////////////////////////////////////////////
- // inner neutral definitions
- #define (kNeutralInnerRadius, 0.3)
- #define (kNeutralOuterRadius, 0.5)
- #define (kNeutralOptimalFactor, 0.7)
- #define (kNumInnerNeutrals, Between(14, 14))
- #define (kInnerNeutralPercentLand, 0.15)
- #define (kInnerNeutralPercentFlat, Between(0.95, 0.99))
- #define (kInnerNeutralTreePercentage, 0.09)
- #define (kInnerNeutralLandChaos, 0.8)
- #define (kInnerNeutralLandClumps, Between(2, 2))
- #define (kInnerNeutralFlatChaos, 0.8)
- #define (kInnerNeutralFlatClumps, Between(1, 2))
-
- //2 Land clumps are necessary, otherwise donuts are produced in the middle of the map. I
- //believe this is due to the fact that player land is set to 1.
-
- //////////////////////////////////////////////////////////////////////
- // outer neutral definitions
- #define (kNumOuterNeutrals, Between(20, 20))
- #define (kOuterNeutralPercentLand, 0.26)
- #define (kOuterNeutralPercentFlat, Between(0.7, 0.9))
- #define (kOuterNeutralTreePercentage, 0.04)
- #define (kOuterNeutralLandChaos, 0.8)
- #define (kOuterNeutralLandClumps, Between(2, 2))
- #define (kOuterNeutralFlatChaos, 0.8)
- #define (kOuterNeutralFlatClumps, Between(1, 2))
-
- //Variable NumOuterNeutrals 10-18. 14 is best.
- //8 outer neutrals causes fewer larger hills to be created
- //16 outer neutrals creates more smaller hill ridges around the outer portion of the map
- //20 outer neutrals tends to form a ring around the inner neutral area
- //
- //////////////////////////////////////////////////////////////////////
- // resource definitions
- #define (kMaxResourceElevation, 4)
- #define (kResourceToEdgeDistance, 4)
- #define (kResourceToWaterDistance, 4)
-
- #define (kAnimalPerPlayer, 0)
- #define (kAnimalPerNeutral, 0)
-
- #define (kBerryPerPlayer, 0)
- #define (kBerryPerNeutral, 1)
-
- #define (kFishPerPlayer, 0)
- #define (kFishPerNeutral, 1)
-
- #define (kGoldPerPlayer, 2)
- #define (kGoldPerNeutral, 16)
-
- #define (kOilPerPlayer, 0)
- #define (kOilPerNeutral, 0)
-
- #define (kSteelPerPlayer, 1)
- #define (kSteelPerNeutral, 16)
-
- #define (kStonePerPlayer, 1)
- #define (kStonePerNeutral, 8)
-
- #define (kTreePerPlayer, 0)
- #define (kTreePerNeutral, 0)
-
-
- //////////////////////////////////////////////////////////////////////
- // forest definitions
- #define (kForestFreeRadius, 14.0)
- #define (kForestsPerPlayer, 2 )
- #define (kForestChaosLevel, 0.5)
- #define (kMaxClumpsPerForest, 2)
-
-
- #elif Is12Players
- //////////////////////////////////////////////////////////////////////
- // 12 PLAYERS...
- //////////////////////////////////////////////////////////////////////
-
- //////////////////////////////////////////////////////////////////////
- // terrain definitions
- #define (kMaxIntElevation, 20)
- #define (kElevationScale, Between(.5, 0.99))
- #define (kHeightMapChaos, 100.0)
-
- //Variable MaxIntElevation 10-16. At 8 the cliffs start deteriorating.
-
- //////////////////////////////////////////////////////////////////////
- // player definitions
- #define (kMaxAngleBetweenTeamMembers, 15.0)
- #define (kPlayerInnerRadius, 0.75)
- #define (kPlayerOuterRadius, 0.98)
- #define (kPlayerOptimalFactor, Between(0.5, 0.8))
- #define (kPlayerPercentFlat, Between(.8, .9))
- #define (kPlayerLandChaos, 0.8)
- #define (kPlayerLandClumps, Between(2, 2))
- #define (kPlayerFlatChaos, 0.8)
- #define (kPlayerFlatClumps, Between(1, 2))
- #define (kPlayerTreePercentage, 0.015)
-
- //PlayerPercentFlat needs to be 99% otherwise some players become completely enclosed by mountains
-
- //////////////////////////////////////////////////////////////////////
- // inner neutral definitions
- #define (kNeutralInnerRadius, 0.3)
- #define (kNeutralOuterRadius, 0.5)
- #define (kNeutralOptimalFactor, 0.7)
- #define (kNumInnerNeutrals, Between(14, 14))
- #define (kInnerNeutralPercentLand, 0.15)
- #define (kInnerNeutralPercentFlat, Between(0.95, 0.99))
- #define (kInnerNeutralTreePercentage, 0.09)
- #define (kInnerNeutralLandChaos, 0.8)
- #define (kInnerNeutralLandClumps, Between(2, 2))
- #define (kInnerNeutralFlatChaos, 0.8)
- #define (kInnerNeutralFlatClumps, Between(1, 2))
-
- //2 Land clumps are necessary, otherwise donuts are produced in the middle of the map. I
- //believe this is due to the fact that player land is set to 1.
-
- //////////////////////////////////////////////////////////////////////
- // outer neutral definitions
- #define (kNumOuterNeutrals, Between(18, 18))
- #define (kOuterNeutralPercentLand, 0.24)
- #define (kOuterNeutralPercentFlat, Between(0.7, 0.9))
- #define (kOuterNeutralTreePercentage, 0.04)
- #define (kOuterNeutralLandChaos, 0.8)
- #define (kOuterNeutralLandClumps, Between(2, 2))
- #define (kOuterNeutralFlatChaos, 0.8)
- #define (kOuterNeutralFlatClumps, Between(1, 2))
-
- //Variable NumOuterNeutrals 10-18. 14 is best.
- //8 outer neutrals causes fewer larger hills to be created
- //16 outer neutrals creates more smaller hill ridges around the outer portion of the map
- //20 outer neutrals tends to form a ring around the inner neutral area
- //
- //////////////////////////////////////////////////////////////////////
- // resource definitions
- #define (kMaxResourceElevation, 4)
- #define (kResourceToEdgeDistance, 4)
- #define (kResourceToWaterDistance, 4)
-
- #define (kAnimalPerPlayer, 0)
- #define (kAnimalPerNeutral, 0)
-
- #define (kBerryPerPlayer, 0)
- #define (kBerryPerNeutral, 1)
-
- #define (kFishPerPlayer, 0)
- #define (kFishPerNeutral, 1)
-
- #define (kGoldPerPlayer, 2)
- #define (kGoldPerNeutral, 16)
-
- #define (kOilPerPlayer, 0)
- #define (kOilPerNeutral, 0)
-
- #define (kSteelPerPlayer, 1)
- #define (kSteelPerNeutral, 16)
-
- #define (kStonePerPlayer, 1)
- #define (kStonePerNeutral, 8)
-
- #define (kTreePerPlayer, 0)
- #define (kTreePerNeutral, 0)
-
-
- //////////////////////////////////////////////////////////////////////
- // forest definitions
- #define (kForestFreeRadius, 14.0)
- #define (kForestsPerPlayer, 2 )
- #define (kForestChaosLevel, 0.5)
- #define (kMaxClumpsPerForest, 2)
-
-
- #elif Is13Players
- //////////////////////////////////////////////////////////////////////
- // 13 PLAYERS...r
- //////////////////////////////////////////////////////////////////////
-
- //////////////////////////////////////////////////////////////////////
- // terrain definitions
- #define (kMaxIntElevation, 20)
- #define (kElevationScale, Between(.5, 0.99))
- #define (kHeightMapChaos, 100.0)
-
- //Variable MaxIntElevation 10-16. At 8 the cliffs start deteriorating.
-
- //////////////////////////////////////////////////////////////////////
- // player definitions
- #define (kMaxAngleBetweenTeamMembers, 15.0)
- #define (kPlayerInnerRadius, 0.75)
- #define (kPlayerOuterRadius, 0.99)
- #define (kPlayerOptimalFactor, Between(0.5, 0.8))
- #define (kPlayerPercentFlat, Between(.8, .9))
- #define (kPlayerLandChaos, 0.8)
- #define (kPlayerLandClumps, Between(2, 2))
- #define (kPlayerFlatChaos, 0.8)
- #define (kPlayerFlatClumps, Between(1, 2))
- #define (kPlayerTreePercentage, 0.02)
-
- //PlayerPercentFlat needs to be 99% otherwise some players become completely enclosed by mountains
-
- //////////////////////////////////////////////////////////////////////
- // inner neutral definitions
- #define (kNeutralInnerRadius, 0.3)
- #define (kNeutralOuterRadius, 0.5)
- #define (kNeutralOptimalFactor, 0.7)
- #define (kNumInnerNeutrals, Between(16, 16))
- #define (kInnerNeutralPercentLand, 0.15)
- #define (kInnerNeutralPercentFlat, Between(0.95, 0.99))
- #define (kInnerNeutralTreePercentage, 0.09)
- #define (kInnerNeutralLandChaos, 0.8)
- #define (kInnerNeutralLandClumps, Between(2, 2))
- #define (kInnerNeutralFlatChaos, 0.8)
- #define (kInnerNeutralFlatClumps, Between(1, 2))
-
- //2 Land clumps are necessary, otherwise donuts are produced in the middle of the map. I
- //believe this is due to the fact that player land is set to 1.
-
- //////////////////////////////////////////////////////////////////////
- // outer neutral definitions
- #define (kNumOuterNeutrals, Between(16, 16))
- #define (kOuterNeutralPercentLand, 0.24)
- #define (kOuterNeutralPercentFlat, Between(0.7, 0.9))
- #define (kOuterNeutralTreePercentage, 0.04)
- #define (kOuterNeutralLandChaos, 0.8)
- #define (kOuterNeutralLandClumps, Between(2, 2))
- #define (kOuterNeutralFlatChaos, 0.8)
- #define (kOuterNeutralFlatClumps, Between(1, 2))
-
- //Variable NumOuterNeutrals 10-18. 14 is best.
- //8 outer neutrals causes fewer larger hills to be created
- //16 outer neutrals creates more smaller hill ridges around the outer portion of the map
- //20 outer neutrals tends to form a ring around the inner neutral area
- //
- //////////////////////////////////////////////////////////////////////
- // resource definitions
- #define (kMaxResourceElevation, 4)
- #define (kResourceToEdgeDistance, 4)
- #define (kResourceToWaterDistance, 4)
-
- #define (kAnimalPerPlayer, 0)
- #define (kAnimalPerNeutral, 0)
-
- #define (kBerryPerPlayer, 0)
- #define (kBerryPerNeutral, 1)
-
- #define (kFishPerPlayer, 0)
- #define (kFishPerNeutral, 1)
-
- #define (kGoldPerPlayer, 2)
- #define (kGoldPerNeutral, 16)
-
- #define (kOilPerPlayer, 0)
- #define (kOilPerNeutral, 0)
-
- #define (kSteelPerPlayer, 1)
- #define (kSteelPerNeutral, 16)
-
- #define (kStonePerPlayer, 1)
- #define (kStonePerNeutral, 8)
-
- #define (kTreePerPlayer, 0)
- #define (kTreePerNeutral, 0)
-
-
- //////////////////////////////////////////////////////////////////////
- // forest definitions
- #define (kForestFreeRadius, 14.0)
- #define (kForestsPerPlayer, 2 )
- #define (kForestChaosLevel, 0.5)
- #define (kMaxClumpsPerForest, 2)
-
-
- #elif Is14Players
- //////////////////////////////////////////////////////////////////////
- // 14 PLAYERS...r
- //////////////////////////////////////////////////////////////////////
-
- //////////////////////////////////////////////////////////////////////
- // terrain definitions
- #define (kMaxIntElevation, 20)
- #define (kElevationScale, Between(.5, 0.99))
- #define (kHeightMapChaos, 100.0)
-
- //Variable MaxIntElevation 10-16. At 8 the cliffs start deteriorating.
-
- //////////////////////////////////////////////////////////////////////
- // player definitions
- #define (kMaxAngleBetweenTeamMembers, 15.0)
- #define (kPlayerInnerRadius, 0.75)
- #define (kPlayerOuterRadius, 0.99)
- #define (kPlayerOptimalFactor, Between(0.5, 0.8))
- #define (kPlayerPercentFlat, Between(.8, .9))
- #define (kPlayerLandChaos, 0.8)
- #define (kPlayerLandClumps, Between(2, 2))
- #define (kPlayerFlatChaos, 0.8)
- #define (kPlayerFlatClumps, Between(1, 2))
- #define (kPlayerTreePercentage, 0.02)
-
- //PlayerPercentFlat needs to be 99% otherwise some players become completely enclosed by mountains
-
- //////////////////////////////////////////////////////////////////////
- // inner neutral definitions
- #define (kNeutralInnerRadius, 0.3)
- #define (kNeutralOuterRadius, 0.5)
- #define (kNeutralOptimalFactor, 0.7)
- #define (kNumInnerNeutrals, Between(14, 14))
- #define (kInnerNeutralPercentLand, 0.15)
- #define (kInnerNeutralPercentFlat, Between(0.95, 0.99))
- #define (kInnerNeutralTreePercentage, 0.08)
- #define (kInnerNeutralLandChaos, 0.8)
- #define (kInnerNeutralLandClumps, Between(2, 2))
- #define (kInnerNeutralFlatChaos, 0.8)
- #define (kInnerNeutralFlatClumps, Between(1, 2))
-
- //2 Land clumps are necessary, otherwise donuts are produced in the middle of the map. I
- //believe this is due to the fact that player land is set to 1.
-
- //////////////////////////////////////////////////////////////////////
- // outer neutral definitions
- #define (kNumOuterNeutrals, Between(16, 16))
- #define (kOuterNeutralPercentLand, 0.22)
- #define (kOuterNeutralPercentFlat, Between(0.7, 0.9))
- #define (kOuterNeutralTreePercentage, 0.04)
- #define (kOuterNeutralLandChaos, 0.8)
- #define (kOuterNeutralLandClumps, Between(2, 2))
- #define (kOuterNeutralFlatChaos, 0.8)
- #define (kOuterNeutralFlatClumps, Between(1, 2))
-
- //Variable NumOuterNeutrals 10-18. 14 is best.
- //8 outer neutrals causes fewer larger hills to be created
- //16 outer neutrals creates more smaller hill ridges around the outer portion of the map
- //20 outer neutrals tends to form a ring around the inner neutral area
- //
- //////////////////////////////////////////////////////////////////////
- // resource definitions
- #define (kMaxResourceElevation, 4)
- #define (kResourceToEdgeDistance, 4)
- #define (kResourceToWaterDistance, 4)
-
- #define (kAnimalPerPlayer, 0)
- #define (kAnimalPerNeutral, 0)
-
- #define (kBerryPerPlayer, 0)
- #define (kBerryPerNeutral, 1)
-
- #define (kFishPerPlayer, 0)
- #define (kFishPerNeutral, 1)
-
- #define (kGoldPerPlayer, 2)
- #define (kGoldPerNeutral, 16)
-
- #define (kOilPerPlayer, 0)
- #define (kOilPerNeutral, 0)
-
- #define (kSteelPerPlayer, 1)
- #define (kSteelPerNeutral, 16)
-
- #define (kStonePerPlayer, 1)
- #define (kStonePerNeutral, 8)
-
- #define (kTreePerPlayer, 0)
- #define (kTreePerNeutral, 0)
-
-
- //////////////////////////////////////////////////////////////////////
- // forest definitions
- #define (kForestFreeRadius, 14.0)
- #define (kForestsPerPlayer, 2 )
- #define (kForestChaosLevel, 0.5)
- #define (kMaxClumpsPerForest, 2)
-
-
- #elif Is15Players
- //////////////////////////////////////////////////////////////////////
- // 15 PLAYERS...
- //////////////////////////////////////////////////////////////////////
-
- //////////////////////////////////////////////////////////////////////
- // terrain definitions
- #define (kMaxIntElevation, 20)
- #define (kElevationScale, Between(.5, 0.99))
- #define (kHeightMapChaos, 100.0)
-
- //Variable MaxIntElevation 10-16. At 8 the cliffs start deteriorating.
-
- //////////////////////////////////////////////////////////////////////
- // player definitions
- #define (kMaxAngleBetweenTeamMembers, 15.0)
- #define (kPlayerInnerRadius, 0.75)
- #define (kPlayerOuterRadius, 0.99)
- #define (kPlayerOptimalFactor, Between(0.5, 0.8))
- #define (kPlayerPercentFlat, Between(.8, .9))
- #define (kPlayerLandChaos, 0.8)
- #define (kPlayerLandClumps, Between(2, 2))
- #define (kPlayerFlatChaos, 0.8)
- #define (kPlayerFlatClumps, Between(1, 2))
- #define (kPlayerTreePercentage, 0.02)
-
- //PlayerPercentFlat needs to be 99% otherwise some players become completely enclosed by mountains
-
- //////////////////////////////////////////////////////////////////////
- // inner neutral definitions
- #define (kNeutralInnerRadius, 0.3)
- #define (kNeutralOuterRadius, 0.5)
- #define (kNeutralOptimalFactor, 0.7)
- #define (kNumInnerNeutrals, Between(14, 14))
- #define (kInnerNeutralPercentLand, 0.15)
- #define (kInnerNeutralPercentFlat, Between(0.95, 0.99))
- #define (kInnerNeutralTreePercentage, 0.08)
- #define (kInnerNeutralLandChaos, 0.8)
- #define (kInnerNeutralLandClumps, Between(2, 2))
- #define (kInnerNeutralFlatChaos, 0.8)
- #define (kInnerNeutralFlatClumps, Between(1, 2))
-
- //2 Land clumps are necessary, otherwise donuts are produced in the middle of the map. I
- //believe this is due to the fact that player land is set to 1.
-
- //////////////////////////////////////////////////////////////////////
- // outer neutral definitions
- #define (kNumOuterNeutrals, Between(16, 16))
- #define (kOuterNeutralPercentLand, 0.22)
- #define (kOuterNeutralPercentFlat, Between(0.7, 0.9))
- #define (kOuterNeutralTreePercentage, 0.04)
- #define (kOuterNeutralLandChaos, 0.8)
- #define (kOuterNeutralLandClumps, Between(2, 2))
- #define (kOuterNeutralFlatChaos, 0.8)
- #define (kOuterNeutralFlatClumps, Between(1, 2))
-
- //Variable NumOuterNeutrals 10-18. 14 is best.
- //8 outer neutrals causes fewer larger hills to be created
- //16 outer neutrals creates more smaller hill ridges around the outer portion of the map
- //20 outer neutrals tends to form a ring around the inner neutral area
- //
- //////////////////////////////////////////////////////////////////////
- // resource definitions
- #define (kMaxResourceElevation, 4)
- #define (kResourceToEdgeDistance, 4)
- #define (kResourceToWaterDistance, 4)
-
- #define (kAnimalPerPlayer, 0)
- #define (kAnimalPerNeutral, 0)
-
- #define (kBerryPerPlayer, 0)
- #define (kBerryPerNeutral, 1)
-
- #define (kFishPerPlayer, 0)
- #define (kFishPerNeutral, 1)
-
- #define (kGoldPerPlayer, 2)
- #define (kGoldPerNeutral, 16)
-
- #define (kOilPerPlayer, 0)
- #define (kOilPerNeutral, 0)
-
- #define (kSteelPerPlayer, 1)
- #define (kSteelPerNeutral, 16)
-
- #define (kStonePerPlayer, 1)
- #define (kStonePerNeutral, 8)
-
- #define (kTreePerPlayer, 0)
- #define (kTreePerNeutral, 0)
-
-
- //////////////////////////////////////////////////////////////////////
- // forest definitions
- #define (kForestFreeRadius, 14.0)
- #define (kForestsPerPlayer, 2 )
- #define (kForestChaosLevel, 0.5)
- #define (kMaxClumpsPerForest, 2)
-
-
- #elif Is16Players
- //////////////////////////////////////////////////////////////////////
- // 16 PLAYERS...
- //////////////////////////////////////////////////////////////////////
-
- //////////////////////////////////////////////////////////////////////
- // terrain definitions
- #define (kMaxIntElevation, 20)
- #define (kElevationScale, Between(.5, 0.99))
- #define (kHeightMapChaos, 100.0)
-
- //Variable MaxIntElevation 10-16. At 8 the cliffs start deteriorating.
-
- //////////////////////////////////////////////////////////////////////
- // player definitions
- #define (kMaxAngleBetweenTeamMembers, 15.0)
- #define (kPlayerInnerRadius, 0.85)
- #define (kPlayerOuterRadius, 0.99)
- #define (kPlayerOptimalFactor, Between(0.5, 0.8))
- #define (kPlayerPercentFlat, Between(.8, .9))
- #define (kPlayerLandChaos, 0.8)
- #define (kPlayerLandClumps, Between(2, 2))
- #define (kPlayerFlatChaos, 0.8)
- #define (kPlayerFlatClumps, Between(1, 2))
- #define (kPlayerTreePercentage, 0.02)
-
- //PlayerPercentFlat needs to be 99% otherwise some players become completely enclosed by mountains
-
- //////////////////////////////////////////////////////////////////////
- // inner neutral definitions
- #define (kNeutralInnerRadius, 0.3)
- #define (kNeutralOuterRadius, 0.5)
- #define (kNeutralOptimalFactor, 0.7)
- #define (kNumInnerNeutrals, Between(14, 14))
- #define (kInnerNeutralPercentLand, 0.15)
- #define (kInnerNeutralPercentFlat, Between(0.95, 0.99))
- #define (kInnerNeutralTreePercentage, 0.08)
- #define (kInnerNeutralLandChaos, 0.8)
- #define (kInnerNeutralLandClumps, Between(2, 2))
- #define (kInnerNeutralFlatChaos, 0.8)
- #define (kInnerNeutralFlatClumps, Between(1, 2))
-
- //2 Land clumps are necessary, otherwise donuts are produced in the middle of the map. I
- //believe this is due to the fact that player land is set to 1.
-
- //////////////////////////////////////////////////////////////////////
- // outer neutral definitions
- #define (kNumOuterNeutrals, Between(16, 16))
- #define (kOuterNeutralPercentLand, 0.20)
- #define (kOuterNeutralPercentFlat, Between(0.8, 0.9))
- #define (kOuterNeutralTreePercentage, 0.04)
- #define (kOuterNeutralLandChaos, 0.8)
- #define (kOuterNeutralLandClumps, Between(2, 2))
- #define (kOuterNeutralFlatChaos, 0.8)
- #define (kOuterNeutralFlatClumps, Between(1, 2))
-
- //Variable NumOuterNeutrals 10-18. 14 is best.
- //8 outer neutrals causes fewer larger hills to be created
- //16 outer neutrals creates more smaller hill ridges around the outer portion of the map
- //20 outer neutrals tends to form a ring around the inner neutral area
- //
- //////////////////////////////////////////////////////////////////////
- // resource definitions
- #define (kMaxResourceElevation, 4)
- #define (kResourceToEdgeDistance, 4)
- #define (kResourceToWaterDistance, 4)
-
- #define (kAnimalPerPlayer, 0)
- #define (kAnimalPerNeutral, 0)
-
- #define (kBerryPerPlayer, 0)
- #define (kBerryPerNeutral, 1)
-
- #define (kFishPerPlayer, 0)
- #define (kFishPerNeutral, 1)
-
- #define (kGoldPerPlayer, 2)
- #define (kGoldPerNeutral, 16)
-
- #define (kOilPerPlayer, 0)
- #define (kOilPerNeutral, 0)
-
- #define (kSteelPerPlayer, 1)
- #define (kSteelPerNeutral, 16)
-
- #define (kStonePerPlayer, 1)
- #define (kStonePerNeutral, 8)
-
- #define (kTreePerPlayer, 0)
- #define (kTreePerNeutral, 0)
-
-
- //////////////////////////////////////////////////////////////////////
- // forest definitions
- #define (kForestFreeRadius, 14.0)
- #define (kForestsPerPlayer, 2 )
- #define (kForestChaosLevel, 0.5)
- #define (kMaxClumpsPerForest, 2)
-
-
- //////////////////////////////////////////////////////////////////////
- // End of if...elif... command
- #endif
-
- #endif // NOTDEFINED(PLAINS_GIGANTIC_RMV)