/* GigaRandom made by HJ - 350 Maps Version 1.0 October 2015 */ /* GigaRandom update 2017 Mars 16th */ /* First of all I'd like to thank The_Prophet the creator of MegaRandom which got me inspired to make this map pack. His excellent work on MegaRandom is what gave me the idea of this project and map pack. I am grateful for everything you have done for the community, thank you. I would like to thank all the great map makers who contributed with their maps. Special thanks to: - MadCADer - Biz - nC Eru - The_Prophet - Papaya - MFO_Mapster - Gandalf - AoFE TEAM - ORCA - Etc Thank you guys this map pack would not exist if it weren't for you. GigaRandom is the sequel to Megarandom, this means more content and more maps in this map pack. I decided to include both Standard resources and Random resources in this map pack. This gives the players an opportunity to choose which version they want to play. And of course big thanks to Ensemble Studios for making this possible and for this great game! */ /* List of Maps included in GigaRandom: - Standard AoC Maps - Ultrarandom (UR) - Clash of Titans (CoT) - Light Random (LR) - MFO Maps - ES@ Maps - EC Maps - Mad Random - MegaRandom (MR) - Biz Maps - nC Maps - Anniversary Pack (AP) - AoFE Maps - SY Maps - WiC Maps - SY / WiC map contest maps - BBC3 - RF Gandalf Maps */ /* ****************************************************** */ random_placement /* ****************************************************** */ start_random percent_chance 8 #define GIGA_PACK1 percent_chance 8 #define GIGA_PACK2 percent_chance 7 #define GIGA_PACK3 percent_chance 7 #define GIGA_PACK4 percent_chance 7 #define GIGA_PACK5 percent_chance 7 #define GIGA_PACK6 percent_chance 7 #define GIGA_PACK7 percent_chance 7 #define GIGA_PACK8 percent_chance 7 #define GIGA_PACK9 percent_chance 7 #define GIGA_PACK10 percent_chance 7 #define GIGA_PACK11 percent_chance 7 #define GIGA_PACK12 percent_chance 7 #define GIGA_PACK13 percent_chance 7 #define GIGA_PACK14 end_random /* PACK 1 */ start_random percent_chance 4 #define GHOSTLAKE_ percent_chance 4 #define ARCHIPELAGO_ percent_chance 4 #define ARENA_ percent_chance 4 #define OASIS_ percent_chance 4 #define HIGHLAND_ percent_chance 4 #define MONGOLIA_ percent_chance 4 #define SCANDINAVIA_ percent_chance 4 #define BALTIC_ percent_chance 4 #define BLACKFOREST_ percent_chance 4 #define FORTRESS_ percent_chance 4 #define SALTMARSH_ percent_chance 4 #define ARABIA_ percent_chance 4 #define ISLANDS_ percent_chance 4 #define RIVERS_ percent_chance 4 #define YUCATAN_ percent_chance 4 #define CONTINENTAL_ percent_chance 4 #define NOMAD_ percent_chance 4 #define MIGRATION_ percent_chance 4 #define COASTAL_ percent_chance 4 #define MEDITERRANEAN_ percent_chance 4 #define TEAM_ISLANDS_ percent_chance 4 #define CRATER_LAKE_ percent_chance 4 #define GOLD_RUSH_ percent_chance 4 #define LAND_NOMAD percent_chance 4 #define DRY_ARABIA end_random /* PACK 2 */ start_random percent_chance 4 #define RAFT_AP percent_chance 4 #define TRADE_ROUTE_AP percent_chance 4 #define QUICKSAND_AP percent_chance 4 #define HYPERBOREA_AP percent_chance 4 #define LOCK_WASHER_AP percent_chance 4 #define MAZE_AP percent_chance 4 #define INFREQUENT_AP percent_chance 4 #define WOODEN_WEB_AP percent_chance 4 #define GLACIER_AP percent_chance 4 #define ROAD_TO_VICTORY_AP percent_chance 4 #define CARIBBEAN_AP percent_chance 4 #define AGRICULTURAL_AP percent_chance 4 #define AUTUMNALAE_AP percent_chance 4 #define TWO_RIVERS_AP percent_chance 4 #define MELTING_ICE_AP percent_chance 4 #define ARZACHEL_AP percent_chance 4 #define DAM_AP percent_chance 4 #define FORT_AP percent_chance 4 #define RELIC_PONDS_AP percent_chance 4 #define FLOOD_AP percent_chance 4 #define BIG_BLUE_AP percent_chance 4 #define DEVASTATION_AP percent_chance 4 #define FROSTY_ISLANDS_AP percent_chance 4 #define MIXTURE_AP percent_chance 4 #define BOARDS_OF_CANADA_AP end_random /* PACK 3 */ start_random percent_chance 4 #define EASTER_ISLAND_AP percent_chance 4 #define ENSNARED_AP percent_chance 4 #define GHOST_FOREST_AP percent_chance 4 #define ANCIENT_LAKE_AP percent_chance 4 #define INNOVATION_AP percent_chance 4 #define HALLUCINATION_AP percent_chance 4 #define CONFLICT_AP /* GET BACK TO LATER */ percent_chance 4 #define HYDROLOGY_AP percent_chance 4 #define ATARONCHRONON_AP percent_chance 4 #define KYZYL_KUM_AP percent_chance 4 #define BAZAAR_WAR_AP percent_chance 4 #define RAINFOREST_AP percent_chance 4 #define DOUBLE_DANGER_AP percent_chance 4 #define PALETTE_AP percent_chance 4 #define JÁRNVIÐR_AP percent_chance 4 #define SAND_OCEAN_AP percent_chance 4 #define SAND_RIVER_AP percent_chance 4 #define OLD_GROWTH_AP percent_chance 4 #define GREAT_FOREST_AP /* ADD MORE TERAIN */ percent_chance 4 #define NEW_PLANET_AP percent_chance 4 #define LEAF_LAKES_AP percent_chance 4 #define BARREN_LAND_AP percent_chance 4 #define SCYTHIA_AP percent_chance 4 #define FLUCTUATE_AP percent_chance 4 #define AOFE_HIDEOUT end_random /* PACK 4 */ start_random percent_chance 4 #define BEDOUINS percent_chance 4 #define AOFE_ACROPOLIS percent_chance 4 #define AOFE_BUDAPEST percent_chance 4 #define AOFE_CENOTES percent_chance 4 #define AOFE_GOLDEN_PIT percent_chance 4 #define AOFE_HILL_FORT percent_chance 4 #define AOFE_LOMBARDIA percent_chance 4 #define AOFE_STEPPE percent_chance 4 #define AOFE_TEAM_ARENA percent_chance 4 #define AOFE_VALLEY percent_chance 4 #define GOLDENHILL percent_chance 4 #define HILLS percent_chance 4 #define TSUNAMI /* OK GET BACK TO LATER */ percent_chance 4 #define SOUL percent_chance 4 #define HAMBURGER percent_chance 4 #define LAND_OF_LAKES percent_chance 4 #define MICROPHONE percent_chance 4 #define MEATBALLS percent_chance 4 #define ATACAMA percent_chance 4 #define SLIPPERY_SPRINGS percent_chance 4 #define ROOSTER percent_chance 4 #define SEALED_ISLANDS percent_chance 4 #define STARDOM percent_chance 4 #define BIGFOOT percent_chance 4 #define PAVEDHIGHLAND end_random /* PACK 5 */ start_random percent_chance 4 #define ATLANTEAN_RELICS percent_chance 4 #define DOUBLE_MIGRATION percent_chance 4 #define SAND_MAZE percent_chance 4 #define TENTACLEISLE percent_chance 4 #define BORDER_DISPUTE percent_chance 4 #define ANATOLIA percent_chance 4 #define DESERT__ percent_chance 4 #define GREAT_LAKE percent_chance 4 #define ONTARIO percent_chance 4 #define PLAINS percent_chance 4 #define WOODLAND percent_chance 4 #define DISC percent_chance 4 #define PARALLEL_WORLDS percent_chance 4 #define DESERTFOX percent_chance 4 #define HIPPOS_BELLY percent_chance 4 #define JDGROSSROX percent_chance 4 #define SEIZE_THE_HUMP percent_chance 4 #define ZERO percent_chance 4 #define CLIFFY_ARENA percent_chance 4 #define ACCESSIBLE_OASIS percent_chance 4 #define WET_WEB percent_chance 4 #define RIPPLES percent_chance 4 #define MFOPLATEAU percent_chance 4 #define MFOWOOGY percent_chance 4 #define DUNES_ end_random /* PACK 6 */ start_random percent_chance 4 #define CHAOS percent_chance 4 #define COASTAL_GOLDRUSH percent_chance 4 #define GANDALF_CANYONLANDS percent_chance 4 #define FOCAL_POINT percent_chance 4 #define KINGLESS_HILL percent_chance 4 #define ICY_FOREST percent_chance 4 #define LAND_MADNESS percent_chance 4 #define MIGRATION_PLUS percent_chance 4 #define MOATS percent_chance 4 #define PRECUT_MICHI percent_chance 4 #define REVERSE_ARENA percent_chance 4 #define SQUARE_DONUT percent_chance 4 #define BULTROMAP percent_chance 4 #define VALLEY_OF_GOLD percent_chance 4 #define HOMELAND percent_chance 4 #define RESERVOIR percent_chance 4 #define DUOPOLY percent_chance 4 #define TEAM_MIGRATION percent_chance 4 #define TEAM_CONTINENTS percent_chance 4 #define EL_DORADO_V5 percent_chance 4 #define EL_DORADO_V4 percent_chance 4 #define BCC3_FORTRESS percent_chance 4 #define AUTUMN_KNOLLS percent_chance 4 #define VITAL_RIVER percent_chance 4 #define HIGH_SEAS end_random /* PACK 7 */ start_random percent_chance 4 #define NC_DECENTRING percent_chance 4 #define NC_FAIR_SALTMARSH percent_chance 4 #define NC_GOLDEN_ISLAND percent_chance 4 #define NC_INVERTED_ARENA percent_chance 4 #define NC_RING_FOREST percent_chance 4 #define NC_VEG_ZONES percent_chance 4 #define NC_WIDE_RIVERS percent_chance 4 #define PONTOON percent_chance 4 #define CHEESE percent_chance 4 #define CHICKEN_BALL percent_chance 4 #define TREE_FORTS percent_chance 4 #define MERRY_GO_ROUND percent_chance 4 #define POPPYFIELD percent_chance 4 #define POND_INSPECTION percent_chance 4 #define SAVANNA percent_chance 4 #define PYRAMID__ percent_chance 4 #define STRANDED percent_chance 4 #define WATER_HORSE percent_chance 4 #define TEAM_ISLAND_HOPPING percent_chance 4 #define ACCESSIBLE_FOREST percent_chance 4 #define RESERVOIR2 percent_chance 4 #define JUNGLE_DIVE percent_chance 4 #define LOW_COUNTRIES percent_chance 4 #define MOUNTAINSIDE percent_chance 4 #define CANYONS end_random /* PACK 8 */ start_random percent_chance 4 #define GREEN_ARABIA percent_chance 4 #define ARCHIPEL percent_chance 4 #define ARTIFICIAL percent_chance 4 #define ATLANTIC percent_chance 4 #define CLEARING_ percent_chance 4 #define CONTINENT percent_chance 4 #define FAIR_RIVERS percent_chance 4 #define GHOST_SWAMP percent_chance 4 #define LAKES_ percent_chance 4 #define MONGOLIA__ percent_chance 4 #define PIZZA percent_chance 4 #define TREASURE_ISLANDS percent_chance 4 #define TERRA_PANGEA percent_chance 4 #define TERRA_CONTINENTS percent_chance 4 #define SOLIDCONTINENT percent_chance 4 #define NEWTRILAKE percent_chance 4 #define ECCLOVER percent_chance 4 #define HINTERLAND percent_chance 4 #define TINY_LAKES_ percent_chance 4 #define LANDBRIDGE percent_chance 4 #define HUGERIVERS percent_chance 4 #define VANISHED_LAKES percent_chance 4 #define THEGOLDENNILE percent_chance 4 #define NICESLICE percent_chance 4 #define AMAZONAS end_random /* PACK 9 */ start_random percent_chance 4 #define CONNECTED_ISLANDS percent_chance 4 #define EMIGRATION percent_chance 4 #define ULTIMA1 percent_chance 4 #define KILLINGFIELDS percent_chance 4 #define SEAHAVEN percent_chance 4 #define BAMBOOWORLD percent_chance 4 #define RIVER_PIRATES percent_chance 4 #define CANALS percent_chance 4 #define DUNES percent_chance 4 #define TEAM_GLACIERS percent_chance 4 #define SEASONS percent_chance 4 #define SHIPWRECK_ percent_chance 4 #define SEA__ percent_chance 4 #define AMAZONWIDE percent_chance 4 #define PROMONTORIES percent_chance 4 #define BEACHBEACH_ percent_chance 4 #define BRINKFACE percent_chance 4 #define SMICHI percent_chance 4 #define METROPOLIS percent_chance 4 #define CENTRALSMASH percent_chance 4 #define OUTWARDBOUND percent_chance 4 #define SCATTEREDISLETS percent_chance 4 #define SURROUNDED percent_chance 4 #define SHOSHOLOZA percent_chance 4 #define DEADLYCRACK end_random /* PACK 10 */ start_random percent_chance 4 #define LOCKEDTREASURES percent_chance 4 #define SENNHEISER percent_chance 4 #define BANANAISLANDS percent_chance 4 #define SILENT percent_chance 4 #define WETWOODLAND percent_chance 4 #define REVERSEDSOUL percent_chance 4 #define URBANISLANDS percent_chance 4 #define THEDIVIDE percent_chance 4 #define FARMISHING percent_chance 4 #define LOSTINBOGS percent_chance 4 #define WATERLAND percent_chance 4 #define BRAZILIAN percent_chance 4 #define WATERHOLE percent_chance 4 #define LANTERN percent_chance 4 #define FAKESAFETY percent_chance 4 #define BIGMAC percent_chance 4 #define VELBON percent_chance 4 #define HIMALAYAS percent_chance 4 #define SHELLSHOCKED percent_chance 4 #define SIDEWOOD percent_chance 4 #define GANKSNEAKIN percent_chance 4 #define DARKBRIDGE percent_chance 4 #define ACER percent_chance 4 #define BASIN percent_chance 4 #define CASPIAN end_random /* PACK 11 */ start_random percent_chance 4 #define ALIGATOR percent_chance 4 #define GLUEDWITHWOOD percent_chance 4 #define KINGF percent_chance 4 #define VERSACE percent_chance 4 #define DESERTSTRIPES percent_chance 4 #define DESERTDOTS percent_chance 4 #define DIAMONDFIELD percent_chance 4 #define BUTTON percent_chance 4 #define TWINPUDDLES percent_chance 4 #define TEAM_ACROPOLIS percent_chance 4 #define MFO_TWOSEAS percent_chance 4 #define EYE_OF_SAURON percent_chance 4 #define MFO_CENTRALSEA percent_chance 4 #define MFO_OVERTHERIVER percent_chance 4 #define MFO_FOURSEAS percent_chance 4 #define MFO_DESERTCARAVANS percent_chance 4 #define MFO_DOUBLERIVERS percent_chance 4 #define MFO_DOUBLEBF percent_chance 4 #define MFO_DOUBLECOASTAL percent_chance 4 #define NC_WHITE_ARABIA percent_chance 4 #define NC_XMAS_TREE percent_chance 4 #define HOUSE_BOAT percent_chance 4 #define SHORELANDS percent_chance 4 #define GREENCIRCLE percent_chance 4 #define NC_COLD_RIVERS end_random /* PACK 12 */ start_random percent_chance 4 #define MFO_DOUBLEHIGHLAND percent_chance 4 #define MFO_DOUBLEMEDI percent_chance 4 #define MFO_DOUBLEYUCATAN percent_chance 4 #define MFO_DOUBLEARABIA percent_chance 4 #define MFO_TRIPLEARABIA percent_chance 4 #define AGGRESSION percent_chance 4 #define AMBUSH percent_chance 4 #define SHERWOOD_FOREST percent_chance 4 #define BATTLEFIELD percent_chance 4 #define BASIN_ percent_chance 4 #define BLACK_GOLDRUSH percent_chance 4 #define BOG percent_chance 4 #define CALDERA percent_chance 4 #define CANYON percent_chance 4 #define CANOPY percent_chance 4 #define CHAOS_PIT percent_chance 4 #define CHASM percent_chance 4 #define CIVIL_NOMAD percent_chance 4 #define CIVIL_WAR percent_chance 4 #define CLUSTER percent_chance 4 #define CORAL_REEF percent_chance 4 #define COUNTRYSIDE_ percent_chance 4 #define CRATER_ percent_chance 4 #define CRISS_CROSS percent_chance 4 #define CROSS end_random /* PACK 13 */ start_random percent_chance 4 #define CROP_CIRCLES percent_chance 4 #define DEADLY_FOREST percent_chance 4 #define DOUBLE_ARENA percent_chance 4 #define DROUGHT percent_chance 4 #define DRY_CROSS percent_chance 4 #define DRY_RIVER percent_chance 4 #define ENSNARED_ARENA percent_chance 4 #define EPICENTER percent_chance 4 #define EXCAVATED_ARENA percent_chance 4 #define FJORDS percent_chance 4 #define FLOODED_BEACHES percent_chance 4 #define FLOODPLAINS percent_chance 4 #define FOREST_ROAD percent_chance 4 #define GOLDEN_ATOLL percent_chance 4 #define GOLDEN_GHOST percent_chance 4 #define GORGE percent_chance 4 #define ICE_CAPS percent_chance 4 #define ICE_MOUND percent_chance 4 #define INFERNO percent_chance 4 #define ISLA_AURORA percent_chance 4 #define ISOLATED_RIVERS percent_chance 4 #define LAGOON percent_chance 4 #define JUNGLE_SWAMP percent_chance 4 #define LANDSLIDE percent_chance 4 #define LOCH_NESS end_random /* PACK 14 */ start_random percent_chance 4 #define LAVA_LAKES percent_chance 4 #define MAELSTROM percent_chance 4 #define MINERAL_RING percent_chance 4 #define MOUNT_FUJI percent_chance 4 #define OASIS_ISLAND percent_chance 4 #define PLATEAU percent_chance 4 #define POND_ARENA percent_chance 4 #define SAHARA percent_chance 4 #define SHOALS percent_chance 4 #define SWALLET percent_chance 4 #define RAVINES percent_chance 4 #define RIPPLE percent_chance 4 #define OUTBACK percent_chance 4 #define PACIFIC_BEACH percent_chance 4 #define SERPENTINE percent_chance 4 #define WOODEN_CROSS percent_chance 4 #define MELTING_FJORDS percent_chance 4 #define RIVAL_CITIES percent_chance 4 #define ROCKY_POUND percent_chance 4 #define VALLEY_OF_KINGS percent_chance 4 #define VOLCANO percent_chance 4 #define AQUAPOLIS percent_chance 4 #define ARCTIC_CIRCLE percent_chance 4 #define MANGROVE_SWAMP percent_chance 4 #define GREAT_WALL end_random /* ****************************************************** */ if GIGA_PACK1 if GHOSTLAKE_ /* ****************************************************** */ /* ********* GHOST LAKE ********** */ /* 29 FEB 99 */ #include_drs random_map.def 54000 base_terrain SNOW #define FROZEN_MAP /* CREATE THE INLAND SEA */ create_land { terrain_type ICE land_percent 80 left_border 15 right_border 20 top_border 15 bottom_border 20 border_fuzziness 40 other_zone_avoidance_distance 2 zone 16 } create_player_lands { terrain_type SNOW land_percent 30 base_size 7 zone 1 other_zone_avoidance_distance 5 border_fuzziness 10 } /* ****************************************************** */ /* PRIMARY FOREST */ create_terrain SNOW_FOREST { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 10 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain GRASS_SNOW { base_terrain SNOW number_of_clumps 12 spacing_to_other_terrain_types 1 land_percent 11 set_scale_by_size } /* SECONDARY PATCH */ create_terrain DIRT_SNOW { base_terrain SNOW number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 4 set_scale_by_size } /* SECONDARY FOREST */ create_terrain PINE_FOREST { base_terrain GRASS_SNOW spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } /* TERTIARY PATCH */ create_terrain GRASS2 { base_terrain GRASS_SNOW number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } /* ICE FISHING */ create_terrain MED_WATER { base_terrain ICE start_random percent_chance 20 number_of_clumps 5 land_percent 1 percent_chance 20 number_of_clumps 3 land_percent 1 percent_chance 20 number_of_clumps 4 land_percent 2 percent_chance 20 number_of_clumps 7 land_percent 1 percent_chance 20 number_of_clumps 0 land_percent 1 end_random set_scale_by_size } /* ****************************************************** */ create_elevation 7 { base_terrain SNOW number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } min_number_of_cliffs 5 max_number_of_cliffs 8 min_length_of_cliff 4 max_length_of_cliff 10 cliff_curliness 10 min_distance_cliffs 3 /* ****************************************************** */ elseif ARCHIPELAGO_ /* ****************************************************** */ /* ************ ARCHIPELAGO ************ */ /* 21 DEC 99 */ #include_drs random_map.def 54000 base_terrain WATER start_random percent_chance 20 #define DESERT_MAP percent_chance 20 #define ASIAN_MAP end_random create_player_lands { if DESERT_MAP terrain_type DESERT elseif ASIAN_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 35 base_size 12 start_random percent_chance 50 zone 8 percent_chance 50 set_zone_randomly end_random left_border 4 right_border 4 top_border 4 bottom_border 4 border_fuzziness 7 other_zone_avoidance_distance 7 } /* ************** RESOURCE ISLANDS ************ */ create_land { if DESERT_MAP terrain_type DESERT elseif ASIAN_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 20 left_border 5 right_border 5 top_border 5 bottom_border 5 } create_land { if DESERT_MAP terrain_type DESERT elseif ASIAN_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 23 left_border 5 right_border 5 top_border 5 bottom_border 5 } /* ================= MEDIUM */ if MEDIUM_MAP create_land { if DESERT_MAP terrain_type DESERT elseif ASIAN_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 21 left_border 5 right_border 5 top_border 5 bottom_border 5 } endif /* ====================== LARGE */ if LARGE_MAP create_land { if DESERT_MAP terrain_type DESERT elseif ASIAN_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 21 left_border 5 right_border 5 top_border 5 bottom_border 5 } create_land { if DESERT_MAP terrain_type DESERT elseif ASIAN_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 24 left_border 5 right_border 5 top_border 5 bottom_border 5 } endif /* ======================== HUGE */ if HUGE_MAP create_land { if DESERT_MAP terrain_type DESERT elseif ASIAN_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 21 left_border 5 right_border 5 top_border 5 bottom_border 5 } create_land { if DESERT_MAP terrain_type DESERT elseif ASIAN_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 22 left_border 5 right_border 5 top_border 5 bottom_border 5 } create_land { if DESERT_MAP terrain_type DESERT elseif ASIAN_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 24 left_border 5 right_border 5 top_border 5 bottom_border 5 } endif /* ======================== GIGANTIC */ if GIGANTIC_MAP create_land { if DESERT_MAP terrain_type DESERT elseif ASIAN_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 21 left_border 5 right_border 5 top_border 5 bottom_border 5 } create_land { if DESERT_MAP terrain_type DESERT elseif ASIAN_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 22 left_border 5 right_border 5 top_border 5 bottom_border 5 } create_land { if DESERT_MAP terrain_type DESERT elseif ASIAN_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 24 left_border 5 right_border 5 top_border 5 bottom_border 5 } endif /* ****************************************************** */ /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 20 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* PRIMARY FOREST */ if DESERT_MAP create_terrain PALM_DESERT { base_terrain DESERT spacing_to_other_terrain_types 5 land_percent 6 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } elseif ASIAN_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 3 number_of_clumps 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain BAMBOO { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 3 number_of_clumps 5 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 6 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if DESERT_MAP create_terrain DIRT { base_terrain DESERT number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 15 set_scale_by_size } elseif ASIAN_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 16 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain DIRT { base_terrain GRASS number_of_clumps 10 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* SECONDARY PATCH */ if DESERT_MAP create_terrain DIRT3 { base_terrain DESERT number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 1 set_scale_by_size } elseif ASIAN_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 1 set_scale_by_size } else create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 1 set_scale_by_size } endif /* ****************************************************** */ elseif ARENA_ /* ****************************************************** */ /* ************ ARENA ************ */ /* 21 DEC 99 */ #include_drs random_map.def 54000 start_random percent_chance 20 #define ASIAN_MAP percent_chance 20 #define ALPINE_MAP end_random if ALPINE_MAP base_terrain PINE_FOREST elseif ASIAN_MAP base_terrain PINE_FOREST else base_terrain FOREST endif /* Fill in center */ create_land { if ASIAN_MAP terrain_type GRASS2 elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 60 /* 50 */ base_size 10 left_border 18 right_border 18 top_border 18 bottom_border 18 zone 1 } create_player_lands { if ASIAN_MAP terrain_type GRASS elseif ALPINE_MAP terrain_type GRASS else terrain_type GRASS3 endif land_percent 20 base_size 12 left_border 3 right_border 3 top_border 3 bottom_border 3 border_fuzziness 1 other_zone_avoidance_distance 30 } /* ****************************************************** */ /* PRIMARY FOREST */ if ASIAN_MAP create_terrain BAMBOO { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif ALPINE_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if ASIAN_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 4 set_scale_by_size } elseif ALPINE_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } else create_terrain DIRT { base_terrain GRASS number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 4 set_scale_by_size } endif /* SECONDARY PATCH */ if ASIAN_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif ALPINE_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if ASIAN_MAP create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif ALPINE_MAP create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* ****************************************************** */ elseif OASIS_ /* ****************************************************** */ /* ********* OASIS ********** */ /* 21 DEC 99 */ #include_drs random_map.def 54000 start_random percent_chance 40 #define DESERT_MAP percent_chance 30 #define FROZEN_MAP end_random if DESERT_MAP base_terrain DIRT elseif FROZEN_MAP base_terrain SNOW else base_terrain GRASS endif /* CREATE THE FOREST */ create_land { if FROZEN_MAP terrain_type SNOW_FOREST else terrain_type PALM_DESERT endif land_percent 60 left_border 20 right_border 20 top_border 20 bottom_border 20 /* border_fuzziness 40 */ /* other_zone_avoidance_distance 2 */ zone 16 } /* CREATE THE POOL */ create_land { if FROZEN_MAP terrain_type ICE else terrain_type WATER endif land_percent 5 left_border 40 right_border 40 top_border 40 bottom_border 40 zone 15 } create_player_lands { if DESERT_MAP terrain_type DIRT elseif FROZEN_MAP terrain_type SNOW else terrain_type GRASS endif land_percent 30 base_size 7 zone 1 other_zone_avoidance_distance 5 border_fuzziness 10 } /* ****************************************************** */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 3 spacing_to_other_terrain_types 1 land_percent 2 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 1 } /* SECONDARY FOREST */ if DESERT_MAP create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 3 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } elseif FROZEN_MAP create_terrain SNOW_FOREST { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 3 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 3 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if DESERT_MAP create_terrain GRASS { base_terrain DIRT number_of_clumps 8 spacing_to_other_terrain_types 1 land_percent 4 set_scale_by_size } elseif FROZEN_MAP create_terrain DIRT_SNOW { base_terrain SNOW number_of_clumps 8 spacing_to_other_terrain_types 1 land_percent 4 set_scale_by_size } else create_terrain DIRT { base_terrain GRASS number_of_clumps 8 spacing_to_other_terrain_types 1 land_percent 9 set_scale_by_size } endif /* SECONDARY PATCH */ if DESERT_MAP create_terrain DESERT { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 5 set_scale_by_size } elseif FROZEN_MAP create_terrain GRASS_SNOW { base_terrain SNOW number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 5 set_scale_by_size } else create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if DESERT_MAP create_terrain GRASS3 { base_terrain DIRT number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } elseif FROZEN_MAP create_terrain DIRT { base_terrain DIRT_SNOW number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } endif /* ****************************************************** */ create_elevation 7 { if DESERT_MAP base_terrain DIRT elseif FROZEN_MAP base_terrain SNOW else base_terrain GRASS endif number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif HIGHLAND_ /* ****************************************************** */ /* ************ HIGHLAND ************ */ /* 7 JULY 99 */ #include_drs random_map.def 54000 base_terrain WATER start_random percent_chance 25 #define ALPINE_MAP percent_chance 25 #define ASIAN_MAP percent_chance 25 #define FROZEN_MAP end_random create_player_lands { if ALPINE_MAP terrain_type GRASS2 elseif ASIAN_MAP terrain_type GRASS2 elseif FROZEN_MAP terrain_type SNOW else terrain_type GRASS endif land_percent 100 base_size 9 /* randomly choose if we have rivers and to what extent */ start_random percent_chance 60 set_zone_by_team percent_chance 40 set_zone_randomly end_random start_random percent_chance 50 other_zone_avoidance_distance 7 percent_chance 50 other_zone_avoidance_distance 10 end_random border_fuzziness 15 } /* ****************************************************** */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 2 land_percent 15 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 10 } /* PRIMARY FOREST LARGE CLUMP */ if ALPINE_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 4 set_avoid_player_start_areas set_scale_by_groups } elseif ASIAN_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 4 set_avoid_player_start_areas set_scale_by_groups } elseif FROZEN_MAP create_terrain SNOW_FOREST { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 4 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 4 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY FOREST SMALL CLUMP */ if ALPINE_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 8 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } elseif ASIAN_MAP create_terrain BAMBOO { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 8 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } elseif FROZEN_MAP create_terrain SNOW_FOREST { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 8 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 8 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if ALPINE_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } elseif ASIAN_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } elseif FROZEN_MAP create_terrain GRASS_SNOW { base_terrain SNOW number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 9 set_scale_by_size } endif /* SECONDARY FOREST */ if ALPINE_MAP create_terrain FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif ASIAN_MAP create_terrain PINE_FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif FROZEN_MAP create_terrain PINE_FOREST { base_terrain GRASS_SNOW spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain DIRT3 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif /* SECONDARY PATCH */ if ALPINE_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif ASIAN_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif FROZEN_MAP create_terrain DIRT_SNOW { base_terrain SNOW number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if ALPINE_MAP create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif ASIAN_MAP create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif FROZEN_MAP create_terrain GRASS2 { base_terrain GRASS_SNOW number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif endif /* ****************************************************** */ create_elevation 7 { if ALPINE_MAP base_terrain GRASS2 elseif ASIAN_MAP base_terrain GRASS2 elseif FROZEN_MAP base_terrain SNOW else base_terrain GRASS endif number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } min_number_of_cliffs 5 max_number_of_cliffs 8 min_length_of_cliff 4 max_length_of_cliff 10 cliff_curliness 10 min_distance_cliffs 3 /* ****************************************************** */ elseif MONGOLIA_ /* ****************************************************** */ #include_drs random_map.def 54000 base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 25 base_size 9 border_fuzziness 15 } /* ****************************************************** */ /* PRIMARY FOREST */ create_terrain PINE_FOREST { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups } create_terrain SNOW_FOREST { base_terrain PINE_FOREST land_percent 3 number_of_clumps 30 set_scale_by_groups } /* PRIMARY PATCH */ create_terrain DIRT3 { base_terrain DIRT number_of_clumps 50 spacing_to_other_terrain_types 1 land_percent 14 set_scale_by_size } /* SECONDARY PATCH */ create_terrain DIRT_SNOW { base_terrain DIRT number_of_clumps 8 spacing_to_other_terrain_types 1 land_percent 5 set_scale_by_size } create_terrain DIRT_SNOW { base_terrain DIRT number_of_clumps 12 spacing_to_other_terrain_types 1 land_percent 3 set_scale_by_size } /* TERTIARY PATCH */ create_terrain GRASS3 { base_terrain DIRT number_of_clumps 10 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } /* ****************************************************** */ create_elevation 7 { base_terrain DIRT number_of_clumps 15 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ min_number_of_cliffs 30 max_number_of_cliffs 60 min_length_of_cliff 5 max_length_of_cliff 20 /* ****************************************************** */ elseif SCANDINAVIA_ /* ****************************************************** */ /* ************ SCANDINAVIA ************ */ /* 21 DEC 99 */ #include_drs random_map.def 54000 #define FROZEN_MAP base_terrain WATER create_player_lands { terrain_type SNOW land_percent 80 base_size 15 border_fuzziness 5 start_random percent_chance 50 left_border 12 right_border 12 percent_chance 50 top_border 12 bottom_border 12 end_random } /* ****************************************************** */ /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 1 land_percent 10 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 5 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 5 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 5 spacing_to_other_terrain_types 1 land_percent 10 } create_terrain ICE { base_terrain WATER land_percent 2 number_of_clumps 10 spacing_to_other_terrain_types 1 set_flat_terrain_only } start_random percent_chance 60 #define NO_ICE percent_chance 40 #define SCANDI_ICE end_random if SCANDI_ICE /* FROZEN LAKES */ create_terrain ICE { base_terrain SNOW land_percent 4 number_of_clumps 1 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_flat_terrain_only } create_terrain ICE { base_terrain SNOW land_percent 1 number_of_clumps 1 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_flat_terrain_only } start_random percent_chance 50 create_terrain ICE { base_terrain SNOW land_percent 1 number_of_clumps 1 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_flat_terrain_only } end_random elseif NO_ICE endif /* PRIMARY FOREST */ create_terrain SNOW_FOREST { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 8 set_avoid_player_start_areas set_scale_by_groups } create_terrain SNOW_FOREST { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 5 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain GRASS_SNOW { base_terrain SNOW number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 9 set_scale_by_size } /* SECONDARY PATCH */ create_terrain DIRT_SNOW { base_terrain SNOW number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } /* TERTIARY PATCH */ create_terrain GRASS2 { base_terrain GRASS_SNOW number_of_clumps 10 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } /* ****************************************************** */ create_elevation 7 { base_terrain SNOW number_of_clumps 20 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ min_number_of_cliffs 5 max_number_of_cliffs 10 min_length_of_cliff 3 max_length_of_cliff 7 /* ****************************************************** */ elseif BALTIC_ /* ****************************************************** */ /* ********* BALTIC ********** */ /* 21 DEC 99 */ #include_drs random_map.def 54000 start_random percent_chance 50 #define FROZEN_MAP percent_chance 50 #define ALPINE_MAP end_random if ALPINE_MAP base_terrain GRASS2 else base_terrain SNOW endif /* CREATE THE INLAND SEA */ create_land { terrain_type WATER land_percent 85 left_border 10 right_border 10 top_border 10 bottom_border 10 border_fuzziness 40 zone 16 } create_player_lands { if ALPINE_MAP terrain_type GRASS2 else terrain_type SNOW endif land_percent 50 base_size 9 other_zone_avoidance_distance 7 set_zone_by_team } /* ****************************************************** */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 3 spacing_to_other_terrain_types 1 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 25 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 6 spacing_to_other_terrain_types 1 land_percent 1 } /* PRIMARY FOREST */ if ALPINE_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } else create_terrain SNOW_FOREST { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if ALPINE_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } else create_terrain GRASS_SNOW { base_terrain SNOW number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 9 set_scale_by_size } endif /* SECONDARY FOREST */ if ALPINE_MAP create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain PINE_FOREST { base_terrain GRASS_SNOW spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif /* SECONDARY PATCH */ if ALPINE_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain DIRT_SNOW { base_terrain SNOW number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if ALPINE_MAP create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain GRASS2 { base_terrain GRASS_SNOW number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* ****************************************************** */ min_number_of_cliffs 5 max_number_of_cliffs 10 min_length_of_cliff 4 max_length_of_cliff 10 cliff_curliness 10 min_distance_cliffs 3 /* ****************************************************** */ elseif BLACKFOREST_ /* ****************************************************** */ /* ************* BLACK FOREST ****************** */ /* 21 DEC 99 */ #include_drs random_map.def 54000 start_random percent_chance 15 #define FROZEN_MAP percent_chance 15 #define TROPICAL_MAP end_random if FROZEN_MAP base_terrain SNOW_FOREST elseif TROPICAL_MAP base_terrain JUNGLE else base_terrain FOREST endif create_player_lands { if FROZEN_MAP terrain_type SNOW else terrain_type GRASS endif land_percent 50 base_size 13 other_zone_avoidance_distance 6 } /* ****************************************************** */ if TROPICAL_MAP create_terrain JUNGLE elseif FROZEN_MAP create_terrain SNOW_FOREST else create_terrain FOREST endif { if FROZEN_MAP base_terrain SNOW else base_terrain GRASS endif spacing_to_other_terrain_types 5 land_percent 20 number_of_clumps 24 set_avoid_player_start_areas } if FROZEN_MAP create_terrain SNOW else create_terrain GRASS endif { if FROZEN_MAP base_terrain SNOW_FOREST elseif TROPICAL_MAP base_terrain JUNGLE else base_terrain FOREST endif spacing_to_other_terrain_types 1 land_percent 7 number_of_clumps 9 set_avoid_player_start_areas } create_terrain LEAVES { if FROZEN_MAP base_terrain SNOW else base_terrain GRASS endif spacing_to_other_terrain_types 1 land_percent 3 number_of_clumps 26 } create_terrain LEAVES { if FROZEN_MAP base_terrain SNOW else base_terrain GRASS endif spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 40 } if FROZEN_MAP create_terrain GRASS_SNOW else create_terrain GRASS3 endif { if FROZEN_MAP base_terrain SNOW else base_terrain GRASS endif number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } /* PONDS FOR DA FISHIES */ if FROZEN_MAP create_terrain ICE else create_terrain WATER endif { if FROZEN_MAP base_terrain SNOW else base_terrain GRASS endif spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 4 set_avoid_player_start_areas set_flat_terrain_only } create_terrain MED_WATER { base_terrain WATER spacing_to_other_terrain_types 2 land_percent 1 number_of_clumps 4 set_avoid_player_start_areas set_flat_terrain_only } /* ****************************************************** */ create_elevation 4 { if FROZEN_MAP base_terrain SNOW else base_terrain GRASS endif number_of_clumps 10 number_of_tiles 700 set_scale_by_groups } create_elevation 7 { if FROZEN_MAP base_terrain GRASS_SNOW elseif TROPICAL_MAP base_terrain JUNGLE else base_terrain FOREST endif number_of_clumps 7 number_of_tiles 4300 set_scale_by_groups } /* ****************************************************** */ elseif FORTRESS_ /* ****************************************************** */ /* ************ FORTRESS ************ */ /* 21 DEC 99 */ #include_drs random_map.def 54000 base_terrain WATER start_random percent_chance 20 #define DESERT_MAP percent_chance 20 #define FROZEN_MAP end_random create_player_lands { if DESERT_MAP terrain_type DIRT else terrain_type GRASS endif land_percent 85 base_size 9 border_fuzziness 15 zone 1 other_zone_avoidance_distance 7 } /* ****************************************************** */ /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 20 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } if DESERT_MAP create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 1 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } elseif FROZEN_MAP create_terrain SNOW_FOREST { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } endif if DESERT_MAP create_terrain DESERT { base_terrain DIRT number_of_clumps 14 spacing_to_other_terrain_types 0 land_percent 8 set_scale_by_size } elseif FROZEN_MAP create_terrain SNOW { base_terrain GRASS number_of_clumps 20 spacing_to_other_terrain_types 0 land_percent 12 set_scale_by_size } else create_terrain DIRT { base_terrain GRASS number_of_clumps 10 spacing_to_other_terrain_types 0 land_percent 12 set_scale_by_size } endif if DESERT_MAP create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif FROZEN_MAP create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif /* OASES */ if DESERT_MAP create_terrain WATER { base_terrain PALM_DESERT spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 8 set_avoid_player_start_areas set_flat_terrain_only set_scale_by_groups } endif /* SECONDARY PATCH */ if DESERT_MAP create_terrain DIRT3 { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif FROZEN_MAP create_terrain GRASS_SNOW { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if DESERT_MAP create_terrain GRASS3 { base_terrain DIRT number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif FROZEN_MAP create_terrain DIRT_SNOW { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* ****************************************************** */ create_elevation 5 { if DESERT_MAP base_terrain DIRT else base_terrain GRASS endif number_of_clumps 5 number_of_tiles 500 set_scale_by_groups } create_elevation 3 { if DESERT_MAP base_terrain DIRT else base_terrain GRASS endif number_of_clumps 10 number_of_tiles 600 set_scale_by_groups } /* ****************************************************** */ min_number_of_cliffs 5 max_number_of_cliffs 10 min_length_of_cliff 3 max_length_of_cliff 10 /* ****************************************************** */ elseif SALTMARSH_ /* ****************************************************** */ /* ********* SALT MARSH ********** */ /* 7 APR 99 */ #include_drs random_map.def 54000 base_terrain WATER start_random percent_chance 50 #define TROPICAL_MAP end_random create_player_lands { terrain_type GRASS land_percent 65 base_size 12 start_random percent_chance 25 left_border 10 percent_chance 25 right_border 10 percent_chance 25 top_border 10 percent_chance 25 bottom_border 10 end_random set_zone_randomly border_fuzziness 7 other_zone_avoidance_distance 4 clumping_factor 15 } /* BONUS ISLAND */ create_land { terrain_type GRASS land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 20 } /* NUISANCE ISLAND 1 */ create_land { terrain_type GRASS land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 25 } /* NUISANCE ISLAND 2 */ create_land { terrain_type GRASS land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 25 } /* ****************************************************** */ /* MARSHINESS */ create_terrain SHALLOW { base_terrain WATER number_of_clumps 9 land_percent 7 set_scale_by_size } create_terrain SHALLOW { base_terrain WATER number_of_clumps 15 land_percent 1 set_scale_by_size } create_terrain SHALLOW { base_terrain GRASS number_of_clumps 12 land_percent 4 set_avoid_player_start_areas set_scale_by_size } create_terrain SHALLOW { base_terrain GRASS number_of_clumps 20 land_percent 1 set_avoid_player_start_areas set_scale_by_size } create_terrain MED_WATER { base_terrain WATER number_of_clumps 20 spacing_to_other_terrain_types 2 land_percent 15 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 5 } /* PRIMARY FOREST */ if TROPICAL_MAP create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 15 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 3 number_of_clumps 1 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 15 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 3 number_of_clumps 1 set_avoid_player_start_areas set_scale_by_groups } endif /* SECONDARY FOREST */ create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } /* SECONDARY PATCH */ create_terrain DIRT { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } /* TERTIARY PATCH */ create_terrain GRASS3 { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } /* ****************************************************** */ elseif ARABIA_ /* ****************************************************** */ /* ************ ARABIA ************ */ /* 21 DEC 99 */ #include_drs random_map.def 54000 start_random percent_chance 50 #define DESERT_MAP end_random if DESERT_MAP base_terrain DIRT else base_terrain GRASS3 endif create_player_lands { if DESERT_MAP terrain_type DIRT else terrain_type GRASS3 endif land_percent 25 base_size 9 border_fuzziness 15 } /* ****************************************************** */ /* PRIMARY FOREST */ if DESERT_MAP create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if DESERT_MAP create_terrain DESERT { base_terrain DIRT number_of_clumps 16 spacing_to_other_terrain_types 0 land_percent 20 set_scale_by_size } else create_terrain DIRT { base_terrain GRASS3 number_of_clumps 26 spacing_to_other_terrain_types 1 land_percent 9 set_scale_by_size } endif /* SECONDARY FOREST */ if DESERT_MAP create_terrain FOREST { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif /* SECONDARY PATCH */ if DESERT_MAP create_terrain DIRT3 { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS3 number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if DESERT_MAP create_terrain GRASS3 { base_terrain DIRT number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } else create_terrain DESERT { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } endif /* OASES */ if DESERT_MAP create_terrain WATER { base_terrain PALM_DESERT spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 8 set_avoid_player_start_areas set_flat_terrain_only set_scale_by_groups } endif /* ****************************************************** */ create_elevation 7 { if DESERT_MAP base_terrain DIRT else base_terrain GRASS3 endif number_of_clumps 20 number_of_tiles 6000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ min_number_of_cliffs 10 max_number_of_cliffs 15 min_length_of_cliff 3 max_length_of_cliff 10 /* ****************************************************** */ elseif ISLANDS_ /* ****************************************************** */ /* ************ ISLANDS ************ */ /* 21 DEC 99 */ #include_drs random_map.def 54000 /* ****************************************************** */ base_terrain WATER start_random percent_chance 20 #define DESERT_MAP percent_chance 20 #define ALPINE_MAP percent_chance 20 #define TROPICAL_MAP end_random /* exp. with size -- was 40% and 7 dist rivers */ create_player_lands { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 35 base_size 9 left_border 7 right_border 7 top_border 7 bottom_border 7 border_fuzziness 7 other_zone_avoidance_distance 9 } /* ************** RESOURCE ISLANDS ************ */ create_land { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 20 left_border 5 right_border 5 top_border 5 bottom_border 5 } create_land { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 23 left_border 5 right_border 5 top_border 5 bottom_border 5 } /* ================= MEDIUM */ if MEDIUM_MAP create_land { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 21 left_border 5 right_border 5 top_border 5 bottom_border 5 } endif /* ====================== LARGE */ if LARGE_MAP create_land { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 21 left_border 5 right_border 5 top_border 5 bottom_border 5 } create_land { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 24 left_border 5 right_border 5 top_border 5 bottom_border 5 } endif /* ======================== HUGE */ if HUGE_MAP create_land { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 21 left_border 5 right_border 5 top_border 5 bottom_border 5 } create_land { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 22 left_border 5 right_border 5 top_border 5 bottom_border 5 } create_land { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 24 left_border 5 right_border 5 top_border 5 bottom_border 5 } endif /* ======================== GIGANTIC */ if GIGANTIC_MAP create_land { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 21 left_border 5 right_border 5 top_border 5 bottom_border 5 } create_land { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 22 left_border 5 right_border 5 top_border 5 bottom_border 5 } create_land { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 24 left_border 5 right_border 5 top_border 5 bottom_border 5 } endif /* ****************************************************** */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 20 } /* PRIMARY FOREST */ if DESERT_MAP create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 4 land_percent 6 number_of_clumps 15 set_avoid_player_start_areas set_scale_by_groups } elseif ALPINE_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 4 land_percent 6 number_of_clumps 15 set_avoid_player_start_areas set_scale_by_groups } elseif TROPICAL_MAP create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 4 land_percent 6 number_of_clumps 15 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 4 land_percent 6 number_of_clumps 15 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if DESERT_MAP create_terrain DESERT { base_terrain DIRT number_of_clumps 10 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } elseif ALPINE_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 16 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } elseif TROPICAL_MAP create_terrain LEAVES { base_terrain GRASS number_of_clumps 10 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } else create_terrain DIRT { base_terrain GRASS number_of_clumps 10 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } endif /* SECONDARY PATCH */ if DESERT_MAP create_terrain DIRT3 { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 1 set_scale_by_size } elseif ALPINE_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 1 set_scale_by_size } create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 1 set_scale_by_size } else create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 1 set_scale_by_size } endif /* ****************************************************** */ elseif RIVERS_ /* ****************************************************** */ /* ********* RIVERS ********** */ /* 21 DEC 99 */ #include_drs random_map.def 54000 base_terrain WATER start_random percent_chance 20 #define DESERT_MAP percent_chance 20 #define ASIAN_MAP end_random create_player_lands { if DESERT_MAP terrain_type DIRT elseif ASIAN_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 65 base_size 11 start_random percent_chance 50 left_border 8 percent_chance 50 right_border 8 end_random start_random percent_chance 50 top_border 8 percent_chance 50 bottom_border 8 end_random border_fuzziness 7 other_zone_avoidance_distance 5 clumping_factor 15 } /* BONUS ISLAND */ create_land { if DESERT_MAP terrain_type DIRT elseif ASIAN_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 20 left_border 5 right_border 5 top_border 5 bottom_border 5 } /* NUISANCE ISLAND 1 */ create_land { if DESERT_MAP terrain_type DESERT elseif ASIAN_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 25 left_border 5 right_border 5 top_border 5 bottom_border 5 } /* NUISANCE ISLAND 2 */ create_land { if DESERT_MAP terrain_type GRASS elseif ASIAN_MAP terrain_type GRASS3 else terrain_type DIRT endif land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 25 left_border 5 right_border 5 top_border 5 bottom_border 5 } /* ****************************************************** */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 20 spacing_to_other_terrain_types 2 land_percent 15 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 5 } /* PRIMARY FOREST */ if DESERT_MAP create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } elseif ASIAN_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if DESERT_MAP create_terrain DESERT { base_terrain DIRT number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 8 set_scale_by_size } elseif ASIAN_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } else create_terrain DIRT { base_terrain GRASS number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 9 set_scale_by_size } endif /* SECONDARY FOREST */ if DESERT_MAP create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif ASIAN_MAP create_terrain BAMBOO { base_terrain GRASS2 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain PALM_DESERT { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif /* SECONDARY PATCH */ if DESERT_MAP create_terrain DIRT3 { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif ASIAN_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if DESERT_MAP create_terrain GRASS3 { base_terrain DIRT number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif ASIAN_MAP create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* ****************************************************** */ create_elevation 7 { if DESERT_MAP base_terrain DIRT elseif ASIAN_MAP base_terrain GRASS2 else base_terrain GRASS endif number_of_clumps 14 number_of_tiles 1000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif YUCATAN_ /* ****************************************************** */ /* ************* YUCATAN ****************** */ /* 10 JAN 99 */ #include_drs random_map.def 54000 base_terrain WATER create_player_lands { terrain_type GRASS3 land_percent 95 set_zone_randomly base_size 13 other_zone_avoidance_distance 6 } /* ****************************************************** */ create_terrain JUNGLE { base_terrain GRASS3 spacing_to_other_terrain_types 5 land_percent 30 number_of_clumps 30 set_avoid_player_start_areas } create_terrain JUNGLE { base_terrain GRASS3 spacing_to_other_terrain_types 5 land_percent 1 number_of_clumps 20 set_avoid_player_start_areas } create_terrain GRASS3 { base_terrain JUNGLE spacing_to_other_terrain_types 1 land_percent 7 number_of_clumps 19 set_avoid_player_start_areas } create_terrain GRASS3 { base_terrain WATER spacing_to_other_terrain_types 1 land_percent 3 number_of_clumps 10 set_avoid_player_start_areas } create_terrain LEAVES { base_terrain GRASS3 spacing_to_other_terrain_types 1 land_percent 3 number_of_clumps 26 } create_terrain LEAVES { base_terrain GRASS3 spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 40 } create_terrain GRASS { base_terrain GRASS3 number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } create_terrain MED_WATER { base_terrain WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 15 } /* PONDS FOR DA FISHIES */ create_terrain WATER { base_terrain GRASS3 spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 4 set_avoid_player_start_areas set_flat_terrain_only } create_terrain MED_WATER { base_terrain WATER spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 4 set_avoid_player_start_areas set_flat_terrain_only } /* ****************************************************** */ create_elevation 4 { base_terrain GRASS3 number_of_clumps 10 number_of_tiles 2000 set_scale_by_groups } create_elevation 7 { base_terrain JUNGLE number_of_clumps 7 number_of_tiles 4300 set_scale_by_groups } /* ****************************************************** */ elseif CONTINENTAL_ /* ****************************************************** */ /* ************ CONTINENTAL ************ */ /* 21 DEC 99 */ #include_drs random_map.def 54000 base_terrain WATER start_random percent_chance 20 #define ASIAN_MAP percent_chance 20 #define ALPINE_MAP end_random /* Fill in center */ create_land { if ASIAN_MAP terrain_type GRASS2 elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 10 base_size 7 left_border 25 right_border 25 top_border 25 bottom_border 25 } create_player_lands { if ASIAN_MAP terrain_type GRASS2 elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 50 base_size 9 start_random percent_chance 50 left_border 8 right_border 6 percent_chance 50 left_border 6 right_border 8 end_random start_random percent_chance 50 top_border 8 bottom_border 6 percent_chance 50 top_border 6 bottom_border 8 end_random border_fuzziness 10 set_zone_randomly other_zone_avoidance_distance 5 } /* ****************************************************** */ /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 3 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 5 spacing_to_other_terrain_types 5 land_percent 20 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* PRIMARY FOREST */ if ASIAN_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 7 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } elseif ALPINE_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 7 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 7 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if ASIAN_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 4 set_scale_by_size } elseif ALPINE_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } else create_terrain DIRT { base_terrain GRASS number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 9 set_scale_by_size } endif /* SECONDARY FOREST */ if ASIAN_MAP create_terrain BAMBOO { base_terrain GRASS3 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif ALPINE_MAP create_terrain FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif /* SECONDARY PATCH */ if ASIAN_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif ALPINE_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if ASIAN_MAP create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif ALPINE_MAP create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* ****************************************************** */ create_elevation 7 { if ALPINE_MAP base_terrain GRASS2 elseif ASIAN_MAP base_terrain GRASS2 else base_terrain GRASS endif number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } min_number_of_cliffs 5 max_number_of_cliffs 8 min_length_of_cliff 4 max_length_of_cliff 10 cliff_curliness 10 min_distance_cliffs 3 /* ****************************************************** */ elseif NOMAD_ /* ****************************************************** */ /* ************ NOMAD ************ */ /* 14 FEB 00 */ #include_drs random_map.def 54000 /* ****************************************************** */ random_placement nomad_resources /* ****************************************************** */ #define NOSC base_terrain WATER start_random percent_chance 20 #define DESERT_MAP percent_chance 20 #define ALPINE_MAP percent_chance 20 #define FROZEN_MAP end_random create_player_lands { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 elseif FROZEN_MAP terrain_type SNOW else terrain_type GRASS endif start_random percent_chance 50 land_percent 52 percent_chance 50 land_percent 60 end_random base_size 8 start_random percent_chance 25 left_border 8 top_border 8 bottom_border 8 percent_chance 25 left_border 8 top_border 8 right_border 8 percent_chance 25 right_border 8 left_border 8 bottom_border 8 percent_chance 25 right_border 8 top_border 8 bottom_border 8 end_random border_fuzziness 15 zone 1 other_zone_avoidance_distance 7 clumping_factor 15 } /* ****************************************************** */ /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 20 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* PRIMARY FOREST */ if DESERT_MAP create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } elseif ALPINE_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } elseif FROZEN_MAP create_terrain SNOW_FOREST { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if DESERT_MAP create_terrain DESERT { base_terrain DIRT number_of_clumps 8 spacing_to_other_terrain_types 1 land_percent 4 set_scale_by_size } elseif ALPINE_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 1 land_percent 6 set_scale_by_size } elseif FROZEN_MAP create_terrain GRASS_SNOW { base_terrain SNOW number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } else create_terrain DIRT { base_terrain GRASS number_of_clumps 8 spacing_to_other_terrain_types 1 land_percent 9 set_scale_by_size } endif /* SECONDARY FOREST */ if DESERT_MAP create_terrain PALM_DESERT { base_terrain DESERT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif ALPINE_MAP create_terrain FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif FROZEN_MAP create_terrain SNOW_FOREST { base_terrain GRASS_SNOW spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif /* SECONDARY PATCH */ if DESERT_MAP create_terrain DIRT3 { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } elseif ALPINE_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } elseif FROZEN_MAP create_terrain DIRT_SNOW { base_terrain SNOW number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if DESERT_MAP create_terrain GRASS3 { base_terrain DIRT number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } elseif ALPINE_MAP create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } elseif FROZEN_MAP create_terrain GRASS2 { base_terrain GRASS_SNOW number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } endif /* ****************************************************** */ elseif MIGRATION_ /* ****************************************************** */ /* ************ MIGRATION ************ */ /* 21 DEC 99 */ #include_drs random_map.def 54000 base_terrain WATER start_random percent_chance 20 #define DESERT_MAP percent_chance 20 #define ALPINE_MAP end_random create_player_lands { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 15 base_size 9 border_fuzziness 7 other_zone_avoidance_distance 7 clumping_factor 15 } /* ***FREE BIG ISLAND*** */ create_land { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 40 border_fuzziness 10 other_zone_avoidance_distance 10 land_id 21 start_random percent_chance 50 left_border 13 right_border 10 percent_chance 50 left_border 10 right_border 13 end_random start_random percent_chance 50 top_border 13 bottom_border 10 percent_chance 50 top_border 10 bottom_border 13 end_random } /* ****************************************************** */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 60 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 10 } /* PRIMARY FOREST */ if DESERT_MAP create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 6 number_of_clumps 14 set_avoid_player_start_areas set_scale_by_groups } elseif ALPINE_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 6 number_of_clumps 14 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 6 number_of_clumps 14 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if DESERT_MAP create_terrain DESERT { base_terrain DIRT number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 8 set_scale_by_size } elseif ALPINE_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } else create_terrain DIRT { base_terrain GRASS number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 9 set_scale_by_size } endif /* SECONDARY FOREST */ if DESERT_MAP create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif ALPINE_MAP create_terrain FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif /* SECONDARY PATCH */ if DESERT_MAP create_terrain DIRT3 { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif ALPINE_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if DESERT_MAP create_terrain GRASS3 { base_terrain DIRT number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif ALPINE_MAP create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* ****************************************************** */ create_elevation 7 { if DESERT_MAP base_terrain DIRT elseif ALPINE_MAP base_terrain GRASS2 else base_terrain GRASS endif number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ min_number_of_cliffs 3 max_number_of_cliffs 5 min_length_of_cliff 4 max_length_of_cliff 5 cliff_curliness 10 min_distance_cliffs 3 /* ****************************************************** */ elseif COASTAL_ /* ****************************************************** */ /* ************ COASTAL ************ */ /* 6 JAN 00 */ #include_drs random_map.def 54000 base_terrain WATER start_random percent_chance 15 #define DESERT_MAP percent_chance 15 #define ALPINE_MAP percent_chance 15 #define ASIAN_MAP percent_chance 15 #define FROZEN_MAP percent_chance 15 #define TROPICAL_MAP end_random create_player_lands { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 elseif ASIAN_MAP terrain_type GRASS2 elseif FROZEN_MAP terrain_type SNOW else terrain_type GRASS endif start_random percent_chance 33 land_percent 52 percent_chance 33 land_percent 60 percent_chance 33 land_percent 65 end_random base_size 8 start_random percent_chance 25 left_border 6 top_border 8 bottom_border 6 percent_chance 25 left_border 6 top_border 6 right_border 8 percent_chance 25 right_border 6 left_border 6 bottom_border 8 percent_chance 25 right_border 8 top_border 6 bottom_border 6 end_random border_fuzziness 15 zone 1 other_zone_avoidance_distance 7 clumping_factor 15 } /* ****************************************************** */ /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 20 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* PRIMARY FOREST */ if DESERT_MAP create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } elseif ALPINE_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } elseif FROZEN_MAP create_terrain SNOW_FOREST { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } elseif ASIAN_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } elseif TROPICAL_MAP create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if DESERT_MAP create_terrain DESERT { base_terrain DIRT number_of_clumps 12 spacing_to_other_terrain_types 0 land_percent 8 set_scale_by_size } elseif ALPINE_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } elseif FROZEN_MAP create_terrain GRASS_SNOW { base_terrain SNOW number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } elseif ASIAN_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } else create_terrain DIRT { base_terrain GRASS number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 9 set_scale_by_size } endif /* SECONDARY FOREST */ if DESERT_MAP create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif ALPINE_MAP create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif FROZEN_MAP create_terrain SNOW_FOREST { base_terrain GRASS_SNOW spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif ASIAN_MAP create_terrain BAMBOO { base_terrain GRASS2 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif /* SECONDARY PATCH */ if DESERT_MAP create_terrain DIRT3 { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif ALPINE_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif FROZEN_MAP create_terrain DIRT_SNOW { base_terrain SNOW number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif ASIAN_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if DESERT_MAP create_terrain GRA.S3 { base_terrain DIRT number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif ALPINE_MAP create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif FROZEN_MAP create_terrain GRASS2 { base_terrain GRASS_SNOW number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif ASIAN_MAP create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* ****************************************************** */ create_elevation 7 { if DESERT_MAP base_terrain DIRT elseif ALPINE_MAP base_terrain GRASS2 elseif FROZEN_MAP base_terrain SNOW elseif ASIAN_MAP base_terrain GRASS2 else base_terrain GRASS endif number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } min_number_of_cliffs 5 max_number_of_cliffs 8 min_length_of_cliff 4 max_length_of_cliff 10 cliff_curliness 10 min_distance_cliffs 3 /* ****************************************************** */ elseif MEDITERRANEAN_ /* ****************************************************** */ /* ********* MEDITERRANEAN ********** */ /* 21 DEC 99 */ #include_drs random_map.def 54000 start_random percent_chance 40 #define DESERT_MAP end_random if DESERT_MAP base_terrain DIRT else base_terrain GRASS endif /* CREATE THE INLAND SEA */ create_land { terrain_type WATER land_percent 80 left_border 15 right_border 20 top_border 15 bottom_border 20 border_fuzziness 40 other_zone_avoidance_distance 2 zone 16 } create_player_lands { if DESERT_MAP terrain_type DIRT else terrain_type GRASS endif land_percent 30 base_size 7 zone 1 other_zone_avoidance_distance 5 border_fuzziness 10 } /* ****************************************************** */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 3 spacing_to_other_terrain_types 1 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 5 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* PRIMARY FOREST */ if DESERT_MAP create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if DESERT_MAP create_terrain GRASS { base_terrain DIRT number_of_clumps 8 spacing_to_other_terrain_types 1 land_percent 4 set_scale_by_size } else create_terrain DIRT { base_terrain GRASS number_of_clumps 8 spacing_to_other_terrain_types 1 land_percent 9 set_scale_by_size } endif /* SECONDARY FOREST */ if DESERT_MAP create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif /* SECONDARY PATCH */ if DESERT_MAP create_terrain DESERT { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 5 set_scale_by_size } else create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if DESERT_MAP create_terrain GRASS3 { base_terrain DIRT number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } endif /* ****************************************************** */ create_elevation 7 { if DESERT_MAP base_terrain DIRT else base_terrain GRASS endif number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } min_number_of_cliffs 5 max_number_of_cliffs 8 min_length_of_cliff 4 max_length_of_cliff 10 cliff_curliness 10 min_distance_cliffs 3 /* ****************************************************** */ elseif TEAM_ISLANDS_ /* ****************************************************** */ /* ************ TEAM ISLANDS ************ */ /* 21 DEC 99 */ #include_drs random_map.def 54000 base_terrain WATER start_random percent_chance 20 #define DESERT_MAP percent_chance 20 #define ALPINE_MAP percent_chance 20 #define FROZEN_MAP end_random create_player_lands { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 elseif FROZEN_MAP terrain_type SNOW else terrain_type GRASS endif land_percent 45 base_size 12 border_fuzziness 15 start_random percent_chance 50 left_border 7 right_border 9 percent_chance 50 left_border 9 right_border 7 end_random start_random percent_chance 50 top_border 7 bottom_border 9 percent_chance 50 top_border 9 bottom_border 7 end_random set_zone_by_team other_zone_avoidance_distance 22 } /* ****************************************************** */ /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 20 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* PRIMARY FOREST */ if DESERT_MAP create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 6 number_of_clumps 8 set_avoid_player_start_areas set_scale_by_groups } elseif ALPINE_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 8 number_of_clumps 8 set_avoid_player_start_areas set_scale_by_groups } elseif FROZEN_MAP create_terrain SNOW_FOREST { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 8 number_of_clumps 8 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 8 number_of_clumps 8 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if DESERT_MAP create_terrain DESERT { base_terrain DIRT number_of_clumps 10 spacing_to_other_terrain_types 1 land_percent 4 set_scale_by_size } elseif ALPINE_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 16 spacing_to_other_terrain_types 1 land_percent 4 set_scale_by_size } elseif FROZEN_MAP create_terrain GRASS_SNOW { base_terrain SNOW number_of_clumps 16 spacing_to_other_terrain_types 1 land_percent 4 set_scale_by_size } else create_terrain DIRT { base_terrain GRASS number_of_clumps 10 spacing_to_other_terrain_types 1 land_percent 9 set_scale_by_size } endif /* SECONDARY FOREST */ if DESERT_MAP create_terrain FOREST { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif ALPINE_MAP create_terrain FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif FROZEN_MAP create_terrain PINE_FOREST { base_terrain GRASS_SNOW spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif /* SECONDARY PATCH */ if DESERT_MAP create_terrain DIRT3 { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } elseif ALPINE_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } elseif FROZEN_MAP create_terrain DIRT_SNOW { base_terrain SNOW number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } else create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if DESERT_MAP create_terrain GRASS3 { base_terrain DIRT number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } elseif ALPINE_MAP create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } elseif FROZEN_MAP create_terrain GRASS2 { base_terrain GRASS_SNOW number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } endif /* ****************************************************** */ create_elevation 7 { if DESERT_MAP base_terrain DIRT elseif ALPINE_MAP base_terrain GRASS2 elseif FROZEN_MAP base_terrain SNOW else base_terrain GRASS endif number_of_clumps 14 number_of_tiles 1200 set_scale_by_groups set_scale_by_size } min_number_of_cliffs 3 max_number_of_cliffs 5 min_length_of_cliff 4 max_length_of_cliff 8 cliff_curliness 10 min_distance_cliffs 3 /* ****************************************************** */ elseif CRATER_LAKE_ /* ****************************************************** */ /* ********* CRATER LAKE ********** */ /* 21 DEC 99 */ #include_drs random_map.def 54000 base_terrain GRASS /* CREATE THE INLAND SEA */ create_land { terrain_type WATER land_percent 85 left_border 10 right_border 10 top_border 10 bottom_border 10 border_fuzziness 40 base_size 7 zone 16 } /* CREATE THE SPIRE */ create_land { terrain_type GRASS2 land_percent 5 left_border 25 right_border 25 top_border 25 bottom_border 25 other_zone_avoidance_distance 10 zone 15 } create_player_lands { terrain_type GRASS land_percent 50 /* 60 */ base_size 9 other_zone_avoidance_distance 7 /* set_zone_by_team */ } /* ****************************************************** */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 3 spacing_to_other_terrain_types 1 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 2 land_percent 25 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 5 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 10 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 4 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } /* ****************************************************** */ create_elevation 5 { base_terrain GRASS number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } create_elevation 7 { base_terrain GRASS2 number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } min_number_of_cliffs 5 max_number_of_cliffs 10 min_length_of_cliff 4 max_length_of_cliff 10 cliff_curliness 10 min_distance_cliffs 3 /* ****************************************************** */ elseif GOLD_RUSH_ /* ****************************************************** */ /* ********* GOLD RUSH ********** */ /* 21 DEC 99 */ #include_drs random_map.def 54000 base_terrain GRASS /* CREATE BADLANDS IN THE MIDDLE */ /* EMPTY LAND */ create_land { terrain_type DIRT land_percent 85 left_border 15 right_border 15 top_border 15 bottom_border 15 zone 16 min_placement_distance 100 } /* GOOD STUFF */ create_land { terrain_type DIRT land_percent 5 left_border 40 right_border 40 top_border 40 bottom_border 40 zone 15 land_id 22 } create_player_lands { terrain_type GRASS land_percent 50 base_size 9 other_zone_avoidance_distance 7 set_zone_by_team } /* ****************************************************** */ create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 5 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups } /* LAKEAGE */ create_terrain WATER { base_terrain GRASS land_percent 1 number_of_clumps 4 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_flat_terrain_only } create_terrain MED_WATER { base_terrain WATER land_percent 1 number_of_clumps 4 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_flat_terrain_only } create_terrain DESERT { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 8 set_scale_by_size } create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } /* ****************************************************** */ create_elevation 5 { base_terrain GRASS number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } create_elevation 7 { base_terrain DIRT number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } min_number_of_cliffs 5 max_number_of_cliffs 10 min_length_of_cliff 4 max_length_of_cliff 10 cliff_curliness 10 min_distance_cliffs 3 /* ****************************************************** */ elseif LAND_NOMAD /* ****************************************************** */ #define NOSC /* ************************************ */ start_random percent_chance 0 #define DESERT_MAP percent_chance 0 #define ALPINE_MAP percent_chance 0 #define FROZEN_MAP percent_chance 0 #define JUNGLE_MAP percent_chance 0 #define ASIAN_MAP end_random base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 50 base_size 15 border_fuzziness 20 clumping_factor 25 other_zone_avoidance_distance 5 } /* **************************************** */ create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 25 number_of_clumps 10 clumping_factor 20 set_avoid_player_start_areas set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 20 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* **************************************** */ create_elevation 7 { base_terrain GRASS number_of_clumps 30 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } /* **************************************** */ /* Cliffs */ min_number_of_cliffs 7 max_number_of_cliffs 10 min_length_of_cliff 8 max_length_of_cliff 12 cliff_curliness 10 min_distance_cliffs 4 /* ****************************************************** */ elseif DRY_ARABIA /* ****************************************************** */ /* ************ ARABIA ************ */ #include_drs random_map.def start_random percent_chance 50 #define DESERT_MAP end_random if DESERT_MAP base_terrain DIRT else base_terrain GRASS3 endif create_player_lands { if DESERT_MAP terrain_type DIRT else terrain_type GRASS3 endif land_percent 25 base_size 9 border_fuzziness 15 } /* ****************************************************** */ /* PRIMARY FOREST */ if DESERT_MAP create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if DESERT_MAP create_terrain DESERT { base_terrain DIRT number_of_clumps 16 spacing_to_other_terrain_types 0 land_percent 10 set_scale_by_size } else create_terrain DIRT { base_terrain GRASS3 number_of_clumps 26 spacing_to_other_terrain_types 1 land_percent 9 set_scale_by_size } endif /* SECONDARY FOREST */ if DESERT_MAP create_terrain FOREST { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif /* SECONDARY PATCH */ if DESERT_MAP create_terrain DIRT3 { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS3 number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if DESERT_MAP create_terrain GRASS3 { base_terrain DIRT number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } else create_terrain DESERT { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } endif /* OASES */ /* Our oases dried up, sorry! if DESERT_MAP create_terrain WATER { base_terrain PALM_DESERT spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 8 set_avoid_player_start_areas set_flat_terrain_only set_scale_by_groups } endif */ create_elevation 7 { if DESERT_MAP base_terrain DIRT else base_terrain GRASS3 endif number_of_clumps 20 number_of_tiles 6000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ min_number_of_cliffs 10 max_number_of_cliffs 15 min_length_of_cliff 3 max_length_of_cliff 10 /* END OF GIGA_PACK1 STANDARD MAPS */ endif endif /* START OF GIGA_PACK2 ANNIVERSARY PACK */ /* ****************************************************** */ if GIGA_PACK2 if RAFT_AP /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 90 base_size 11 /* Old one was 12% lets try these new sizes */ if TINY_MAP base_size 10 elseif HUGE_MAP base_size 10 endif left_border 20 right_border 20 start_random percent_chance 50 other_zone_avoidance_distance 4 percent_chance 50 other_zone_avoidance_distance 5 end_random set_zone_by_team border_fuzziness 9 if TINY_MAP start_random percent_chance 70 /* Removes the river on the main island */ zone 1 percent_chance 30 /* Keeps the river */ end_random elseif SMALL_MAP start_random percent_chance 40 zone 1 percent_chance 60 end_random elseif MEDIUM_MAP start_random percent_chance 40 zone 1 percent_chance 60 end_random elseif LARGE_MAP start_random percent_chance 40 zone 1 percent_chance 60 end_random elseif HUGE_MAP start_random percent_chance 70 zone 1 percent_chance 30 end_random endif if GIGANTIC_MAP zone 0 endif } create_land { terrain_type GRASS3 land_percent 25 right_border 90 left_border 0 top_border 0 bottom_border 0 border_fuzziness 15 clumping_factor 5 } create_land { terrain_type GRASS3 land_percent 25 right_border 0 left_border 90 top_border 0 bottom_border 0 border_fuzziness 15 clumping_factor 5 } create_land { terrain_type WATER land_percent 3 right_border 0 left_border 0 top_border 97 } /* ****************************************************** */ /* WATER */ create_terrain MED_WATER { base_terrain WATER land_percent 8 number_of_clumps 7 spacing_to_other_terrain_types 3 set_scale_by_groups } create_terrain FOREST /* Main Forest on the big island */ { land_percent 7 number_of_clumps 14 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST /* Forest on the right and left islands */ { land_percent 20 base_terrain GRASS3 clumping_factor 10 spacing_to_other_terrain_types 8 if TINY_MAP spacing_to_other_terrain_types 7 endif set_scale_by_groups } create_terrain FOREST { land_percent 20 base_terrain GRASS3 clumping_factor 10 spacing_to_other_terrain_types 8 if TINY_MAP spacing_to_other_terrain_types 7 endif set_scale_by_groups } /* ****************************************************** */ elseif TRADE_ROUTE_AP /* ****************************************************** */ #const FUNGUSROAD 39 #const ROAD_SNOW 38 start_random percent_chance 50 #define ROAD_STYLE_1 percent_chance 25 #define ROAD_STYLE_2 percent_chance 25 #define ROAD_STYLE_3 end_random /* ****************************************************** */ if ROAD_STYLE_1 /* ****************************************************** */ base_terrain FUNGUSROAD create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 15 set_zone_by_team start_random percent_chance 50 other_zone_avoidance_distance 10 percent_chance 50 other_zone_avoidance_distance 11 end_random } /* ****************************************************** */ create_terrain DIRT3 { base_terrain GRASS set_avoid_player_start_areas land_percent 5 number_of_clumps 34 set_scale_by_groups } create_terrain FOREST { land_percent 5 number_of_clumps 10 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { land_percent 5 number_of_clumps 10 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT2 { base_terrain GRASS set_avoid_player_start_areas land_percent 2 number_of_clumps 10 set_scale_by_group } /* ****************************************************** */ elseif ROAD_STYLE_2 /* ****************************************************** */ base_terrain ROAD_SNOW create_player_lands { terrain_type SNOW land_percent 100 base_size 14 border_fuzziness 15 set_zone_by_team start_random percent_chance 50 other_zone_avoidance_distance 10 percent_chance 50 other_zone_avoidance_distance 11 end_random } /* ****************************************************** */ create_terrain DIRT_SNOW { base_terrain SNOW set_avoid_player_start_areas land_percent 5 number_of_clumps 34 set_scale_by_groups } create_terrain SNOW_FOREST { base_terrain SNOW land_percent 7 number_of_clumps 13 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain SNOW land_percent 7 number_of_clumps 13 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS_SNOW { base_terrain SNOW set_avoid_player_start_areas land_percent 2 number_of_clumps 10 set_scale_by_group } /* ****************************************************** */ elseif ROAD_STYLE_3 /* ****************************************************** */ base_terrain ROAD2 create_player_lands { terrain_type DESERT land_percent 100 base_size 14 border_fuzziness 15 set_zone_by_team start_random percent_chance 50 other_zone_avoidance_distance 10 percent_chance 50 other_zone_avoidance_distance 11 end_random } /* ****************************************************** */ create_terrain DIRT3 { base_terrain DESERT set_avoid_player_start_areas land_percent 10 number_of_clumps 40 set_scale_by_group } create_terrain PALM_DESERT { base_terrain DESERT land_percent 8 number_of_clumps 13 clumping_factor 20 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain DESERT land_percent 3 number_of_clumps 10 clumping_factor 20 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } endif /* ****************************************************** */ elseif QUICKSAND_AP /* ****************************************************** */ base_terrain BEACH create_player_lands { terrain_type DIRT land_percent 15 base_size 14 border_fuzziness 15 set_zone_by_teams other_zone_avoidance_distance 5 } create_land { terrain_type GRASS land_percent 6 border_fuzziness 10 clumping_factor 15 bottom_border 35 top_border 35 left_border 35 right_border 35 } /* ****************************************************** */ create_terrain DIRT { base_terrain BEACH number_of_clumps 100 land_percent 25 spacing_to_other_terrain_types 3 } create_terrain JUNGLE { base_terrain GRASS land_percent 2 number_of_clumps 4 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 4 land_percent 5 number_of_clumps 14 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS3 { base_terrain BEACH number_of_clumps 25 spacing_to_other_terrain_types 1 land_percent 5 } create_terrain FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 2 land_percent 2 number_of_clumps 4 set_avoid_player_start_areas set_scale_by_groups } start_random percent_chance 25 #define WATER_IN_MIDDLE percent_chance 75 #define NO_WATER end_random if WATER_IN_MIDDLE create_terrain WATER { base_terrain GRASS spacing_to_other_terrain_types 4 land_percent 1 set_scale_by_groups } elseif NO_WATER endif /* ****************************************************** */ elseif HYPERBOREA_AP /* ****************************************************** */ base_terrain GRASS_SNOW create_player_lands { terrain_type SNOW land_percent 100 base_size 13 border_fuzziness 10 clumping_factor 10 bottom_border 7 top_border 7 left_border 7 right_border 7 other_zone_avoidance_distance 0 } /* ****************************************************** */ create_terrain SNOW_FOREST { base_terrain GRASS_SNOW number_of_clumps 14 land_percent 7 spacing_to_other_terrain_types 3 set_scale_by_group } create_terrain PINE_FOREST { base_terrain GRASS_SNOW number_of_clumps 14 land_percent 7 spacing_to_other_terrain_types 3 set_scale_by_group } create_terrain SNOW_FOREST { base_terrain SNOW number_of_clumps 20 land_percent 14 set_avoid_player_start_areas set_scale_by_group } create_elevation 3 { base_terrain SNOW number_of_clumps 15 number_of_tiles 3000 set_scale_by_groups set_scale_by_size set_avoid_player_start_areas } /* ****************************************************** */ elseif LOCK_WASHER_AP /* ****************************************************** */ if TINY_MAP base_terrain PINE_FOREST else start_random percent_chance 50 base_terrain PINE_FOREST percent_chance 50 base_terrain GRASS3 end_random endif create_player_lands { terrain_type GRASS land_percent 100 base_size 14 top_border 7 bottom_border 7 left_border 7 right_border 7 border_fuzziness 15 clumping_factor 20 set_zone_randomly } start_random percent_chance 50 #define BIG_WATER percent_chance 50 #define SMALL_WATER end_random /* ****************************************************** */ if SMALL_WATER /* ****************************************************** */ create_land { terrain_type WATER land_percent 100 top_border 43 left_border 31 right_border 31 bottom_border 43 border_fuzziness 15 clumping_factor 30 other_zone_avoidance_distance 0 } /* ****************************************************** */ elseif BIG_WATER /* ****************************************************** */ create_land { terrain_type WATER land_percent 100 top_border 35 left_border 35 right_border 35 bottom_border 35 border_fuzziness 15 clumping_factor 20 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 100 top_border 35 left_border 35 right_border 35 bottom_border 35 border_fuzziness 15 clumping_factor 20 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 100 top_border 35 left_border 35 right_border 35 bottom_border 35 border_fuzziness 15 clumping_factor 20 other_zone_avoidance_distance 0 } endif /* ****************************************************** */ create_terrain DIRT3 { base_terrain GRASS land_percent 5 number_of_clumps 35 spacing_to_other_terrain_types 2 set_avoid_player_start_areas } create_terrain LEAVES { base_terrain GRASS set_avoid_player_start_areas spacing_to_other_terrain_types 2 land_percent 8 number_of_clumps 7 set_scale_by_groups } if TINY_MAP create_terrain FOREST { base_terrain PINE_FOREST land_percent 100 spacing_to_other_terrain_types 3 } endif create_terrain PINE_FOREST { base_terrain GRASS3 land_percent 100 } create_terrain FOREST { base_terrain PINE_FOREST land_percent 100 spacing_to_other_terrain_types 3 } create_terrain FOREST { base_terrain GRASS land_percent 5 number_of_clumps 40 set_scale_by_group spacing_to_other_terrain_types 3 set_avoid_player_start_areas } create_terrain MED_WATER { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 } /* ****************************************************** */ elseif MAZE_AP /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS2 land_percent 25 base_size 14 border_fuzziness 15 clumping_factor 20 set_zone_randomly } /* ****************************************************** */ create_terrain DIRT3 { base_terrain GRASS land_percent 10 number_of_clumps 34 set_scale_by_groups set_avoid_player_start_areas } /* BASE FOREST */ create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 1 land_percent 4 /* was 3% */ number_of_clumps 6 /* was 5% */ set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 4 number_of_clumps 10 /* was 10% */ set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 2 land_percent 2 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups } if TINY_MAP start_random percent_chance 100 #define LESS end_random endif if SMALL_MAP start_random percent_chance 100 #define LESS end_random endif if LESS min_number_of_cliffs 15 max_number_of_cliffs 25 min_length_of_cliff 10 max_length_of_cliff 15 min_distance_cliffs 1 else start_random percent_chance 40 #define FAR percent_chance 40 #define CLOSE percent_chance 20 #define CLOSER end_random if MEDIUM_MAP start_random percent_chance 80 #define FAR percent_chance 20 #define CLOSE end_random endif if FAR min_number_of_cliffs 40 max_number_of_cliffs 60 min_length_of_cliff 10 max_length_of_cliff 15 min_distance_cliffs 1 elseif CLOSE min_number_of_cliffs 60 max_number_of_cliffs 90 min_length_of_cliff 10 max_length_of_cliff 15 min_distance_cliffs 1 elseif CLOSER min_number_of_cliffs 60 max_number_of_cliffs 90 min_length_of_cliff 10 max_length_of_cliff 15 min_distance_cliffs 0 endif endif /* ****************************************************** */ elseif INFREQUENT_AP /* ****************************************************** */ base_terrain DIRT3 create_player_lands { terrain_type DIRT3 land_percent 30 base_size 14 clumping_factor 15 border_fuzziness 15 } /* ****************************************************** */ create_terrain BAMBOO { base_terrain DIRT3 land_percent 12 number_of_clumps 30 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain DESERT { base_terrain DIRT3 land_percent 15 set_avoid_player_start_areas set_scale_by_groups number_of_clumps 30 } create_terrain DIRT2 { base_terrain DIRT3 land_percent 4 set_avoid_player_start_areas set_scale_by_groups number_of_clumps 32 } create_terrain JUNGLE { base_terrain DIRT3 spacing_to_other_terrain_types 2 land_percent 3 number_of_clumps 14 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif WOODEN_WEB_AP /* ****************************************************** */ base_terrain FOREST create_player_lands { terrain_type GRASS land_percent 100 base_size 12 left_border 8 right_border 8 top_border 8 bottom_border 8 clumping_factor 10 start_random percent_chance 50 #define MODES percent_chance 50 #define NO_MODES end_random /* ****************************************************** */ if MODES /* ****************************************************** */ set_zone_by_teams other_zone_avoidance_distance 6 /* ****************************************************** */ elseif NO_MODES /* ****************************************************** */ endif } create_land { terrain_type FOREST land_percent 100 top_border 35 left_border 35 right_border 35 bottom_border 35 border_fuzziness 15 clumping_factor 20 } /* ****************************************************** */ create_terrain DIRT3 { base_terrain GRASS land_percent 5 number_of_clumps 35 spacing_to_other_terrain_types 2 set_avoid_player_start_areas } create_terrain FOREST { base_terrain PINE_FOREST land_percent 100 spacing_to_other_terrain_types 3 } create_terrain FOREST { base_terrain GRASS land_percent 5 number_of_clumps 35 set_scale_by_group spacing_to_other_terrain_types 1 set_avoid_player_start_areas } /* ****************************************************** */ elseif GLACIER_AP /* ****************************************************** */ base_terrain ICE create_player_lands { terrain_type SNOW land_percent 40 base_size 14 bottom_border 2 top_border 2 left_border 2 right_border 2 border_fuzziness 10 clumping_factor 10 start_random percent_chance 50 other_zone_avoidance_distance 10 percent_chance 50 other_zone_avoidance_distance 5 end_random } /* ****************************************************** */ create_terrain PINE_FOREST { base_terrain SNOW land_percent 6 number_of_clumps 14 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { land_percent 4 base_terrain ICE number_of_clumps 12 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } start_random percent_chance 75 #define SPOTS percent_chance 25 #define NO_SPOTS end_random if SPOTS create_terrain DIRT_SNOW { base_terrain ICE land_percent 8 number_of_clumps 50 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } elseif NO_SPOTS endif /* ****************************************************** */ elseif ROAD_TO_VICTORY_AP /* ****************************************************** */ start_random percent_chance 80 #define KEEP_WATER percent_chance 20 #define IT_BEGINS end_random if IT_BEGINS #define NO_FISH endif if KEEP_WATER base_terrain WATER elseif IT_BEGINS base_terrain DEEP_WATER endif create_player_lands { terrain_type GRASS land_percent 56 if TINY_MAP land_percent 45 other_zone_avoidance_distance 18 endif left_border 8 right_border 8 top_border 8 bottom_border 8 base_size 14 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 22 set_zone_by_team } /* ****************************************************** */ create_terrain PINE_FOREST { base_terrain GRASS land_percent 8 number_of_clumps 14 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 3 land_percent 35 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 8 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } if IT_BEGINS start_random percent_chance 100 #NO_MED_WATER_SPOT end_random if NO_MED_WATER_SPOT endif else create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 6 spacing_to_other_terrain_types 1 land_percent 1 } endif /* ****************************************************** */ elseif CARIBBEAN_AP /* ****************************************************** */ start_random percent_chance 20 #define NO_ZONE end_random base_terrain WATER create_player_lands { terrain_type DESERT land_percent 35 if TINY_MAP land_percent 30 endif base_size 14 bottom_border 3 top_border 3 left_border 3 right_border 3 border_fuzziness 10 other_zone_avoidance_distance 15 if TINY_MAP base_size 14 top_border 4 left_border 4 right_border 4 bottom_border 4 border_fuzziness 7 other_zone_avoidance_distance 9 endif } create_land { terrain_type GRASS if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 400 endif border_fuzziness 7 right_border 30 top_border 30 bottom_border 30 left_border 30 other_zone_avoidance_distance 9 } create_land { terrain_type GRASS if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 400 endif border_fuzziness 7 right_border 30 top_border 30 bottom_border 30 left_border 30 other_zone_avoidance_distance 9 } start_random percent_chance 50 create_land { terrain_type BEACH land_percent 100 border_fuzziness 10 right_border 40 top_border 40 bottom_border 40 left_border 40 other_zone_avoidance_distance 5 } percent_chance 50 end_random /* ****************************************************** */ create_terrain PALM_DESERT { base_terrain DESERT land_percent 7 number_of_clumps 14 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 3 land_percent 35 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 8 } create_terrain JUNGLE { base_terrain GRASS land_percent 3 number_of_clumps 6 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain BEACH land_percent 1 set_scale_by_groups } create_terrain GRASS2 { base_terrain BEACH land_percent 1 number_of_clumps 3 set_scale_by_groups } /* ****************************************************** */ elseif AGRICULTURAL_AP /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS2 land_percent 35 base_size 14 border_fuzziness 20 clumping_factor 20 set_zone_randomly } /* ****************************************************** */ #const FARMS_RUINED 8 #const FARMS_COMPLETE 7 create_terrain GRASS3 { base_terrain GRASS land_percent 10 number_of_clumps 40 set_scale_by_groups set_avoid_player_start_areas } /* BASE FOREST */ create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 1 land_percent 5 number_of_clumps 9 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 10 number_of_clumps 25 set_avoid_player_start_areas set_scale_by_groups } create_terrain FARMS_COMPLETE { base_terrain GRASS land_percent 10 number_of_clumps 40 spacing_to_other_terrain_types 1 set_scale_by_groups set_avoid_player_start_areas } create_terrain FARMS_RUINED { base_terrain GRASS land_percent 10 number_of_clumps 30 spacing_to_other_terrain_types 1 set_scale_by_groups set_avoid_player_start_areas } /* ****************************************************** */ elseif AUTUMNALAE_AP /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS2 land_percent 40 base_size 14 border_fuzziness 10 clumping_factor 10 set_zone_by_teams other_zone_avoidance_distance 15 } /* ****************************************************** */ /* BASE FOREST */ create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 1 land_percent 5 number_of_clumps 8 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 4 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain FOREST spacing_to_other_terrain_types 0 land_percent 2 number_of_clumps 30 set_avoid_player_start_areas set_scale_by_groups } create_terrain LEAVES { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 8 number_of_clumps 25 set_avoid_player_start_areas set_scale_by_size } /* ****************************************************** */ elseif TWO_RIVERS_AP /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS2 land_percent 10 base_size 8 border_fuzziness 10 set_zone_by_team other_zone_avoidance_distance 1 } start_random percent_chance 50 #define SMALL_RIVER percent_chance 50 #define LARGE_RIVER end_random /* ****************************************************** */ if SMALL_RIVER /* ****************************************************** */ create_land { terrain_type WATER land_percent 20 right_border 33 left_border 64 top_border 1 bottom_border 20 border_fuzziness 15 clumping_factor 5 } create_land { terrain_type WATER land_percent 20 right_border 64 left_border 33 top_border 20 bottom_border 1 border_fuzziness 15 clumping_factor 5 } /* ****************************************************** */ elseif LARGE_RIVER /* ****************************************************** */ create_land { terrain_type WATER land_percent 20 right_border 28 left_border 64 top_border 1 bottom_border 20 border_fuzziness 15 clumping_factor 10 } create_land { terrain_type WATER land_percent 20 right_border 64 left_border 28 top_border 20 bottom_border 1 border_fuzziness 15 clumping_factor 10 } endif /* ****************************************************** */ /* BASE FOREST */ create_terrain PINE_FOREST { base_terrain GRASS2 land_percent 2 number_of_clumps 6 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 4 land_percent 10 number_of_clumps 27 set_avoid_player_start_areas set_scale_by_groups } /* WATER */ create_terrain MED_WATER { base_terrain WATER land_percent 2 number_of_clumps 10 spacing_to_other_terrain_types 2 set_scale_by_groups } /* ****************************************************** */ elseif MELTING_ICE_AP /* ****************************************************** */ start_random percent_chance 50 #define STYLE_1 percent_chance 50 #define STYLE_2 end_random if STYLE_1 base_terrain SHALLOW elseif STYLE_2 base_terrain ICE endif create_player_lands { terrain_type GRASS land_percent 100 base_size 10 if STYLE_1 top_border 2 bottom_border 2 left_border 2 right_border 2 elseif STYLE_2 top_border 3 bottom_border 3 left_border 3 right_border 3 endif border_fuzziness 10 clumping_factor 10 if TINY_MAP else start_random percent_chance 30 other_zone_avoidance_distance 6 set_zone_by_team end_random endif } create_land { terrain_type ICE land_percent 100 top_border 34 left_border 34 right_border 34 bottom_border 34 border_fuzziness 15 clumping_factor 15 } create_land { terrain_type ICE land_percent 100 top_border 34 left_border 34 right_border 34 bottom_border 34 border_fuzziness 15 clumping_factor 15 } create_land { terrain_type WATER land_percent 100 top_border 40 left_border 40 right_border 40 bottom_border 40 border_fuzziness 10 if TINY_MAP top_border 42 left_border 42 right_border 42 bottom_border 42 endif if STYLE_2 if TINY_MAP top_border 40 left_border 40 right_border 40 bottom_border 40 endif endif } create_land { terrain_type WATER land_percent 100 top_border 41 left_border 41 right_border 41 bottom_border 41 border_fuzziness 10 if TINY_MAP top_border 43 left_border 43 right_border 43 bottom_border 43 endif if STYLE_2 if TINY_MAP top_border 41 left_border 41 right_border 41 bottom_border 41 endif endif } /* ****************************************************** */ create_terrain BAMBOO { land_percent 5 number_of_clumps 10 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { land_percent 5 number_of_clumps 10 clumping_factor 25 spacing_to_other_terrain_types 4 set_avoid_player_start_areas set_scale_by_groups } if STYLE_1 create_terrain ICE { land_percent 100 base_terrain WATER clumping_factor 25 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } if TINY_MAP else create_terrain ICE { start_random percent_chance 50 land_percent 7 percent_chance 50 land_percent 8 end_random base_terrain SHALLOW number_of_clumps 100 set_avoid_player_start_areas set_scale_by_groups } endif endif /* ****************************************************** */ elseif ARZACHEL_AP /* ****************************************************** */ start_random percent_chance 20 #define MODE__1 percent_chance 20 #define MODE__2 percent_chance 20 #define MODE__3 percent_chance 30 #define MODE__4 percent_chance 10 #define MODE__5 end_random if MODE__1 base_terrain DIRT elseif MODE__2 base_terrain GRASS2 elseif MODE__3 base_terrain DESERT elseif MODE__4 base_terrain LEAVES elseif MODE__5 base_terrain DIRT3 endif create_player_lands { if MODE__1 terrain_type GRASS elseif MODE__2 terrain_type GRASS elseif MODE__3 terrain_type DIRT elseif MODE__4 terrain_type GRASS elseif MODE__5 terrain_type GRASS endif land_percent 100 base_size 9 border_fuzziness 100 start_random percent_chance 50 #define BIG_SIZE percent_chance 50 #define SMALL_SIZE end_random if BIG_SIZE right_border 7 bottom_border 7 left_border 7 top_border 7 elseif SMALL_SIZE right_border 5 bottom_border 5 left_border 5 top_border 5 endif } if MODE__4 elseif TINY_MAP elseif SMALL_MAP start_random percent_chance 100 #define NOTHING end_random else start_random percent_chance 40 #define SYMBOL_MARK percent_chance 60 #define NOTHING end_random endif if SYMBOL_MARK create_land { terrain_type LEAVES land_percent 100 top_border 47 left_border 46 right_border 47 bottom_border 46 if MEDIUM_MAP top_border 50 left_border 50 right_border 47 bottom_border 50 endif border_fuzziness 10 clumping_factor 10 } elseif NOTHING endif start_random percent_chance 40 #define OASIS_STYLE percent_chance 60 #define MIXTURE_STYLE end_random if MODE__1 create_terrain DIRT3 { land_percent 100 number_of_clumps 1 border_fuzziness 100 spacing_to_other_terrain_types 9 if SMALL_SIZE spacing_to_other_terrain_types 7 endif set_avoid_player_start_areas set_scale_by_groups clumping_factor 10 } create_terrain GRASS3 { land_percent 100 base_terrain DIRT3 number_of_clumps 1 border_fuzziness 100 spacing_to_other_terrain_types 6 set_avoid_player_start_areas set_scale_by_groups clumping_factor 10 } create_terrain PALM_DESERT { base_terrain DIRT land_percent 3 number_of_clumps 12 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain LEAVES land_percent 1 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } if OASIS_STYLE create_terrain JUNGLE { land_percent 100 base_terrain GRASS3 } elseif MIXTURE_STYLE create_terrain LEAVES { base_terrain GRASS3 land_percent 5 number_of_clumps 10 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS3 land_percent 11 number_of_clumps 30 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } endif elseif MODE__2 create_terrain GRASS_SNOW { land_percent 100 number_of_clumps 1 border_fuzziness 100 spacing_to_other_terrain_types 9 if SMALL_SIZE spacing_to_other_terrain_types 7 endif set_avoid_player_start_areas set_scale_by_groups clumping_factor 10 } create_terrain SNOW { land_percent 100 base_terrain GRASS_SNOW number_of_clumps 1 border_fuzziness 100 spacing_to_other_terrain_types 6 set_avoid_player_start_areas set_scale_by_groups clumping_factor 10 } create_terrain PINE_FOREST { base_terrain GRASS2 land_percent 3 number_of_clumps 12 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain LEAVES land_percent 1 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } if OASIS_STYLE create_terrain SNOW_FOREST { land_percent 100 base_terrain SNOW } elseif MIXTURE_STYLE create_terrain SNOW_FOREST { base_terrain SNOW land_percent 9 number_of_clumps 30 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain GRASS land_percent 2 number_of_clumps 10 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } endif elseif MODE__3 create_terrain DIRT3 { land_percent 100 base_terrain DIRT number_of_clumps 1 border_fuzziness 100 spacing_to_other_terrain_types 9 if SMALL_SIZE spacing_to_other_terrain_types 7 endif set_avoid_player_start_areas set_scale_by_groups clumping_factor 10 } create_terrain GRASS { land_percent 100 base_terrain DIRT3 number_of_clumps 1 border_fuzziness 100 spacing_to_other_terrain_types 6 set_avoid_player_start_areas set_scale_by_groups clumping_factor 10 } create_terrain GRASS3 { base_terrain DIRT land_percent 5 number_of_clumps 10 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DESERT land_percent 3 number_of_clumps 10 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DIRT land_percent 2 number_of_clumps 10 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain LEAVES land_percent 1 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } if OASIS_STYLE create_terrain PALM_DESERT { land_percent 100 base_terrain GRASS } elseif MIXTURE_STYLE create_terrain PALM_DESERT { base_terrain GRASS land_percent 9 number_of_clumps 30 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain DIRT3 land_percent 2 number_of_clumps 10 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } endif elseif MODE__4 create_terrain DIRT { land_percent 100 number_of_clumps 1 border_fuzziness 100 spacing_to_other_terrain_types 9 if SMALL_SIZE spacing_to_other_terrain_types 9 endif set_avoid_player_start_areas set_scale_by_groups clumping_factor 10 } create_terrain DIRT3 { land_percent 100 base_terrain DIRT number_of_clumps 1 border_fuzziness 100 spacing_to_other_terrain_types 9 set_avoid_player_start_areas set_scale_by_groups clumping_factor 10 } start_random percent_chance 50 create_terrain SNOW_FOREST percent_chance 50 create_terrain FOREST end_random { base_terrain LEAVES land_percent 100 start_random percent_chance 50 spacing_to_other_terrain_types 2 percent_chance 50 spacing_to_other_terrain_types 1 end_random if TINY_MAP spacing_to_other_terrain_types 0 endif set_avoid_player_start_areas set_scale_by_groups } create_terrain BAMBOO { base_terrain DIRT land_percent 2 number_of_clumps 12 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } if OASIS_STYLE create_terrain WATER { land_percent 100 base_terrain DIRT3 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 20 spacing_to_other_terrain_types 3 land_percent 15 } elseif MIXTURE_STYLE create_terrain WATER { land_percent 100 base_terrain DIRT3 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 20 spacing_to_other_terrain_types 3 land_percent 15 } endif elseif MODE__5 create_terrain DIRT2 { land_percent 100 number_of_clumps 1 border_fuzziness 100 spacing_to_other_terrain_types 9 if SMALL_SIZE spacing_to_other_terrain_types 7 endif set_avoid_player_start_areas set_scale_by_groups clumping_factor 10 } create_terrain LEAVES { land_percent 100 base_terrain DIRT2 number_of_clumps 1 border_fuzziness 100 spacing_to_other_terrain_types 7 set_avoid_player_start_areas set_scale_by_groups clumping_factor 10 } create_terrain PALM_DESERT { base_terrain DESERT land_percent 3 number_of_clumps 10 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS2 land_percent 2 number_of_clumps 10 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain DIRT3 land_percent 3 number_of_clumps 10 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } if OASIS_STYLE create_terrain BAMBOO { land_percent 100 base_terrain LEAVES } elseif MIXTURE_STYLE create_terrain BAMBOO { base_terrain LEAVES land_percent 9 number_of_clumps 30 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS { base_terrain LEAVES land_percent 5 number_of_clumps 10 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } endif endif /* ****************************************************** */ elseif DAM_AP /* ****************************************************** */ base_terrain GRASS2 create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 100 right_border 5 bottom_border 5 left_border 4 top_border 5 if TINY_MAP right_border 9 bottom_border 9 left_border 7 top_border 9 elseif SMALL_MAP right_border 7 bottom_border 7 left_border 6 top_border 7 elseif MEDIUM_MAP right_border 7 bottom_border 7 left_border 5 top_border 7 elseif HUGE_MAP right_border 5 bottom_border 5 left_border 4 top_border 5 elseif GIGANTIC_MAP right_border 4 bottom_border 5 left_border 5 top_border 5 endif } create_terrain WATER { base_terrain GRASS2 land_percent 100 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain GRASS land_percent 10 number_of_clumps 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_elevation 6 { base_terrain GRASS2 number_of_clumps 15 number_of_tiles 7000 set_scale_by_groups set_scale_by_size } create_elevation 3 { base_terrain GRASS3 number_of_clumps 15 number_of_tiles 4000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif FORT_AP /* ****************************************************** */ base_terrain GRASS create_player_lands { start_random percent_chance 34 terrain_type ROAD2 percent_chance 33 terrain_type LEAVES percent_chance 33 terrain_type GRASS2 end_random land_percent 1 base_size 9 border_fuzziness 15 clumping_factor 10 set_zone_by_teams } /* ****************************************************** */ /* BASE FOREST */ create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 12 number_of_clumps 8 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 2 land_percent 6 number_of_clumps 14 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 4 number_of_clumps 16 set_avoid_player_start_areas set_scale_by_size } /* ****************************************************** */ elseif RELIC_PONDS_AP /* ****************************************************** */ #define RELICNONE_ base_terrain DIRT3 create_player_lands { terrain_type GRASS land_percent 12 base_size 14 border_fuzziness 15 set_zone_by_teams start_random percent_chance 50 other_zone_avoidance_distance 7 percent_chance 50 other_zone_avoidance_distance 6 end_random } /* ****************************************************** */ create_terrain GRASS3 { base_terrain DIRT3 number_of_clumps 20 land_percent 10 spacing_to_other_terrain_types 3 } /* BASE FOREST */ create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 3 number_of_clumps 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain DIRT3 land_percent 5 number_of_clumps 9 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS3 land_percent 4 number_of_clumps 7 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } create_terrain WATER { base_terrain DIRT3 number_of_clumps 50 land_percent 25 spacing_to_other_terrain_types 3 } create_terrain SHALLOW { base_terrain WATER spacing_to_other_terrain_types 2 land_percent 3 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif FLOOD_AP /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 10 set_zone_by_teams } create_land { terrain_type WATER land_percent 100 border_fuzziness 15 clumping_factor 15 bottom_border 40 top_border 40 left_border 40 right_border 40 if HUGE_MAP right_border 38 bottom_border 38 left_border 38 top_border 38 elseif GIGANTIC_MAP right_border 38 bottom_border 38 left_border 38 top_border 38 endif } /* ****************************************************** */ if TINY_MAP start_random percent_chance 100 #define MOREWOOD end_random else start_random percent_chance 50 #define MOREWOOD percent_chance 50 #define LESSWOOD end_random endif create_terrain FOREST { base_terrain GRASS if MOREWOOD land_percent 11 elseif LESSWOOD land_percent 7 endif number_of_clumps 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS set_avoid_player_start_areas land_percent 10 number_of_clumps 90 spacing_to_other_terrain_types 2 set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 6 land_percent 8 } /* ****************************************************** */ elseif BIG_BLUE_AP /* ****************************************************** */ start_random percent_chance 33 #define BIG_BLUE_SAND percent_chance 34 #define BIG_BLUE_WATER percent_chance 33 #define BIG_BLUE_SNOW end_random if BIG_BLUE_WATER base_terrain WATER elseif BIG_BLUE_SAND base_terrain BEACH elseif BIG_BLUE_SNOW base_terrain SNOW endif create_player_lands { terrain_type DESERT land_percent 100 base_size 14 start_random percent_chance 34 border_fuzziness 10 percent_chance 33 border_fuzziness 50 percent_chance 33 border_fuzziness 100 end_random if BIG_BLUE_WATER right_border 5 bottom_border 5 left_border 5 top_border 5 elseif BIG_BLUE_SAND right_border 3 bottom_border 3 left_border 3 top_border 3 elseif BIG_BLUE_SNOW start_random percent_chance 50 right_border 10 bottom_border 10 left_border 10 top_border 10 percent_chance 50 right_border 3 bottom_border 3 left_border 3 top_border 3 end_random endif base_elevation 11 } /* ****************************************************** */ create_terrain SNOW { base_terrain DESERT land_percent 100 spacing_to_other_terrain_types 4 set_scale_by_groups } create_terrain PINE_FOREST { land_percent 11 base_terrain SNOW number_of_clumps 15 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 4 land_percent 35 } if BIG_BLUE_SNOW create_terrain SNOW_FOREST { start_random percent_chance 50 land_percent 1 percent_chance 50 land_percent 3 end_random base_terrain SNOW number_of_clumps 100 set_avoid_player_start_areas set_scale_by_groups } endif /* ****************************************************** */ elseif DEVASTATION_AP /* ****************************************************** */ base_terrain LEAVES create_player_lands { terrain_type LEAVES land_percent 100 base_size 14 clumping_factor 10 border_fuzziness 15 } /* ****************************************************** */ create_terrain PINE_FOREST { start_random percent_chance 50 land_percent 1 percent_chance 50 land_percent 2 end_random base_terrain LEAVES number_of_clumps 100 set_avoid_player_start_areas set_scale_by_groups } /* BIG FOREST */ create_terrain PINE_FOREST { land_percent 13 base_terrain LEAVES number_of_clumps 9 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } start_random percent_chance 50 create_elevation 1 { base_terrain LEAVES number_of_clumps 15 number_of_tiles 3000 set_scale_by_groups set_scale_by_size set_avoid_player_start_areas } percent_chance 50 end_random /* ****************************************************** */ elseif FROSTY_ISLANDS_AP /* ****************************************************** */ /* ISLANDS */ base_terrain WATER start_random percent_chance 50 #define FROZEN percent_chance 50 #define COLD end_random create_player_lands { if FROZEN terrain_type SNOW elseif COLD terrain_type GRASS endif land_percent 30 base_size 15 border_fuzziness 10 clumping_factor 10 other_zone_avoidance_distance 10 left_border 7 right_border 7 top_border 7 bottom_border 7 } if TINY_MAP start_random percent_chance 50 /* ISLANDS MIDDLE */ create_land { terrain_type GRASS_SNOW land_percent 1 base_size 5 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 10 other_zone_avoidance_distance 5 zone 1 } else create_land { terrain_type GRASS_SNOW land_percent 1 base_size 5 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 10 other_zone_avoidance_distance 5 zone 1 } percent_chance 50 end_random endif if TINY_MAP start_random percent_chance 50 /* ISLANDS MIDDLE */ create_land { terrain_type GRASS_SNOW land_percent 1 base_size 5 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 10 other_zone_avoidance_distance 5 zone 2 } else create_land { terrain_type GRASS_SNOW land_percent 1 base_size 5 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 10 other_zone_avoidance_distance 5 zone 2 } percent_chance 50 end_random endif if TINY_MAP start_random percent_chance 50 /* ISLANDS MIDDLE */ create_land { terrain_type GRASS_SNOW land_percent 1 base_size 5 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 10 other_zone_avoidance_distance 5 zone 3 } else create_land { terrain_type GRASS_SNOW land_percent 1 base_size 5 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 10 other_zone_avoidance_distance 5 zone 3 } percent_chance 50 end_random endif /* ****************************************************** */ if COLD create_terrain PINE_FOREST { land_percent 7 number_of_clumps 12 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } elseif FROZEN create_terrain SNOW_FOREST { land_percent 7 base_terrain SNOW number_of_clumps 12 clumping_factor 20 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } endif /* FOREST ISLANDS MIDDLE */ start_random percent_chance 50 create_terrain PINE_FOREST percent_chance 50 create_terrain SNOW_FOREST end_random { base_terrain GRASS_SNOW land_percent 2 if TINY_MAP spacing_to_other_terrain_types 4 number_of_clumps 3 else number_of_clumps 4 spacing_to_other_terrain_types 5 endif set_avoid_player_start_areas set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 20 } create_terrain ICE { base_terrain DEEP_WATER number_of_clumps 80 spacing_to_other_terrain_types 4 set_avoid_player_start_areas land_percent 3 } /* ****************************************************** */ elseif MIXTURE_AP /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS3 land_percent 45 base_size 14 border_fuzziness 10 clumping_factor 10 set_zone_by_team other_zone_avoidance_distance 25 } /* ****************************************************** */ /* FOREST BASE */ create_terrain FOREST { land_percent 4 base_terrain GRASS3 number_of_clumps 14 clumping_factor 15 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } /* FOREST MIX START */ create_terrain FOREST { land_percent 2 number_of_clumps 10 clumping_factor 20 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { land_percent 2 number_of_clumps 10 clumping_factor 20 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { land_percent 2 number_of_clumps 10 clumping_factor 20 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { land_percent 2 number_of_clumps 10 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* FOREST MIX END */ /* ****************************************************** */ elseif BOARDS_OF_CANADA_AP /* ****************************************************** */ base_terrain GRASS start_random percent_chance 20 #define DEFAULT_FORTRESS percent_chance 20 #define JUNGLES percent_chance 20 #define WINTER percent_chance 20 #define RAINY percent_chance 20 #define SUMMER end_random create_player_lands { if DEFAULT_FORTRESS terrain_type GRASS elseif WINTER terrain_type GRASS_SNOW endif land_percent 85 base_size 12 border_fuzziness 15 } create_land { terrain_type GRASS3 land_percent 60 border_fuzziness 10 clumping_factor 15 bottom_border 35 top_border 35 left_border 35 right_border 35 } /* ****************************************************** */ if DEFAULT_FORTRESS create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 10 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT { base_terrain GRASS number_of_clumps 10 spacing_to_other_terrain_types 0 land_percent 12 set_scale_by_size } create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS3 land_percent 100 spacing_to_other_terrain_types 7 number_of_clumps 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS3 land_percent 1 number_of_clumps 2 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif JUNGLES /* ****************************************************** */ create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 10 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS2 { base_terrain GRASS number_of_clumps 10 spacing_to_other_terrain_types 0 land_percent 12 set_scale_by_size } create_terrain LEAVES { base_terrain GRASS number_of_clumps 12 spacing_to_other_terrain_types 0 land_percent 3 set_scale_by_groups set_avoid_player_start_areas } create_terrain BAMBOO { base_terrain GRASS2 spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS3 land_percent 100 spacing_to_other_terrain_types 7 number_of_clumps 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain LEAVES { base_terrain GRASS3 spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS3 land_percent 1 number_of_clumps 2 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif WINTER /* ****************************************************** */ create_terrain SNOW_FOREST { base_terrain GRASS_SNOW spacing_to_other_terrain_types 2 land_percent 10 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS2 { base_terrain GRASS_SNOW land_percent 12 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain SNOW { base_terrain GRASS3 land_percent 100 spacing_to_other_terrain_types 7 number_of_clumps 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups set_loose_grouping } create_terrain GRASS_SNOW { base_terrain GRASS3 land_percent 1 number_of_clumps 4 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif RAINY /* ****************************************************** */ create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 10 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain WATER { base_terrain GRASS number_of_clumps 20 spacing_to_other_terrain_types 0 land_percent 1 set_scale_by_groups set_avoid_player_start_areas } create_terrain DIRT3 { base_terrain GRASS3 land_percent 100 spacing_to_other_terrain_types 7 number_of_clumps 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS { base_terrain DIRT3 land_percent 1 number_of_clumps 2 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups set_loose_grouping } /* ****************************************************** */ elseif SUMMER /* ****************************************************** */ create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 12 number_of_clumps 14 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT { base_terrain GRASS number_of_clumps 22 spacing_to_other_terrain_types 0 land_percent 8 set_scale_by_group set_avoid_player_start_areas } create_terrain DESERT { base_terrain GRASS3 land_percent 100 spacing_to_other_terrain_types 7 number_of_clumps 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT { base_terrain GRASS3 land_percent 100 set_avoid_player_start_areas set_scale_by_group } create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif create_elevation 7 { base_terrain GRASS3 number_of_clumps 3000 number_of_tiles 12000 } start_random percent_chance 25 #define CLIFFS percent_chance 75 #define NO_CLIFFS end_random if CLIFFS min_number_of_cliffs 7 max_number_of_cliffs 10 min_length_of_cliff 3 max_length_of_cliff 10 min_distance_cliffs 8 set_avoid_player_start_areas elseif NO_CLIFFS endif endif endif /* ****************************************************** */ if GIGA_PACK3 if EASTER_ISLAND_AP /* ****************************************************** */ start_random percent_chance 65 #define ISLAND_MODE percent_chance 35 #define FULL_LAND_MODE end_random if ISLAND_MODE base_terrain WATER elseif FULL_LAND_MODE base_terrain GRASS2 endif create_player_lands { if ISLAND_MODE terrain_type BEACH elseif FULL_LAND_MODE terrain_type GRASS endif land_percent 100 base_size 14 start_random percent_chance 34 border_fuzziness 10 percent_chance 33 border_fuzziness 50 percent_chance 33 border_fuzziness 100 end_random start_random percent_chance 50 right_border 5 bottom_border 5 left_border 5 top_border 5 percent_chance 50 right_border 8 bottom_border 8 left_border 8 top_border 8 end_random set_zone_by_team } /* ****************************************************** */ create_terrain GRASS { base_terrain BEACH land_percent 100 spacing_to_other_terrain_types 5 set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS land_percent 100 if GIGANTIC_MAP spacing_to_other_terrain_types 80 elseif HUGE_MAP spacing_to_other_terrain_types 75 elseif LARGE_MAP spacing_to_other_terrain_types 60 elseif MEDIUM_MAP spacing_to_other_terrain_types 50 elseif SMALL_MAP spacing_to_other_terrain_types 45 elseif TINY_MAP spacing_to_other_terrain_types 40 endif set_scale_by_groups } create_terrain PINE_FOREST { land_percent 8 base_terrain GRASS number_of_clumps 15 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 1 land_percent 4 number_of_clumps 16 set_avoid_player_start_areas set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 4 land_percent 35 } /* ****************************************************** */ elseif ENSNARED_AP /* ****************************************************** */ start_random percent_chance 55 #define WATER_MODE percent_chance 45 #define WOOD_MODE end_random if WOOD_MODE base_terrain FOREST elseif WATER_MODE base_terrain WATER endif create_player_lands { terrain_type GRASS land_percent 100 base_size 12 top_border 11 bottom_border 11 left_border 11 right_border 11 border_fuzziness 20 clumping_factor 10 set_zone_randomly if WATER_MODE set_zone_by_team start_random percent_chance 50 other_zone_avoidance_distance 10 percent_chance 50 other_zone_avoidance_distance 5 end_random endif } /* ****************************************************** */ if WATER_MODE create_terrain FOREST /* Main Forest on the big island */ { land_percent 6 number_of_clumps 14 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } endif if WOOD_MODE create_terrain FOREST { land_percent 4 number_of_clumps 18 set_scale_by_group spacing_to_other_terrain_types 2 set_avoid_player_start_areas } endif if WOOD_MODE start_random percent_chance 80 create_terrain GRASS3 { base_terrain FOREST land_percent 100 number_of_clumps 100 if TINY_MAP spacing_to_other_terrain_types 6 elseif SMALL_MAP spacing_to_other_terrain_types 8 elseif MEDIUM_MAP spacing_to_other_terrain_types 10 elseif LARGE_MAP spacing_to_other_terrain_types 12 elseif HUGE_MAP spacing_to_other_terrain_types 14 elseif GIGANTIC_MAP spacing_to_other_terrain_types 16 endif } percent_chance 50 end_random elseif WATER_MODE create_terrain GRASS3 { base_terrain WATER land_percent 100 number_of_clumps 100 if TINY_MAP spacing_to_other_terrain_types 5 elseif SMALL_MAP spacing_to_other_terrain_types 8 elseif MEDIUM_MAP spacing_to_other_terrain_types 10 elseif LARGE_MAP spacing_to_other_terrain_types 12 elseif HUGE_MAP spacing_to_other_terrain_types 14 elseif GIGANTIC_MAP spacing_to_other_terrain_types 16 endif } endif if WATER_MODE create_terrain FOREST /* Main Forest on the big island */ { land_percent 3 base_terrain GRASS3 number_of_clumps 7 clumping_factor 25 start_random percent_chance 50 spacing_to_other_terrain_types 3 percent_chance 50 spacing_to_other_terrain_types 4 end_random set_avoid_player_start_areas set_scale_by_groups } endif /* ****************************************************** */ elseif GHOST_FOREST_AP /* ****************************************************** */ #define GHOSTDOGS base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 100 base_size 14 clumping_factor 10 border_fuzziness 15 } create_land { terrain_type FOREST land_percent 100 top_border 30 left_border 30 right_border 30 bottom_border 30 border_fuzziness 15 clumping_factor 20 other_zone_avoidance_distance 0 } /* ****************************************************** */ elseif ANCIENT_LAKE_AP /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 100 base_size 12 border_fuzziness 15 } create_land { terrain_type WATER land_percent 100 border_fuzziness 15 clumping_factor 15 left_border 1 right_border 51 top_border 51 bottom_border 1 } create_land { terrain_type WATER land_percent 100 border_fuzziness 15 clumping_factor 15 left_border 51 right_border 1 top_border 1 bottom_border 51 } create_land { terrain_type WATER land_percent 100 border_fuzziness 15 clumping_factor 15 left_border 35 right_border 35 top_border 35 bottom_border 35 } /* ****************************************************** */ create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 10 number_of_clumps 12 clumping_factor 25 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain PINE_FOREST spacing_to_other_terrain_types 0 land_percent 4 number_of_clumps 80 } create_terrain LEAVES { base_terrain GRASS set_avoid_player_start_areas land_percent 5 number_of_clumps 34 set_scale_by_groups } create_terrain LEAVES { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 4 set_scale_by_size } create_terrain GRASS3 { base_terrain GRASS number_of_clumps 14 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } create_terrain MED_WATER { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain MED_WATER { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain MED_WATER { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 100 spacing_to_other_terrain_types 2 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 100 spacing_to_other_terrain_types 2 } /* ****************************************************** */ elseif INNOVATION_AP /* ****************************************************** */ #const FUNGUSROAD 39 base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 15 set_zone_by_team if TINY_MAP other_zone_avoidance_distance 30 else start_random percent_chance 50 other_zone_avoidance_distance 35 percent_chance 50 other_zone_avoidance_distance 40 end_random endif } /* ****************************************************** */ if TINY_MAP create_terrain GRASS3 { base_terrain WATER number_of_clumps 20 number_of_tiles 400 spacing_to_other_terrain_types 5 set_scale_by_size } create_terrain PINE_FOREST { start_random percent_chance 50 land_percent 2 percent_chance 50 land_percent 1 end_random base_terrain GRASS3 number_of_clumps 150 set_avoid_player_start_areas spacing_to_other_terrain_types 0 set_scale_by_groups } elseif MEDIUM_MAP create_terrain GRASS3 { base_terrain WATER number_of_clumps 20 number_of_tiles 250 spacing_to_other_terrain_types 5 set_scale_by_size } create_terrain PINE_FOREST { land_percent 1 base_terrain GRASS3 number_of_clumps 100 set_avoid_player_start_areas spacing_to_other_terrain_types 0 set_scale_by_groups } else create_terrain GRASS3 { base_terrain WATER number_of_clumps 20 number_of_tiles 200 spacing_to_other_terrain_types 5 set_scale_by_size } create_terrain PINE_FOREST { land_percent 1 base_terrain GRASS3 number_of_clumps 100 set_avoid_player_start_areas spacing_to_other_terrain_types 0 set_scale_by_groups } endif create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 4 land_percent 15 number_of_clumps 15 clumping_factor 25 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain FOREST spacing_to_other_terrain_types 0 land_percent 4 number_of_clumps 100 } create_terrain GRASS { base_terrain GRASS land_percent 100 } create_terrain GRASS { base_terrain GRASS land_percent 100 } /* ****************************************************** */ elseif HALLUCINATION_AP /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type DIRT land_percent 100 start_random percent_chance 50 base_size 15 percent_chance 50 base_size 16 end_random border_fuzziness 15 base_elevation 1 } create_land { terrain_type WATER land_percent 80 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 40 clumping_factor 10 } create_land { terrain_type WATER land_percent 80 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 40 clumping_factor 10 } create_land { terrain_type WATER land_percent 80 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 40 clumping_factor 10 } /* ****************************************************** */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 5 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 10 spacing_to_other_terrain_types 8 land_percent 20 } create_terrain DESERT { base_terrain DIRT land_percent 100 spacing_to_other_terrain_types 6 } create_terrain GRASS { base_terrain DIRT land_percent 100 spacing_to_other_terrain_types 2 } start_random percent_chance 75 create_terrain PALM_DESERT { land_percent 1 base_terrain DIRT number_of_clumps 50 set_avoid_player_start_areas set_scale_by_group } end_random create_terrain PALM_DESERT { base_terrain DESERT land_percent 14 number_of_clumps 28 spacing_to_other_terrain_types 4 set_avoid_player_start_areas set_scale_by_group } create_terrain DIRT { base_terrain DESERT set_avoid_player_start_areas land_percent 10 number_of_clumps 37 set_scale_by_size } /* ****************************************************** */ elseif CONFLICT_AP /* ****************************************************** */ #const FOREST2 20 base_terrain FOREST2 create_player_lands { terrain_type GRASS land_percent 100 base_size 9 border_fuzziness 15 set_zone_by_team other_zone_avoidance_distance 25 } /* ****************************************************** */ create_terrain FOREST { land_percent 8 number_of_clumps 16 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain LEAVES { base_terrain GRASS set_avoid_player_start_areas land_percent 10 number_of_clumps 42 set_scale_by_groups spacing_to_other_terrain_types 1 } if TINY_MAP else start_random percent_chance 25 #define CLIFFS_ percent_chance 75 #define NO_CLIFFS_ end_random if CLIFFS_ min_number_of_cliffs 7 max_number_of_cliffs 15 min_length_of_cliff 3 max_length_of_cliff 10 min_distance_cliffs 8 set_avoid_player_start_areas elseif NO_CLIFFS_ endif endif /* ****************************************************** */ elseif HYDROLOGY_AP /* ****************************************************** */ #const WATER2 1 base_terrain WATER create_player_lands { terrain_type GRASS2 land_percent 87 base_size 14 if TINY_MAP border_fuzziness 3 else border_fuzziness 2 endif clumping_factor 4 start_random percent_chance 10 #define SPLIT_ISLANDS end_random if SPLIT_ISLANDS other_zone_avoidance_distance 7 set_zone_by_teams endif right_border 11 bottom_border 11 left_border 11 top_border 11 start_random percent_chance 10 base_elevation 4 end_random } create_land { terrain_type WATER2 land_percent 100 border_fuzziness 15 clumping_factor 15 bottom_border 35 top_border 35 left_border 35 right_border 35 if HUGE_MAP right_border 38 bottom_border 38 left_border 38 top_border 38 elseif GIGANTIC_MAP right_border 38 bottom_border 38 left_border 38 top_border 38 endif } /* ****************************************************** */ if SPLIT_ISLANDS create_terrain PINE_FOREST { base_terrain GRASS2 land_percent 7 number_of_clumps 12 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } else if TINY_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 3 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } else start_random percent_chance 65 create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 3 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } percent_chance 35 create_terrain PINE_FOREST { base_terrain GRASS2 land_percent 14 number_of_clumps 25 clumping_factor 100 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } end_random endif endif create_terrain MED_WATER { base_terrain WATER land_percent 40 spacing_to_other_terrain_types 3 number_of_clumps 20 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 40 spacing_to_other_terrain_types 4 number_of_clumps 10 } /* ****************************************************** */ elseif ATARONCHRONON_AP /* ****************************************************** */ #const WALKABLE_WATER 28 base_terrain WALKABLE_WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 20 clumping_factor 20 set_zone_by_team other_zone_avoidance_distance 30 start_random percent_chance 50 base_elevation 1 percent_chance 50 end_random } /* ****************************************************** */ create_terrain GRASS3 { base_terrain WALKABLE_WATER spacing_to_other_terrain_types 2 land_percent 100 set_avoid_player_start_areas } create_terrain GRASS3 { base_terrain WALKABLE_WATER spacing_to_other_terrain_types 2 land_percent 100 set_avoid_player_start_areas } create_terrain GRASS3 { base_terrain WALKABLE_WATER spacing_to_other_terrain_types 2 land_percent 100 set_avoid_player_start_areas } create_terrain GRASS2 { base_terrain GRASS3 spacing_to_other_terrain_types 6 land_percent 100 set_avoid_player_start_areas } create_terrain FOREST { base_terrain GRASS start_random percent_chance 50 spacing_to_other_terrain_types 2 percent_chance 50 spacing_to_other_terrain_types 3 end_random land_percent 10 number_of_clumps 25 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS set_avoid_player_start_areas land_percent 5 number_of_clumps 34 set_scale_by_groups } create_terrain LEAVES { base_terrain GRASS set_avoid_player_start_areas spacing_to_other_terrain_types 2 land_percent 2 number_of_clumps 10 set_scale_by_group } /* Accessible Forest */ start create_terrain PINE_FOREST { base_terrain GRASS3 start_random percent_chance 50 /* Version 1 */ spacing_to_other_terrain_types 1 land_percent 1 percent_chance 50 /* Version 2 */ spacing_to_other_terrain_types 0 land_percent 2 end_random number_of_clumps 200 set_avoid_player_start_areas set_scale_by_groups } /* Plateau Forest */ create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 3 land_percent 2 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } create_elevation 10 { base_terrain WALKABLE_WATER number_of_clumps 3000 number_of_tiles 12000 } /* ****************************************************** */ elseif KYZYL_KUM_AP /* ****************************************************** */ base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 30 base_size 13 border_fuzziness 10 } /* ****************************************************** */ create_terrain DESERT { base_terrain DIRT land_percent 5 set_avoid_player_start_areas set_scale_by_groups spacing_to_other_terrain_types 0 number_of_clumps 16 } create_terrain GRASS { base_terrain DIRT land_percent 25 set_avoid_player_start_areas set_scale_by_groups spacing_to_other_terrain_types 0 number_of_clumps 16 } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 4 number_of_clumps 14 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DESERT spacing_to_other_terrain_types 1 land_percent 5 number_of_clumps 14 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 2 land_percent 10 number_of_clumps 25 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif BAZAAR_WAR_AP /* ****************************************************** */ base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 30 base_size 13 border_fuzziness 10 } /* ****************************************************** */ create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 9 number_of_clumps 191 set_avoid_player_start_areas set_scale_by_groups } start_random percent_chance 45 create_elevation 3 { base_terrain DIRT number_of_clumps 15 number_of_tiles 3000 set_scale_by_groups set_scale_by_size } end_random /* ****************************************************** */ elseif RAINFOREST_AP /* ****************************************************** */ base_terrain GRASS2 create_player_lands { terrain_type GRASS2 land_percent 100 base_size 14 border_fuzziness 15 clumping_factor 20 base_elevation 7 } create_land { terrain_type GRASS land_percent 100 top_border 40 bottom_border 40 right_border 40 left_border 40 } create_land { terrain_type GRASS land_percent 100 top_border 35 bottom_border 55 right_border 5 left_border 85 } create_land { terrain_type GRASS land_percent 100 top_border 55 bottom_border 35 right_border 85 left_border 5 } create_land { terrain_type GRASS land_percent 100 top_border 5 bottom_border 85 right_border 35 left_border 55 } create_land { terrain_type GRASS land_percent 100 top_border 85 bottom_border 5 right_border 55 left_border 35 } create_land { terrain_type GRASS land_percent 100 top_border 75 bottom_border 12 right_border 12 left_border 75 } create_land { terrain_type GRASS land_percent 100 top_border 12 bottom_border 75 right_border 75 left_border 12 } /* ****************************************************** */ create_terrain JUNGLE { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } if TINY_MAP create_terrain JUNGLE { base_terrain GRASS2 land_percent 9 number_of_clumps 30 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain JUNGLE { base_terrain GRASS2 land_percent 12 number_of_clumps 30 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } endif /* *************** Give us Color *************** */ start_random percent_chance 75 create_terrain DIRT3 { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } end_random start_random percent_chance 50 create_terrain WATER { base_terrain JUNGLE spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 4 set_avoid_player_start_areas set_flat_terrain_only } create_terrain MED_WATER { base_terrain WATER spacing_to_other_terrain_types 2 land_percent 1 number_of_clumps 4 set_avoid_player_start_areas set_flat_terrain_only } end_random if TINY_MAP elseif SMALL_MAP elseif MEDIUM_MAP min_number_of_cliffs 15 max_number_of_cliffs 20 min_length_of_cliff 3 max_length_of_cliff 10 min_distance_cliffs 4 else min_number_of_cliffs 25 max_number_of_cliffs 35 min_length_of_cliff 7 max_length_of_cliff 15 min_distance_cliffs 5 endif /* ****************************************************** */ elseif DOUBLE_DANGER_AP /* ****************************************************** */ start_random percent_chance 34 #define WATER_MAP percent_chance 33 #define LAND_MAP1 percent_chance 33 #define LAND_MAP2 end_random /* ****************************************************** */ if WATER_MAP /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS2 land_percent 100 base_size 12 border_fuzziness 15 clumping_factor 15 set_zone_by_team if TINY_MAP other_zone_avoidance_distance 11 elseif SMALL_MAP other_zone_avoidance_distance 11 elseif MEDIUM_MAP other_zone_avoidance_distance 15 elseif LARGE_MAP other_zone_avoidance_distance 22 elseif HUGE_MAP other_zone_avoidance_distance 25 else other_zone_avoidance_distance 30 endif } create_player_lands { terrain_type GRASS2 land_percent 100 base_size 12 border_fuzziness 15 clumping_factor 15 set_zone_by_team if TINY_MAP other_zone_avoidance_distance 11 elseif SMALL_MAP other_zone_avoidance_distance 11 elseif MEDIUM_MAP other_zone_avoidance_distance 15 elseif LARGE_MAP other_zone_avoidance_distance 22 elseif HUGE_MAP other_zone_avoidance_distance 25 else other_zone_avoidance_distance 30 endif } /* ****************************************************** */ create_terrain FOREST { base_terrain GRASS2 land_percent 14 number_of_clumps 25 clumping_factor 100 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 5 } /* ****************************************************** */ elseif LAND_MAP1 /* ****************************************************** */ start_random percent_chance 50 #define GRASS_MAP percent_chance 50 #define DESERT_MAP end_random if GRASS_MAP base_terrain GRASS2 elseif DESERT_MAP base_terrain DESERT endif /* ****************************************************** */ if GRASS_MAP /* ****************************************************** */ create_player_lands { terrain_type GRASS2 land_percent 100 base_size 14 border_fuzziness 10 clumping_factor 10 set_zone_randomly } create_player_lands { terrain_type GRASS2 land_percent 100 base_size 14 border_fuzziness 10 clumping_factor 10 set_zone_randomly } /* ****************************************************** */ create_terrain FOREST { base_terrain GRASS2 land_percent 14 number_of_clumps 27 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_group } create_terrain JUNGLE { base_terrain FOREST spacing_to_other_terrain_types 0 land_percent 5 number_of_clumps 100 } create_terrain DIRT3 { base_terrain GRASS2 spacing_to_other_terrain_types 2 land_percent 5 number_of_clumps 70 } /* ****************************************************** */ elseif DESERT_MAP /* ****************************************************** */ create_player_lands { terrain_type DIRT land_percent 25 base_size 14 top_border 3 bottom_border 3 left_border 3 right_border 3 border_fuzziness 10 clumping_factor 10 } create_player_lands { terrain_type DIRT land_percent 25 base_size 14 top_border 3 bottom_border 3 left_border 3 right_border 3 border_fuzziness 10 clumping_factor 10 } /* ****************************************************** */ create_terrain DIRT { base_terrain DESERT land_percent 5 set_avoid_player_start_areas set_scale_by_groups spacing_to_other_terrain_types 0 number_of_clumps 16 } create_terrain DIRT3 { base_terrain DESERT land_percent 25 set_avoid_player_start_areas set_scale_by_groups spacing_to_other_terrain_types 0 number_of_clumps 16 } create_terrain FOREST { base_terrain DIRT land_percent 14 number_of_clumps 27 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_group } create_terrain PALM_DESERT { base_terrain DIRT3 land_percent 4 number_of_clumps 27 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_group } endif /* ****************************************************** */ elseif LAND_MAP2 /* ****************************************************** */ base_terrain LEAVES create_player_lands { terrain_type LEAVES land_percent 100 base_size 14 border_fuzziness 10 clumping_factor 10 set_zone_randomly } create_player_lands { terrain_type LEAVES land_percent 100 base_size 14 border_fuzziness 10 clumping_factor 10 set_zone_randomly } /* ****************************************************** */ create_terrain FOREST { base_terrain LEAVES spacing_to_other_terrain_types 4 land_percent 15 number_of_clumps 15 clumping_factor 25 set_avoid_player_start_areas set_scale_by_groups } endif /* ****************************************************** */ elseif PALETTE_AP /* ****************************************************** */ #const FUNGUSROAD 39 base_terrain GRASS create_player_lands { terrain_type GRASS3 land_percent 3 base_size 12 border_fuzziness 20 clumping_factor 10 } /* ****************************************************** */ start_random percent_chance 80 #define FOREST_MODE1 percent_chance 10 #define FOREST_MODE2 percent_chance 10 #define FOREST_MODE3 end_random /* ****************************************************** */ if FOREST_MODE1 /* ****************************************************** */ create_terrain DIRT3 { base_terrain GRASS land_percent 30 number_of_clumps 45 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain DIRT3 land_percent 100 number_of_clumps 1000 clumping_factor 25 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif FOREST_MODE2 /* ****************************************************** */ create_terrain ROAD2 { base_terrain GRASS land_percent 30 number_of_clumps 45 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain ROAD2 land_percent 100 number_of_clumps 1000 clumping_factor 25 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif FOREST_MODE3 /* ****************************************************** */ create_terrain FUNGUSROAD { base_terrain GRASS land_percent 30 number_of_clumps 45 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain FUNGUSROAD land_percent 100 number_of_clumps 1000 clumping_factor 15 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } endif create_terrain DIRT3 { base_terrain GRASS set_avoid_player_start_areas land_percent 8 number_of_clumps 34 set_scale_by_groups } /* ****************************************************** */ elseif JÁRNVIÐR_AP /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS3 land_percent 5 base_size 12 border_fuzziness 20 clumping_factor 10 } create_land { terrain_type GRASS3 land_percent 100 border_fuzziness 15 clumping_factor 15 bottom_border 39 top_border 39 left_border 39 right_border 39 } /* ****************************************************** */ create_terrain DIRT3 { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain DIRT3 land_percent 100 number_of_clumps 1000 clumping_factor 25 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT { base_terrain GRASS3 land_percent 100 spacing_to_other_terrain_types 8 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain DIRT land_percent 100 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif SAND_OCEAN_AP /* ****************************************************** */ base_terrain SHALLOW create_player_lands { terrain_type GRASS3 land_percent 56 if TINY_MAP land_percent 45 other_zone_avoidance_distance 18 endif left_border 8 right_border 8 top_border 8 bottom_border 8 base_size 14 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 22 set_zone_by_team if TINY_MAP else start_random percent_chance 15 base_elevation 1 end_random endif } /* ****************************************************** */ create_terrain BAMBOO { base_terrain GRASS3 land_percent 8 number_of_clumps 14 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain BEACH { base_terrain SHALLOW land_percent 100 spacing_to_other_terrain_types 1 set_scale_by_groups } start_random percent_chance 30 #define SAND_OCEAN_MODE1 percent_chance 25 #define SAND_OCEAN_MODE2 end_random if SAND_OCEAN_MODE1 create_elevation 4 { base_terrain SHALLOW number_of_clumps 15 number_of_tiles 5000 set_scale_by_groups set_scale_by_size } elseif SAND_OCEAN_MODE2 create_elevation 7 { base_terrain SHALLOW number_of_clumps 15 number_of_tiles 12000 set_scale_by_groups set_scale_by_size } endif /* ****************************************************** */ elseif SAND_RIVER_AP /* ****************************************************** */ base_terrain SHALLOW create_player_lands { terrain_type GRASS2 land_percent 100 base_size 14 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 20 set_zone_by_team } /* ****************************************************** */ create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 4 land_percent 16 number_of_clumps 10 clumping_factor 20 set_avoid_player_start_areas set_scale_by_groups } create_terrain BEACH { base_terrain SHALLOW land_percent 100 spacing_to_other_terrain_types 1 set_scale_by_groups } /* ****************************************************** */ elseif OLD_GROWTH_AP /* ****************************************************** */ base_terrain GRASS3 create_player_lands { terrain_type GRASS2 land_percent 95 base_size 14 border_fuzziness 10 clumping_factor 10 } /* ****************************************************** */ create_terrain GRASS { base_terrain GRASS2 number_of_clumps 20 number_of_tiles 200 set_avoid_player_start_areas spacing_to_other_terrain_types 5 set_scale_by_size } create_terrain GRASS { base_terrain GRASS2 number_of_clumps 20 number_of_tiles 200 set_avoid_player_start_areas spacing_to_other_terrain_types 5 set_scale_by_size } create_terrain GRASS { base_terrain GRASS2 number_of_clumps 20 number_of_tiles 200 set_avoid_player_start_areas spacing_to_other_terrain_types 5 set_scale_by_size } create_terrain FOREST { land_percent 1 base_terrain GRASS number_of_clumps 100 set_avoid_player_start_areas spacing_to_other_terrain_types 0 set_scale_by_groups } create_terrain FOREST { land_percent 1 base_terrain GRASS number_of_clumps 100 set_avoid_player_start_areas spacing_to_other_terrain_types 0 set_scale_by_groups } create_terrain FOREST { land_percent 1 base_terrain GRASS number_of_clumps 100 set_avoid_player_start_areas spacing_to_other_terrain_types 0 set_scale_by_groups } create_terrain FOREST { land_percent 1 base_terrain GRASS number_of_clumps 100 set_avoid_player_start_areas spacing_to_other_terrain_types 0 set_scale_by_groups } create_terrain PINE_FOREST { base_terrain FOREST spacing_to_other_terrain_types 0 land_percent 1 number_of_clumps 100 } create_terrain FOREST { base_terrain GRASS2 if TINY_MAP spacing_to_other_terrain_types 3 elseif SMALL_MAP spacing_to_other_terrain_types 3 elseif MEDIUM_MAP spacing_to_other_terrain_types 4 else spacing_to_other_terrain_types 5 endif land_percent 16 number_of_clumps 10 clumping_factor 20 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain FOREST spacing_to_other_terrain_types 0 land_percent 5 number_of_clumps 100 } /* ****************************************************** */ elseif GREAT_FOREST_AP /* ****************************************************** */ base_terrain GRASS3 create_player_lands { terrain_type GRASS2 land_percent 35 base_size 14 border_fuzziness 20 clumping_factor 20 set_zone_randomly } /* ****************************************************** */ create_terrain GRASS3 { base_terrain GRASS land_percent 10 number_of_clumps 40 set_scale_by_groups set_avoid_player_start_areas } /* BASE FOREST */ create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 1 land_percent 5 number_of_clumps 9 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 1 land_percent 10 number_of_clumps 25 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain FOREST spacing_to_other_terrain_types 1 land_percent 5 number_of_clumps 100 } create_terrain FOREST { base_terrain FOREST spacing_to_other_terrain_types 0 land_percent 5 number_of_clumps 100 } create_terrain BAMBOO { base_terrain FOREST spacing_to_other_terrain_types 0 land_percent 5 number_of_clumps 100 } create_terrain JUNGLE { base_terrain FOREST spacing_to_other_terrain_types 0 land_percent 5 number_of_clumps 100 } /* ****************************************************** */ elseif NEW_PLANET_AP /* ****************************************************** */ base_terrain DESERT create_player_lands { terrain_type DESERT land_percent 25 base_size 14 border_fuzziness 20 clumping_factor 20 set_zone_randomly } /* ****************************************************** */ elseif LEAF_LAKES_AP /* ****************************************************** */ base_terrain LEAVES create_player_lands { terrain_type GRASS2 land_percent 10 base_size 14 border_fuzziness 15 clumping_factor 20 } create_land { terrain_type WATER land_percent 100 top_border 30 bottom_border 30 right_border 30 left_border 30 } if TINY_MAP else create_land { terrain_type WATER land_percent 100 top_border 35 bottom_border 55 right_border 5 left_border 85 } endif if TINY_MAP else create_land { terrain_type WATER land_percent 100 top_border 55 bottom_border 35 right_border 85 left_border 5 } endif if TINY_MAP else create_land { terrain_type WATER land_percent 100 top_border 5 bottom_border 85 right_border 35 left_border 55 } endif if TINY_MAP else create_land { terrain_type WATER land_percent 100 top_border 85 bottom_border 5 right_border 55 left_border 35 } endif create_land { terrain_type WATER land_percent 100 top_border 75 bottom_border 12 right_border 12 left_border 75 } create_land { terrain_type WATER land_percent 100 top_border 12 bottom_border 75 right_border 75 left_border 12 } /* ****************************************************** */ create_terrain PALM_DESERT { base_terrain LEAVES land_percent 15 number_of_clumps 45 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_group } /* ****************************************************** */ elseif BARREN_LAND_AP /* ****************************************************** */ base_terrain DIRT3 create_player_lands { terrain_type DIRT land_percent 20 base_size 14 border_fuzziness 20 clumping_factor 20 } /* ****************************************************** */ elseif SCYTHIA_AP /* ****************************************************** */ base_terrain GRASS3 create_player_lands { terrain_type GRASS2 land_percent 20 base_size 14 border_fuzziness 10 clumping_factor 10 } /* ****************************************************** */ elseif FLUCTUATE_AP /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS2 land_percent 100 base_size 12 border_fuzziness 15 clumping_factor 15 set_zone_by_team if TINY_MAP other_zone_avoidance_distance 17 elseif SMALL_MAP other_zone_avoidance_distance 17 elseif MEDIUM_MAP other_zone_avoidance_distance 20 elseif LARGE_MAP other_zone_avoidance_distance 22 elseif HUGE_MAP other_zone_avoidance_distance 25 else other_zone_avoidance_distance 22 endif base_elevation 7 } /* ****************************************************** */ create_terrain FOREST { base_terrain GRASS2 land_percent 14 number_of_clumps 25 clumping_factor 100 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 5 } /* ****************************************************** */ elseif AOFE_HIDEOUT /* ****************************************************** */ /* Forgotten Empires - Hideout (ver. Jan 23rd 2013) */ #include_drs random_map.def 54000 base_terrain GRASS create_player_lands { terrain_type LEAVES land_percent 16 base_size 12 top_border 18 bottom_border 18 right_border 18 left_border 18 clumping_factor 15 other_zone_avoidance_distance 16 } create_land { terrain_type FOREST land_percent 90 top_border 20 bottom_border 20 right_border 20 left_border 20 clumping_factor 15 border_fuzziness 45 zone 52 other_zone_avoidance_distance 0 } create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 4 number_of_clumps 6 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } create_terrain DIRT3 { base_terrain LEAVES number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 5 set_scale_by_size } create_terrain GRASS { base_terrain LEAVES number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } create_terrain FOREST { base_terrain LEAVES number_of_clumps 10 spacing_to_other_terrain_types 2 number_of_tiles 20 set_avoid_player_start_areas set_scale_by_size } create_terrain PINE_FOREST { base_terrain FOREST land_percent 8 number_of_clumps 100 } create_elevation 4 { base_terrain GRASS number_of_clumps 15 number_of_tiles 800 set_scale_by_groups set_scale_by_size } create_elevation 4 { base_terrain DIRT number_of_clumps 15 number_of_tiles 800 set_scale_by_groups set_scale_by_size } endif endif /* ****************************************************** */ if GIGA_PACK4 if BEDOUINS /* ****************************************************** */ #define NO_FISH nomad_resources #define NOSC base_terrain GRASS create_player_lands { terrain_type DIRT land_percent 100 border_fuzziness 50 clumping_factor 15 left_border 7 right_border 7 top_border 7 bottom_border 7 } /* TERRAIN MIXING */ create_terrain DESERT { base_terrain DIRT land_percent 100 spacing_to_other_terrain_types 7 } create_terrain FOREST { base_terrain GRASS land_percent 100 if TINY_MAP spacing_to_other_terrain_types 4 elseif SMALL_MAP spacing_to_other_terrain_types 4 elseif MEDIUM_MAP spacing_to_other_terrain_types 5 else spacing_to_other_terrain_types 6 endif } create_terrain DESERT { base_terrain DIRT land_percent 100 } create_terrain DIRT { base_terrain GRASS land_percent 100 } /* WOOD */ create_terrain PALM_DESERT { base_terrain DESERT spacing_to_other_terrain_types 2 land_percent 8 number_of_clumps 18 set_avoid_player_start_areas set_scale_by_groups } /* WATER */ create_terrain WATER { base_terrain PALM_DESERT land_percent 1 number_of_clumps 18 set_scale_by_groups } /* ****************************************************** */ elseif AOFE_ACROPOLIS /* ****************************************************** */ /* Forgotten Empires - Acropolis (ver. Jan 23rd 2013) */ #include_drs random_map.def 54000 #const ROCKS 40 base_terrain ROCKS create_land { terrain_type DESERT land_percent 100 border_fuzziness 14 left_border 42 right_border 42 top_border 42 bottom_border 42 } create_land { terrain_type LEAVES number_of_tiles 60 border_fuzziness 14 start_random percent_chance 25 land_position 39 39 percent_chance 25 land_position 37 39 percent_chance 25 land_position 39 37 percent_chance 25 land_position 37 37 end_random } create_land { terrain_type LEAVES number_of_tiles 60 border_fuzziness 14 land_position 36 64 } create_land { terrain_type LEAVES number_of_tiles 60 border_fuzziness 14 land_position 64 36 } create_land { terrain_type LEAVES number_of_tiles 60 border_fuzziness 14 start_random percent_chance 25 land_position 61 61 percent_chance 25 land_position 61 64 percent_chance 25 land_position 64 61 percent_chance 25 land_position 64 64 end_random } create_land { terrain_type LEAVES number_of_tiles 100 border_fuzziness 14 start_random percent_chance 33 land_position 50 64 percent_chance 33 land_position 53 64 percent_chance 34 land_position 47 64 end_random } create_land { terrain_type LEAVES number_of_tiles 100 border_fuzziness 14 start_random percent_chance 33 land_position 64 50 percent_chance 33 land_position 64 53 percent_chance 34 land_position 64 47 end_random } create_land { terrain_type LEAVES number_of_tiles 100 border_fuzziness 14 start_random percent_chance 33 land_position 50 36 percent_chance 33 land_position 53 36 percent_chance 34 land_position 47 36 end_random } create_land { terrain_type LEAVES number_of_tiles 100 border_fuzziness 14 start_random percent_chance 33 land_position 36 50 percent_chance 33 land_position 36 47 percent_chance 34 land_position 36 53 end_random } create_player_lands { terrain_type DIRT base_size 10 base_elevation 7 number_of_tiles 1024 clumping_factor 20 other_zone_avoidance_distance 10 set_zone_by_team } create_terrain GRASS3 { base_terrain ROCKS land_percent 100 number_of_clumps 100 clumping_factor 5 set_avoid_player_start_areas height_limits 0 0 } create_terrain GRASS3 { base_terrain ROCKS land_percent 100 number_of_clumps 100 clumping_factor 5 set_avoid_player_start_areas height_limits 0 0 } create_terrain GRASS3 { base_terrain ROCKS land_percent 100 number_of_clumps 100 clumping_factor 5 set_avoid_player_start_areas height_limits 0 0 } create_terrain GRASS3 { base_terrain ROCKS land_percent 100 number_of_clumps 100 clumping_factor 5 set_avoid_player_start_areas height_limits 0 0 } start_random percent_chance 50 create_terrain WATER percent_chance 50 create_terrain MED_WATER end_random { base_terrain DESERT land_percent 100 number_of_clumps 100 clumping_factor 5 set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain MED_WATER { base_terrain WATER land_percent 10 number_of_clumps 6 spacing_to_other_terrain_types 2 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 5 number_of_clumps 6 spacing_to_other_terrain_types 1 } create_terrain GRASS { base_terrain DIRT land_percent 100 number_of_clumps 1000 clumping_factor 100 set_scale_by_groups } create_terrain FOREST { base_terrain GRASS number_of_tiles 150 number_of_clumps 20 clumping_factor 100 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 1 } create_terrain GRASS3 { base_terrain LEAVES land_percent 100 number_of_clumps 1000 clumping_factor 100 set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DESERT if TINY_MAP number_of_tiles 70 elseif MEDIUM_MAP number_of_tiles 90 else number_of_tiles 160 endif number_of_clumps 20 clumping_factor 20 } create_terrain FOREST { base_terrain GRASS3 land_percent 8 number_of_clumps 8 clumping_factor 40 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain ROCKS { base_terrain GRASS land_percent 100 number_of_clumps 100 set_avoid_player_start_areas height_limits 2 6 } create_terrain ROCKS { base_terrain GRASS land_percent 100 number_of_clumps 100 set_avoid_player_start_areas height_limits 2 6 } create_terrain ROCKS { base_terrain GRASS3 land_percent 100 number_of_clumps 100 set_avoid_player_start_areas height_limits 2 6 } create_terrain ROCKS { base_terrain GRASS3 land_percent 100 number_of_clumps 100 set_avoid_player_start_areas height_limits 2 6 } create_terrain GRASS3 { base_terrain ROCKS land_percent 100 number_of_clumps 100 clumping_factor 5 set_avoid_player_start_areas height_limits 0 0 } create_terrain GRASS3 { base_terrain ROCKS land_percent 100 number_of_clumps 100 clumping_factor 5 set_avoid_player_start_areas height_limits 0 0 } create_terrain GRASS3 { base_terrain ROCKS land_percent 100 number_of_clumps 100 clumping_factor 5 set_avoid_player_start_areas height_limits 0 0 } create_terrain GRASS3 { base_terrain ROCKS land_percent 100 number_of_clumps 100 clumping_factor 5 set_avoid_player_start_areas height_limits 0 0 } create_elevation 1 { base_terrain LEAVES if TINY_MAP number_of_clumps 10 number_of_tiles 40 elseif MEDIUM_MAP number_of_clumps 15 number_of_tiles 60 else number_of_clumps 25 number_of_tiles 120 endif set_scale_by_size } /* ****************************************************** */ elseif AOFE_BUDAPEST /* ****************************************************** */ /* Forgotten Empires - Budapest (ver. Jan 23rd 2013) */ #include_drs random_map.def 54000 /* ************************************ */ base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 10 base_size 14 border_fuzziness 15 clumping_factor 5 left_border 11 right_border 11 top_border 11 bottom_border 11 zone 8 } create_player_lands { terrain_type GRASS land_percent 10 base_size 14 border_fuzziness 15 clumping_factor 5 left_border 11 right_border 11 top_border 11 bottom_border 11 zone 8 } create_land { terrain_type WATER land_percent 100 left_border 85 right_border 0 start_random percent_chance 20 top_border 38 bottom_border 18 percent_chance 20 top_border 17 bottom_border 38 percent_chance 20 top_border 22 bottom_border 38 percent_chance 20 top_border 38 bottom_border 18 percent_chance 20 top_border 38 bottom_border 18 end_random base_size 1 border_fuzziness 15 clumping_factor 15 } create_land { terrain_type WATER land_percent 100 left_border 0 right_border 85 start_random percent_chance 20 top_border 38 bottom_border 22 percent_chance 20 top_border 19 bottom_border 38 percent_chance 20 top_border 20 bottom_border 38 percent_chance 20 top_border 38 bottom_border 18 percent_chance 20 top_border 38 bottom_border 17 end_random base_size 1 border_fuzziness 15 clumping_factor 15 } create_land { terrain_type WATER land_percent 100 start_random percent_chance 20 left_border 17 right_border 38 percent_chance 20 left_border 16 right_border 38 percent_chance 20 left_border 18 right_border 38 percent_chance 20 left_border 38 right_border 18 percent_chance 20 left_border 38 right_border 20 end_random top_border 85 bottom_border 0 base_size 1 border_fuzziness 15 clumping_factor 15 } create_land { terrain_type WATER land_percent 100 start_random percent_chance 20 left_border 17 right_border 38 percent_chance 20 left_border 18 right_border 38 percent_chance 20 left_border 20 right_border 38 percent_chance 20 left_border 38 right_border 20 percent_chance 20 left_border 38 right_border 18 end_random top_border 0 bottom_border 85 base_size 1 border_fuzziness 15 clumping_factor 15 } create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 18 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas } create_terrain GRASS2 { base_terrain GRASS number_of_clumps 80 spacing_to_other_terrain_types 0 start_random percent_chance 50 land_percent 20 percent_chance 50 land_percent 16 end_random set_scale_by_size } create_terrain DIRT3 { base_terrain GRASS number_of_clumps 50 spacing_to_other_terrain_types 0 start_random percent_chance 50 land_percent 12 percent_chance 50 land_percent 8 end_random set_scale_by_size } create_terrain MED_WATER { base_terrain WATER land_percent 40 number_of_clumps 6 spacing_to_other_terrain_types 3 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 5 number_of_clumps 6 spacing_to_other_terrain_types 2 } create_terrain MED_WATER { base_terrain WATER land_percent 40 number_of_clumps 6 spacing_to_other_terrain_types 3 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 5 number_of_clumps 6 spacing_to_other_terrain_types 2 } create_terrain MED_WATER { base_terrain WATER land_percent 40 number_of_clumps 6 spacing_to_other_terrain_types 3 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 5 number_of_clumps 6 spacing_to_other_terrain_types 2 } create_terrain MED_WATER { base_terrain WATER land_percent 40 number_of_clumps 6 spacing_to_other_terrain_types 3 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 5 number_of_clumps 6 spacing_to_other_terrain_types 2 } create_elevation 4 { base_terrain GRASS number_of_clumps 15 number_of_tiles 2500 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif AOFE_CENOTES /* ****************************************************** */ /* Forgotten Empires - Cenotes (ver. Jan 23rd 2013) */ #include_drs random_map.def 54000 base_terrain GRASS2 create_player_lands { terrain_type GRASS land_percent 1 base_size 18 border_fuzziness 15 } create_terrain WATER { base_terrain GRASS2 spacing_to_other_terrain_types 3 if TINY_MAP number_of_tiles 800 elseif SMALL_MAP number_of_tiles 1200 elseif MEDIUM_MAP number_of_tiles 1600 elseif LARGE_MAP number_of_tiles 2400 elseif HUGE_MAP number_of_tiles 3200 else number_of_tiles 3200 endif if TINY_MAP number_of_clumps 6 elseif SMALL_MAP number_of_clumps 9 elseif MEDIUM_MAP number_of_clumps 12 elseif LARGE_MAP number_of_clumps 16 elseif HUGE_MAP number_of_clumps 22 else number_of_clumps 22 endif clumping_factor 100 set_avoid_player_start_areas } create_terrain SHALLOW { base_terrain WATER land_percent 3 number_of_clumps 99 set_avoid_player_start_areas } create_terrain JUNGLE { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 8 number_of_clumps 15 set_avoid_player_start_areas set_scale_by_groups } create_terrain LEAVES { base_terrain GRASS2 land_percent 9 number_of_clumps 26 spacing_to_other_terrain_types 1 set_scale_by_size } /* create_terrain JUNGLE { base_terrain GRASS2 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } */ /* BASE FOREST */ create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 2 land_percent 3 if TINY_MAP number_of_clumps 9 elseif SMALL_MAP number_of_clumps 12 elseif MEDIUM_MAP number_of_clumps 18 elseif LARGE_MAP number_of_clumps 24 elseif HUGE_MAP number_of_clumps 30 elseif GIGANTIC_MAP number_of_clumps 30 endif set_avoid_player_start_areas } create_terrain GRASS2 { base_terrain GRASS number_of_clumps 15 land_percent 100 } create_terrain GRASS2 { base_terrain GRASS number_of_clumps 15 land_percent 100 } create_terrain GRASS2 { base_terrain GRASS number_of_clumps 15 land_percent 100 } create_terrain GRASS2 { base_terrain GRASS number_of_clumps 15 land_percent 100 } if TINY_MAP create_elevation 6 { base_terrain GRASS2 number_of_clumps 20 number_of_tiles 2500 set_scale_by_groups set_scale_by_size } else create_elevation 6 { base_terrain GRASS2 number_of_clumps 20 number_of_tiles 5500 set_scale_by_groups set_scale_by_size } endif min_number_of_cliffs 5 max_number_of_cliffs 8 min_length_of_cliff 2 max_length_of_cliff 6 min_distance_cliffs 12 /* ****************************************************** */ elseif AOFE_GOLDEN_PIT /* ****************************************************** */ /* Forgotten Empires - Golden Pit (ver. Jan 23rd 2013) */ #include_drs random_map.def 54000 start_random percent_chance 25 #define GOLDENPIT_JUNGLE percent_chance 25 #define GOLDENPIT_WINTER percent_chance 25 #define GOLDENPIT_NORTHERN percent_chance 25 #define GOLDENPIT_CLASSIC end_random if GOLDENPIT_JUNGLE base_terrain LEAVES elseif GOLDENPIT_WINTER base_terrain SNOW elseif GOLDENPIT_NORTHERN base_terrain DIRT3 elseif GOLDENPIT_CLASSIC base_terrain GRASS3 endif create_player_lands { if GOLDENPIT_JUNGLE terrain_type GRASS2 elseif GOLDENPIT_WINTER terrain_type GRASS_SNOW elseif GOLDENPIT_NORTHERN terrain_type GRASS3 elseif GOLDENPIT_CLASSIC terrain_type GRASS endif land_percent 100 base_size 10 border_fuzziness 20 clumping_factor 20 base_elevation 7 } create_land { if GOLDENPIT_WINTER terrain_type ICE else terrain_type BEACH endif land_percent 50 border_fuzziness 10 clumping_factor 15 left_border 35 right_border 35 top_border 35 bottom_border 35 } if GOLDENPIT_JUNGLE create_terrain JUNGLE elseif GOLDENPIT_WINTER create_terrain SNOW_FOREST elseif GOLDENPIT_NORTHERN create_terrain PINE_FOREST elseif GOLDENPIT_CLASSIC create_terrain FOREST endif { if GOLDENPIT_JUNGLE base_terrain GRASS2 elseif GOLDENPIT_WINTER base_terrain GRASS_SNOW elseif GOLDENPIT_NORTHERN base_terrain GRASS3 elseif GOLDENPIT_CLASSIC base_terrain GRASS endif spacing_to_other_terrain_types 5 land_percent 15 number_of_clumps 30 set_avoid_player_start_areas set_scale_by_groups } if GOLDENPIT_JUNGLE create_terrain DIRT3 elseif GOLDENPIT_WINTER create_terrain DIRT_SNOW elseif GOLDENPIT_NORTHERN create_terrain DIRT elseif GOLDENPIT_CLASSIC create_terrain DIRT endif { if GOLDENPIT_WINTER base_terrain ICE else base_terrain BEACH endif land_percent 100 number_of_clumps 1 spacing_to_other_terrain_types 7 set_avoid_player_start_areas set_scale_by_groups } if GOLDENPIT_JUNGLE create_terrain LEAVES elseif GOLDENPIT_WINTER create_terrain SNOW elseif GOLDENPIT_NORTHERN create_terrain DIRT3 elseif GOLDENPIT_CLASSIC create_terrain GRASS3 endif { if GOLDENPIT_JUNGLE base_terrain GRASS2 elseif GOLDENPIT_WINTER base_terrain GRASS_SNOW elseif GOLDENPIT_NORTHERN base_terrain GRASS3 elseif GOLDENPIT_CLASSIC base_terrain GRASS endif number_of_clumps 80 spacing_to_other_terrain_types 0 start_random percent_chance 50 land_percent 20 percent_chance 50 land_percent 16 end_random set_scale_by_size } if GOLDENPIT_JUNGLE create_terrain GRASS2 elseif GOLDENPIT_WINTER create_terrain GRASS_SNOW elseif GOLDENPIT_NORTHERN create_terrain GRASS3 elseif GOLDENPIT_CLASSIC create_terrain GRASS endif { if GOLDENPIT_JUNGLE base_terrain LEAVES elseif GOLDENPIT_WINTER base_terrain SNOW elseif GOLDENPIT_NORTHERN base_terrain DIRT3 elseif GOLDENPIT_CLASSIC base_terrain GRASS3 endif number_of_clumps 50 spacing_to_other_terrain_types 0 start_random percent_chance 50 land_percent 12 percent_chance 50 land_percent 8 end_random set_scale_by_size } /* ****************************************************** */ elseif AOFE_HILL_FORT /* ****************************************************** */ /* Forgotten Empires - Hill Fort (ver. Jan 23rd 2013) */ #include_drs random_map.def 54000 base_terrain DIRT create_player_lands { terrain_type GRASS land_percent 0 base_size 13 other_zone_avoidance_distance 12 border_fuzziness 15 clumping_factor 15 base_elevation 7 set_zone_by_team left_border 10 right_border 10 bottom_border 10 top_border 10 } create_land { terrain_type GRASS2 land_percent 100 other_zone_avoidance_distance 12 border_fuzziness 15 clumping_factor 15 } create_terrain BEACH { base_terrain DIRT spacing_to_other_terrain_types 0 land_percent 100 number_of_clumps 100 clumping_factor 1 height_limits 0 0 } create_terrain BEACH { base_terrain DIRT spacing_to_other_terrain_types 0 land_percent 100 number_of_clumps 100 clumping_factor 1 height_limits 0 0 } create_terrain BEACH { base_terrain DIRT spacing_to_other_terrain_types 0 land_percent 100 number_of_clumps 100 clumping_factor 1 height_limits 0 0 } create_terrain BEACH { base_terrain DIRT spacing_to_other_terrain_types 0 land_percent 100 number_of_clumps 100 clumping_factor 1 height_limits 0 0 } create_terrain BEACH { base_terrain DIRT spacing_to_other_terrain_types 0 land_percent 100 number_of_clumps 100 clumping_factor 1 height_limits 0 0 } create_terrain BEACH { base_terrain DIRT spacing_to_other_terrain_types 0 land_percent 100 number_of_clumps 100 clumping_factor 1 height_limits 0 0 } create_terrain BEACH { base_terrain DIRT spacing_to_other_terrain_types 0 land_percent 100 number_of_clumps 100 clumping_factor 1 height_limits 0 0 } create_terrain BEACH { base_terrain DIRT spacing_to_other_terrain_types 0 land_percent 100 number_of_clumps 100 clumping_factor 1 height_limits 0 0 } create_terrain SHALLOW { base_terrain BEACH spacing_to_other_terrain_types 1 land_percent 100 number_of_clumps 100 clumping_factor 1 height_limits 0 0 } create_terrain SHALLOW { base_terrain BEACH spacing_to_other_terrain_types 1 land_percent 100 number_of_clumps 100 clumping_factor 1 height_limits 0 0 } create_terrain SHALLOW { base_terrain BEACH spacing_to_other_terrain_types 1 land_percent 100 number_of_clumps 100 clumping_factor 1 height_limits 0 0 } create_terrain SHALLOW { base_terrain BEACH spacing_to_other_terrain_types 1 land_percent 100 number_of_clumps 100 clumping_factor 1 height_limits 0 0 } create_terrain SHALLOW { base_terrain BEACH spacing_to_other_terrain_types 1 land_percent 100 number_of_clumps 100 clumping_factor 1 height_limits 0 0 } create_terrain SHALLOW { base_terrain BEACH spacing_to_other_terrain_types 1 land_percent 100 number_of_clumps 100 clumping_factor 1 height_limits 0 0 } create_terrain SHALLOW { base_terrain BEACH spacing_to_other_terrain_types 1 land_percent 100 number_of_clumps 100 clumping_factor 1 height_limits 0 0 } create_terrain SHALLOW { base_terrain BEACH spacing_to_other_terrain_types 1 land_percent 100 number_of_clumps 100 clumping_factor 1 height_limits 0 0 } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 2 number_of_clumps 40 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 14 number_of_clumps 13 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain FOREST land_percent 5 number_of_clumps 5 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 80 spacing_to_other_terrain_types 0 start_random percent_chance 50 land_percent 20 percent_chance 50 land_percent 16 end_random set_scale_by_size } create_terrain DIRT3 { base_terrain GRASS3 number_of_clumps 50 spacing_to_other_terrain_types 0 start_random percent_chance 50 land_percent 12 percent_chance 50 land_percent 8 end_random set_scale_by_size } create_elevation 7 { base_terrain GRASS2 number_of_clumps 14 number_of_tiles 3000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif AOFE_LOMBARDIA /* ****************************************************** */ /* Forgotten Empires - Lombardia (ver. Jan 23rd 2013) */ #include_drs random_map.def 54000 base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 22 base_size 12 border_fuzziness 12 } create_terrain GRASS_SNOW { base_terrain GRASS number_of_clumps 10 land_percent 46 set_scale_by_groups spacing_to_other_terrain_types 2 } create_terrain SNOW_FOREST { base_terrain GRASS_SNOW spacing_to_other_terrain_types 4 land_percent 5 number_of_clumps 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 4 land_percent 7 number_of_clumps 7 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain PINE_FOREST number_of_clumps 40 land_percent 3 } create_terrain GRASS { base_terrain GRASS_SNOW number_of_clumps 5 spacing_to_other_terrain_types 1 land_percent 1 set_scale_by_groups } create_elevation 5 { base_terrain GRASS number_of_clumps 15 number_of_tiles 3500 set_scale_by_groups set_scale_by_size } min_number_of_cliffs 3 max_number_of_cliffs 7 min_length_of_cliff 2 max_length_of_cliff 7 min_distance_cliffs 15 /* ****************************************************** */ elseif AOFE_STEPPE /* ****************************************************** */ /* Forgotten Empires - Steppe (ver. Jan 23rd 2013) */ #include_drs random_map.def 54000 nomad_resources base_terrain GRASS3 create_player_lands { terrain_type GRASS2 land_percent 10 top_border 8 bottom_border 8 left_border 8 right_border 8 base_size 12 } create_land { terrain_type DIRT3 land_percent 100 top_border 24 bottom_border 24 left_border 24 right_border 24 clumping_factor 8 border_fuzziness 12 } create_terrain PINE_FOREST { base_terrain GRASS3 land_percent 12 number_of_clumps 35 distance_to_other_terrain_types 2 } create_terrain FOREST { base_terrain GRASS3 land_percent 12 number_of_clumps 35 distance_to_other_terrain_types 2 } create_terrain GRASS3 { base_terrain DIRT3 number_of_clumps 80 spacing_to_other_terrain_types 0 land_percent 5 set_scale_by_size } /* ****************************************************** */ elseif AOFE_TEAM_ARENA /* ****************************************************** */ /* FE Team Arena */ #include_drs random_map.def 54000 start_random percent_chance 20 #define ASIAN_MAP percent_chance 20 #define ALPINE_MAP end_random if ALPINE_MAP base_terrain PINE_FOREST elseif ASIAN_MAP base_terrain PINE_FOREST else base_terrain FOREST endif /* Fill in center */ create_land { if ASIAN_MAP terrain_type GRASS2 elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 60 base_size 8 left_border 18 right_border 18 top_border 18 bottom_border 18 zone 1 } create_player_lands { if ASIAN_MAP terrain_type GRASS elseif ALPINE_MAP terrain_type GRASS else terrain_type GRASS3 endif land_percent 20 base_size 14 left_border 3 right_border 3 top_border 3 bottom_border 3 border_fuzziness 1 other_zone_avoidance_distance 30 } /* ****************************************************** */ /* PRIMARY FOREST */ if ASIAN_MAP create_terrain BAMBOO { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif ALPINE_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if ASIAN_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 4 set_scale_by_size } elseif ALPINE_MAP create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } else create_terrain DIRT { base_terrain GRASS number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 4 set_scale_by_size } endif /* SECONDARY PATCH */ if ASIAN_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif ALPINE_MAP create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if ASIAN_MAP create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif ALPINE_MAP create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* ****************************************************** */ elseif AOFE_VALLEY /* ****************************************************** */ /* Forgotten Empires - Valley (ver. Jan 23rd 2013) */ #include_drs random_map.def 54000 start_random percent_chance 20 #define SMRK percent_chance 20 #define PRALES percent_chance 20 #define KAKTUS percent_chance 20 #define KOPRIVA percent_chance 20 #define RAMPOUCH end_random if SMRK base_terrain DIRT3 elseif PRALES base_terrain DIRT3 elseif KAKTUS base_terrain DIRT3 elseif KOPRIVA base_terrain DIRT3 elseif RAMPOUCH base_terrain GRASS_SNOW endif create_player_lands { if SMRK terrain_type GRASS elseif PRALES terrain_type GRASS2 elseif KAKTUS terrain_type DIRT elseif KOPRIVA terrain_type GRASS elseif RAMPOUCH terrain_type SNOW endif base_size 20 land_percent 100 set_zone_by_team other_zone_avoidance_distance 10 } create_terrain BEACH { base_terrain DIRT3 land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 2 } create_terrain BEACH { base_terrain DIRT3 land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 2 } create_terrain ICE { base_terrain GRASS_SNOW land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 2 } create_terrain ICE { base_terrain GRASS_SNOW land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 2 } if RAMPOUCH create_terrain WATER { base_terrain ICE if TINY_MAP number_of_tiles 80 elseif MEDIUM_MAP number_of_tiles 120 else number_of_tiles 160 endif number_of_clumps 10 } else create_terrain WATER { base_terrain BEACH if TINY_MAP number_of_tiles 80 elseif MEDIUM_MAP number_of_tiles 120 else number_of_tiles 160 endif number_of_clumps 10 } endif if SMRK create_terrain PINE_FOREST elseif PRALES create_terrain JUNGLE elseif KAKTUS create_terrain PALM_DESERT elseif KOPRIVA create_terrain FOREST elseif RAMPOUCH create_terrain SNOW_FOREST endif { if SMRK base_terrain GRASS elseif PRALES base_terrain GRASS2 elseif KAKTUS base_terrain DIRT elseif KOPRIVA base_terrain GRASS elseif RAMPOUCH base_terrain SNOW endif spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups } if SMRK create_terrain GRASS3 elseif PRALES create_terrain LEAVES elseif KAKTUS create_terrain DESERT elseif KOPRIVA create_terrain GRASS3 elseif RAMPOUCH create_terrain GRASS_SNOW endif { if SMRK base_terrain GRASS elseif PRALES base_terrain GRASS2 elseif KAKTUS base_terrain DIRT elseif KOPRIVA base_terrain GRASS elseif RAMPOUCH base_terrain SNOW endif number_of_clumps 80 spacing_to_other_terrain_types 0 start_random percent_chance 50 land_percent 20 percent_chance 50 land_percent 16 end_random set_scale_by_size } if SMRK create_terrain GRASS elseif PRALES create_terrain GRASS2 elseif KAKTUS create_terrain DIRT elseif KOPRIVA create_terrain GRASS elseif RAMPOUCH create_terrain SNOW endif { if SMRK base_terrain GRASS3 elseif PRALES base_terrain LEAVES elseif KAKTUS base_terrain DESERT elseif KOPRIVA base_terrain GRASS3 elseif RAMPOUCH base_terrain GRASS_SNOW endif number_of_clumps 50 spacing_to_other_terrain_types 0 start_random percent_chance 50 land_percent 12 percent_chance 50 land_percent 8 end_random set_scale_by_size } create_elevation 4 { if SMRK base_terrain GRASS elseif PRALES base_terrain GRASS2 elseif KAKTUS base_terrain DIRT elseif KOPRIVA base_terrain GRASS elseif RAMPOUCH base_terrain SNOW endif number_of_clumps 15 number_of_tiles 2200 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif GOLDENHILL /* ****************************************************** */ #define RELICNONE_ base_terrain WATER create_player_lands { terrain_type GRASS2 land_percent 100 base_size 14 border_fuzziness 12 set_zone_by_team other_zone_avoidance_distance 15 } create_land { terrain_type GRASS3 land_percent 100 border_fuzziness 12 bottom_border 30 top_border 30 left_border 30 right_border 30 other_zone_avoidance_distance 8 } /* *********************************** */ create_terrain SNOW { base_terrain GRASS3 land_percent 100 spacing_to_other_terrain_types 6 } create_terrain FOREST { base_terrain GRASS2 land_percent 12 number_of_clumps 100 spacing_to_other_terrain_types 4 set_avoid_player_start_areas } create_terrain WATER { base_terrain GRASS2 land_percent 8 number_of_clumps 15 spacing_to_other_terrain_types 0 set_avoid_player_start_areas } /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 5 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_elevation 7 { base_terrain GRASS3 number_of_clumps 3000 number_of_tiles 9000 spacing_to_other_terrain_types 20 clumping_factor 1 } /* ****************************************************** */ elseif HILLS /* ****************************************************** */ base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 10 right_border 0 left_border 0 top_border 0 bottom_border 0 base_size 14 border_fuzziness 15 clumping_factor 15 base_elevation 6 } /* ****************************************************** */ create_terrain PINE_FOREST { base_terrain DIRT land_percent 12 number_of_clumps 18 clumping_factor 25 spacing_to_other_terrain_types 4 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS2 { base_terrain DIRT number_of_clumps 80 spacing_to_other_terrain_types 1 land_percent 60 set_scale_by_groups height_limits 0 0 } create_terrain DIRT3 { base_terrain DIRT number_of_clumps 4 spacing_to_other_terrain_types 0 land_percent 4 set_scale_by_groups } create_terrain FOREST { base_terrain GRASS2 number_of_clumps 7 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_groups height_limits 0 0 } /* ****************************************************** */ elseif TSUNAMI /* ****************************************************** */ base_terrain WATER start_random percent_chance 20 #define DESERT_MAP percent_chance 20 #define ALPINE_MAP percent_chance 20 #define TROPICAL_MAP end_random create_player_lands { if DESERT_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS2 else terrain_type GRASS endif land_percent 30 base_size 14 left_border 3 right_border 3 top_border 3 bottom_border 3 border_fuzziness 7 other_zone_avoidance_distance 9 } create_land { terrain_type LEAVES land_percent 100 base_size 9 left_border 37 right_border 37 top_border 37 bottom_border 37 border_fuzziness 100 other_zone_avoidance_distance 9 } /* ****************************************************** */ create_terrain WATER { base_terrain SNOW land_percent 100 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 20 } /* PRIMARY FOREST */ if DESERT_MAP create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 4 land_percent 4 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups } elseif ALPINE_MAP create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 4 land_percent 4 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups } elseif TROPICAL_MAP create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 4 land_percent 4 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 4 land_percent 4 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups } endif create_terrain FOREST { base_terrain LEAVES number_of_clumps 24 spacing_to_other_terrain_types 4 number_of_tiles 600 } start_random percent_chance 95 create_elevation 7 { base_terrain WATER number_of_clumps 15 number_of_tiles 12000 set_scale_by_groups set_scale_by_size } end_random /* ****************************************************** */ elseif SOUL /* ****************************************************** */ base_terrain LEAVES create_player_lands { terrain_type GRASS land_percent 40 border_fuzziness 15 clumping_factor 12 base_size 12 bottom_border 15 top_border 15 left_border 15 right_border 15 } create_land { terrain_type FOREST land_percent 100 border_fuzziness 100 bottom_border 20 top_border 20 left_border 20 right_border 20 } create_land { terrain_type FOREST land_percent 100 border_fuzziness 100 bottom_border 20 top_border 20 left_border 20 right_border 20 } create_land { terrain_type FOREST land_percent 100 border_fuzziness 100 bottom_border 20 top_border 20 left_border 20 right_border 20 } create_land { terrain_type FOREST land_percent 100 border_fuzziness 100 bottom_border 20 top_border 20 left_border 20 right_border 20 } /* *********************************** */ create_terrain WATER { base_terrain LEAVES spacing_to_other_terrain_types 2 land_percent 100 } create_terrain WATER { base_terrain LEAVES spacing_to_other_terrain_types 2 land_percent 100 } create_terrain WATER { base_terrain LEAVES spacing_to_other_terrain_types 2 land_percent 100 } create_terrain FOREST { base_terrain GRASS number_of_clumps 6 spacing_to_other_terrain_types 3 set_avoid_player_start_areas land_percent 1 } /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 5 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif HAMBURGER /* ****************************************************** */ base_terrain PALM_DESERT create_player_lands { terrain_type GRASS land_percent 100 base_size 9 border_fuzziness 100 clumping_factor 20 set_zone_by_team right_border 20 bottom_border 20 left_border 20 top_border 20 other_zone_avoidance_distance 4 } /* **************************************** */ create_terrain WATER { base_terrain PALM_DESERT land_percent 100 } create_terrain GRASS2 { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 9 land_percent 60 } create_terrain BAMBOO { base_terrain GRASS2 number_of_clumps 100 spacing_to_other_terrain_types 6 land_percent 8 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 20 } /* ****************************************************** */ elseif LAND_OF_LAKES /* ****************************************************** */ base_terrain GRASS2 create_player_lands { terrain_type GRASS land_percent 5 base_size 14 other_zone_avoidance_distance 7 clumping_factor 15 border_fuzziness 10 set_zone_by_team } /* ****************************************************** */ create_terrain WATER { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 5 number_of_clumps 6 clumping_factor 18 set_scale_by_groups set_avoid_player_start_areas set_flat_terrain_only } create_terrain WATER { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 5 number_of_clumps 6 clumping_factor 15 set_scale_by_groups set_avoid_player_start_areas set_flat_terrain_only } create_terrain WATER { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 5 number_of_clumps 6 clumping_factor 12 set_scale_by_groups set_avoid_player_start_areas set_flat_terrain_only } create_terrain WATER { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 5 number_of_clumps 6 clumping_factor 12 set_scale_by_groups set_avoid_player_start_areas set_flat_terrain_only } create_terrain WATER { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 5 number_of_clumps 6 clumping_factor 9 set_scale_by_groups set_avoid_player_start_areas set_flat_terrain_only } create_terrain WATER { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 5 number_of_clumps 6 clumping_factor 6 set_scale_by_groups set_avoid_player_start_areas set_flat_terrain_only } /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 20 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 3 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_groups } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_groups } create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_groups } /* ****************************************************** */ elseif MICROPHONE /* ****************************************************** */ base_terrain WATER create_land { terrain_type MED_WATER land_percent 100 bottom_border 33 top_border 33 left_border 33 right_border 33 } create_player_lands { terrain_type GRASS2 land_percent 85 border_fuzziness 15 clumping_factor 20 other_zone_avoidance_distance 4 base_size 14 bottom_border 10 top_border 10 set_zone_by_team } create_terrain GRASS { base_terrain MED_WATER spacing_to_other_terrain_types 4 land_percent 100 } create_terrain WATER { base_terrain MED_WATER spacing_to_other_terrain_types 0 land_percent 100 } create_terrain WATER { base_terrain MED_WATER spacing_to_other_terrain_types 0 land_percent 100 } create_terrain WATER { base_terrain MED_WATER spacing_to_other_terrain_types 0 land_percent 100 } create_terrain WATER { base_terrain MED_WATER spacing_to_other_terrain_types 0 land_percent 100 } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 4 land_percent 2 } create_terrain FOREST { base_terrain GRASS2 number_of_clumps 40 spacing_to_other_terrain_types 3 land_percent 12 set_avoid_player_start_areas } /* ****************************************************** */ elseif MEATBALLS /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS2 land_percent 10 border_fuzziness 100 base_size 7 bottom_border 5 top_border 5 left_border 5 right_border 5 set_zone_by_team other_zone_avoidance_distance 8 } /* *********************************** */ create_terrain DESERT { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 6 set_avoid_player_start_areas } create_terrain DESERT { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 6 set_avoid_player_start_areas } create_terrain DESERT { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 6 set_avoid_player_start_areas } create_terrain PALM_DESERT { base_terrain DESERT land_percent 18 number_of_clumps 100 spacing_to_other_terrain_types 2 set_avoid_player_start_areas } /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 5 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif ATACAMA /* ****************************************************** */ /* Random Terrain Types */ base_terrain DESERT create_player_lands { terrain_type DESERT land_percent 50 base_size 20 border_fuzziness 20 clumping_factor 20 left_border 5 right_border 5 top_border 5 bottom_border 5 /* no zone given, each player in seperate zone */ other_zone_avoidance_distance 0 } create_land { terrain_type GRASS2 land_percent 25 border_fuzziness 10 clumping_factor 15 land_id 3 left_border 26 right_border 26 top_border 26 bottom_border 26 } /* **************************************** */ /* FOREST */ create_terrain PALM_DESERT { base_terrain DESERT spacing_to_other_terrain_types 5 land_percent 5 number_of_clumps 100 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS2 spacing_to_1ther_terrain_types 0 land_percent 3 number_of_clumps 20 } /* Water */ create_terrain WATER { base_terrain GRASS2 number_of_clumps 10 spacing_to_other_terrain_types 0 number of tiles 150 } /* ****************************************************** */ elseif SLIPPERY_SPRINGS /* ****************************************************** */ base_terrain BEACH create_player_lands { terrain_type DIRT border_fuzziness 25 land_percent 100 base_size 16 bottom_border 10 top_border 10 left_border 10 right_border 10 clumping_factor 12 other_zone_avoidance_distance 4 } create_terrain WATER { base_terrain BEACH spacing_to_other_terrain_types 4 land_percent 100 set_avoid_player_start_areas } create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 4 land_percent 12 number_of_clumps 35 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain DIRT number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 3 set_scale_by_size } create_terrain DESERT { base_terrain DIRT number_of_clumps 12 spacing_to_other_terrain_types 1 land_percent 1 set_scale_by_size } /* ****************************************************** */ elseif ROOSTER /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 20 clumping_factor 20 left_border 5 bottom_border 5 top_border 5 right_border 5 other_zone_avoidance_distance 15 } create_land { terrain_type WATER land_percent 100 right_border 36 left_border 36 top_border 36 bottom_border 36 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 } create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 4 land_percent 12 number_of_clumps 30 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups } /* Mixing Water */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 70 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif SEALED_ISLANDS /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 55 left_border 8 right_border 8 top_border 8 bottom_border 8 base_size 13 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 20 set_zone_by_team } create_land { terrain_type GRASS2 land_percent 100 left_border 40 right_border 40 top_border 40 bottom_border 40 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 10 } /* ****************************************************** */ create_terrain PINE_FOREST { land_percent 8 number_of_clumps 10 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 5 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif STARDOM /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS2 land_percent 18 base_size 16 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 20 } create_land { terrain_type WATER land_percent 100 other_zone_avoidance_distance 2 bottom_border 48 top_border 48 left_border 48 right_border 48 } create_land { terrain_type LEAVES land_percent 100 other_zone_avoidance_distance 5 } /* ****************************************************** */ create_terrain FOREST { base_terrain GRASS2 land_percent 4 number_of_clumps 6 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain LEAVES land_percent 11 number_of_clumps 8 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif BIGFOOT /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 15 other_zone_avoidance_distance 5 } create_land { terrain_type GRASS2 land_percent 100 base_size 9 border_fuzziness 15 bottom_border 30 top_border 30 left_border 30 right_border 30 other_zone_avoidance_distance 5 } /* *************************************** */ /* PRIMARY FOREST */ create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain DIRT { base_terrain GRASS number_of_clumps 16 spacing_to_other_terrain_types 1 land_percent 20 set_scale_by_size } create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 2 number_of_clumps 8 set_avoid_player_start_areas set_scale_by_groups } /* SECONDARY PATCH */ create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } /* ****************************************************** */ elseif PAVEDHIGHLAND /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS2 land_percent 100 base_size 9 set_zone_by_team other_zone_avoidance_distance 22 border_fuzziness 15 } /* ****************************************************** */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 2 land_percent 15 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 10 } create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 4 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 8 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } /* SECONDARY FOREST */ create_terrain FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif endif /* ****************************************************** */ if GIGA_PACK5 if ATLANTEAN_RELICS /* ****************************************************** */ #define RELICNONE_ base_terrain GRASS /* SEA */ create_land { terrain_type WATER land_percent 77 left_border 15 right_border 15 top_border 15 bottom_border 15 border_fuzziness 100 other_zone_avoidance_distance 1 } create_land { terrain_type SHALLOW if TINY_MAP land_percent 8 left_border 44 right_border 44 top_border 44 bottom_border 44 else land_percent 6 left_border 44 right_border 44 top_border 44 bottom_border 44 endif border_fuzziness 40 } create_player_lands { terrain_type GRASS land_percent 30 base_size 14 other_zone_avoidance_distance 25 border_fuzziness 100 } /* *********************************** */ /* PRIMARY FOREST */ create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain DIRT3 { base_terrain GRASS number_of_clumps 8 spacing_to_other_terrain_types 1 land_percent 9 set_scale_by_size } /* SECONDARY FOREST */ create_terrain FOREST { base_terrain DIRT3 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 5 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif DOUBLE_MIGRATION /* ****************************************************** */ base_terrain WATER create_land { terrain_type GRASS land_percent 65 border_fuzziness 15 clumping_factor 20 top_border 8 bottom_border 8 left_border 8 right_border 8 other_zone_avoidance_distance 6 } create_player_lands { terrain_type GRASS2 land_percent 15 base_size 8 border_fuzziness 20 clumping_factor 20 top_border 2 bottom_border 2 left_border 2 right_border 2 other_zone_avoidance_distance 6 } create_player_lands { terrain_type GRASS2 land_percent 15 base_size 8 border_fuzziness 20 clumping_factor 20 top_border 2 bottom_border 2 left_border 2 right_border 2 other_zone_avoidance_distance 6 } /* ****************************************************** */ create_terrain PINE_FOREST { base_terrain GRASS2 land_percent 3 number_of_clumps 5 clumping_factor 15 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain GRASS if TINY_MAP land_percent 4 elseif MEDIUM_MAP land_percent 4 else land_percent 5 endif number_of_clumps 20 clumping_factor 100 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 10 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 20 spacing_to_other_terrain_types 3 land_percent 2 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 2 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif SAND_MAZE /* ****************************************************** */ base_terrain BEACH create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 15 start_random percent_chance 95 percent_chance 5 set_zone_by_team end_random } create_land { terrain_type WATER land_percent 100 border_fuzziness 15 clumping_factor 15 bottom_border 40 top_border 40 left_border 40 right_border 40 other_zone_avoidance_distance 15 } create_terrain PINE_FOREST { land_percent 12 number_of_clumps 25 clumping_factor 15 spacing_to_other_terrain_types 4 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain BEACH land_percent 3 number_of_clumps 60 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif TENTACLEISLE /* ****************************************************** */ base_terrain WATER create_land { terrain_type DIRT land_percent 100 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 3 left_border 30 right_border 30 top_border 30 bottom_border 30 } create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 12 } create_terrain DIRT { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain DIRT { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain DIRT { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain DIRT { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain DIRT { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain DIRT { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain DIRT { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain DIRT { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain DIRT { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain DIRT { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain DIRT { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain PINE_FOREST { base_terrain GRASS land_percent 12 number_of_clumps 25 clumping_factor 15 spacing_to_other_terrain_types 4 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DIRT land_percent 2 number_of_clumps 20 clumping_factor 15 spacing_to_other_terrain_types 6 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif BORDER_DISPUTE /* ****************************************************** */ base_terrain GRASS if HUGE_MAP create_player_lands { terrain_type GRASS land_percent 100 base_size 1 top_border 40 bottom_border 40 left_border 40 right_border 40 set_zone_by_team other_zone_avoidance_distance 10 } else create_player_lands { terrain_type GRASS land_percent 100 base_size 1 top_border 41 bottom_border 41 left_border 41 right_border 41 set_zone_by_team other_zone_avoidance_distance 10 } endif create_land { terrain_type LEAVES number_of_tiles 20 top_border 44 bottom_border 44 left_border 44 right_border 44 } /* **************************************** */ create_terrain PALM_DESERT { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 20 number_of_clumps 100 set_avoid_player_start_areas } /* ****************************************************** */ elseif ANATOLIA /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 start_random percent_chance 50 left_border 8 right_border 8 percent_chance 50 top_border 8 bottom_border 8 end_random base_size 10 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 8 zone 1 } create_terrain PINE_FOREST { land_percent 14 number_of_clumps 11 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_elevation 5 { base_terrain GRASS number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } create_elevation 5 { base_terrain DIRT number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } min_number_of_cliffs 3 max_number_of_cliffs 6 min_length_of_cliff 4 max_length_of_cliff 8 cliff_curliness 5 min_distance_cliffs 8 /* ****************************************************** */ elseif DESERT__ /* ****************************************************** */ base_terrain DIRT create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 12 zone 1 other_zone_avoidance_distance 15 } create_land { terrain_type DIRT land_percent 100 border_fuzziness 12 bottom_border 30 top_border 30 left_border 30 right_border 30 other_zone_avoidance_distance 8 } /* *********************************** */ create_terrain DESERT { base_terrain DIRT land_percent 100 spacing_to_other_terrain_types 6 } create_terrain PINE_FOREST { base_terrain GRASS land_percent 11 number_of_clumps 8 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DESERT land_percent 1 number_of_clumps 3 clumping_factor 20 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain DIRT { base_terrain DESERT number_of_clumps 3 spacing_to_other_terrain_types 0 land_percent 3 set_scale_by_groups } create_terrain DIRT { base_terrain GRASS number_of_clumps 27 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_groups } create_elevation 5 { base_terrain GRASS number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } create_elevation 5 { base_terrain DIRT number_of_clumps 7 number_of_tiles 600 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif GREAT_LAKE /* ****************************************************** */ base_terrain WATER start_random percent_chance 20 create_player_lands { terrain_type GRASS land_percent 100 left_border 6 right_border 6 top_border 6 bottom_border 6 base_size 13 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 5 set_zone_by_team } percent_chance 80 create_player_lands { terrain_type GRASS land_percent 100 left_border 0 right_border 0 top_border 0 bottom_border 0 base_size 13 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 5 set_zone_by_team } end_random create_land { terrain_type WATER land_percent 30 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 11 } /* ****************************************************** */ create_terrain PINE_FOREST { land_percent 10 number_of_clumps 9 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } start_random percent_chance 40 create_elevation 5 { base_terrain GRASS number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } create_elevation 5 { base_terrain DIRT number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } percent_chance 60 end_random /* ****************************************************** */ elseif ONTARIO /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 30 right_border 4 left_border 4 top_border 4 bottom_border 4 base_size 15 border_fuzziness 15 clumping_factor 15 } start_random percent_chance 50 create_land { terrain_type WATER land_percent 10 right_border 60 top_border 60 base_size 5 border_fuzziness 15 clumping_factor 10 } create_land { terrain_type WATER land_percent 10 left_border 60 bottom_border 60 base_size 5 border_fuzziness 15 clumping_factor 10 } percent_chance 50 create_land { terrain_type WATER land_percent 10 left_border 60 top_border 60 base_size 5 border_fuzziness 15 clumping_factor 10 } create_land { terrain_type WATER land_percent 10 right_border 60 bottom_border 60 base_size 5 border_fuzziness 15 clumping_factor 10 } end_random /* ****************************************************** */ create_terrain PINE_FOREST { land_percent 13 number_of_clumps 7 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } start_random percent_chance 40 create_elevation 5 { base_terrain GRASS number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } create_elevation 5 { base_terrain DIRT number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } percent_chance 60 end_random create_terrain MED_WATER { base_terrain WATER start_random percent_chance 50 number_of_clumps 12 percent_chance 50 number_of_clumps 15 end_random start_random percent_chance 33 spacing_to_other_terrain_types 1 percent_chance 33 spacing_to_other_terrain_types 2 percent_chance 34 spacing_to_other_terrain_types 3 end_random start_random percent_chance 50 land_percent 20 percent_chance 50 land_percent 30 end_random } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER start_random percent_chance 50 number_of_clumps 8 percent_chance 50 number_of_clumps 10 end_random start_random percent_chance 50 spacing_to_other_terrain_types 2 percent_chance 50 spacing_to_other_terrain_types 3 end_random start_random percent_chance 50 land_percent 20 percent_chance 50 land_percent 25 end_random } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif PLAINS /* ****************************************************** */ base_terrain DESERT create_player_lands { terrain_type DIRT land_percent 0 base_size 20 border_fuzziness 15 clumping_factor 15 } /* ****************************************************** */ /* PRIMARY FOREST */ create_terrain PALM_DESERT { base_terrain DESERT spacing_to_other_terrain_types 8 land_percent 7 number_of_clumps 9 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY FOREST */ create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 8 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT { base_terrain DESERT number_of_clumps 1000 spacing_to_other_terrain_types 0 land_percent 100 set_scale_by_size } create_terrain DIRT3 { base_terrain DIRT number_of_clumps 16 spacing_to_other_terrain_types 0 land_percent 5 set_scale_by_size } create_terrain DIRT2 { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } /* ****************************************************** */ elseif WOODLAND /* ****************************************************** */ base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 30 base_size 14 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 10 } create_land { terrain_type PALM_DESERT land_percent 3 right_border 54 left_border 24 top_border 54 bottom_border 24 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 } create_land { terrain_type PALM_DESERT land_percent 3 right_border 54 left_border 24 top_border 24 bottom_border 54 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 } create_land { terrain_type PALM_DESERT land_percent 3 right_border 24 left_border 54 top_border 54 bottom_border 24 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 } create_land { terrain_type PALM_DESERT land_percent 3 right_border 24 left_border 54 top_border 24 bottom_border 54 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 } /* MIDDLE */ create_land { terrain_type DIRT3 land_percent 1 right_border 45 left_border 45 top_border 45 bottom_border 45 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 land_id 270 } /* ****************************************************** */ create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 13 number_of_clumps 9 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain DIRT number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 3 set_scale_by_size } create_terrain DESERT { base_terrain DIRT number_of_clumps 12 spacing_to_other_terrain_types 1 land_percent 1 set_scale_by_size } /* ****************************************************** */ elseif DISC /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 left_border 8 right_border 8 top_border 8 bottom_border 8 base_size 15 border_fuzziness 15 clumping_factor 15 zone 1 } /* ****************************************************** */ create_terrain PINE_FOREST { land_percent 13 number_of_clumps 12 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif PARALLEL_WORLDS /* ****************************************************** */ base_terrain GRASS2 create_land { terrain_type FOREST land_percent 100 base_size 20 right_border 30 top_border 30 left_border 30 bottom_border 30 clumping_factor 15 border_fuzziness 20 other_zone_avoidance_distance 0 zone 1 } create_land { terrain_type FOREST land_percent 100 base_size 1 right_border 30 top_border 30 left_border 30 bottom_border 30 clumping_factor 15 border_fuzziness 20 other_zone_avoidance_distance 0 zone 1 } /* ~~~~~~~~~~~~~~~~~~~~~~~ */ /* ~ Player Lands ~ */ /* ~~~~~~~~~~~~~~~~~~~~~~~ */ create_player_lands { terrain_type FOREST if TINY_MAP land_percent 5 base_size 41 right_border 2 top_border 2 left_border 2 bottom_border 2 other_zone_avoidance_distance 30 elseif SMALL_MAP land_percent 5 base_size 40 right_border 2 top_border 2 left_border 2 bottom_border 2 other_zone_avoidance_distance 27 elseif MEDIUM_MAP land_percent 5 base_size 42 right_border 3 top_border 3 left_border 3 bottom_border 3 other_zone_avoidance_distance 27 elseif LARGE_MAP land_percent 5 base_size 42 right_border 3 top_border 3 left_border 3 bottom_border 3 other_zone_avoidance_distance 27 elseif HUGE_MAP land_percent 5 base_size 42 right_border 3 top_border 3 left_border 3 bottom_border 3 other_zone_avoidance_distance 25 else land_percent 5 base_size 42 right_border 3 top_border 3 left_border 3 bottom_border 3 other_zone_avoidance_distance 25 endif clumping_factor 15 border_fuzziness 20 } /* ~~~~~~~~~~~~~~~~~~~~~~~ */ /* ~~~~~~~~~~~~~~~~~~~~~~~ */ create_terrain DIRT3 { base_terrain FOREST spacing_to_other_terrain_types 37 land_percent 100 number_of_clumps 1 clumping_factor 25 } create_terrain DIRT3 { base_terrain FOREST spacing_to_other_terrain_types 37 land_percent 100 number_of_clumps 99 clumping_factor 15 } create_terrain DIRT3 { base_terrain FOREST spacing_to_other_terrain_types 37 land_percent 100 number_of_clumps 99 clumping_factor 1 } create_terrain DIRT3 { base_terrain FOREST spacing_to_other_terrain_types 35 land_percent 2 number_of_clumps 33 clumping_factor 15 } create_terrain GRASS2 { base_terrain FOREST spacing_to_other_terrain_types 29 land_percent 100 number_of_clumps 1 clumping_factor 25 } create_terrain GRASS2 { base_terrain FOREST spacing_to_other_terrain_types 29 land_percent 100 number_of_clumps 99 clumping_factor 15 } create_terrain DIRT3 { base_terrain FOREST spacing_to_other_terrain_types 26 land_percent 2 number_of_clumps 20 clumping_factor 25 } create_terrain DIRT3 { base_terrain FOREST spacing_to_other_terrain_types 23 land_percent 2 number_of_clumps 20 clumping_factor 25 } if TINY_MAP create_terrain DIRT3 { base_terrain FOREST spacing_to_other_terrain_types 20 land_percent 5 number_of_clumps 24 clumping_factor 25 } elseif SMALL_MAP create_terrain DIRT3 { base_terrain FOREST spacing_to_other_terrain_types 20 land_percent 4 number_of_clumps 20 clumping_factor 25 } elseif MEDIUM_MAP create_terrain DIRT3 { base_terrain FOREST spacing_to_other_terrain_types 22 land_percent 3 number_of_clumps 20 clumping_factor 25 } endif create_terrain DIRT { base_terrain DIRT3 spacing_to_other_terrain_types 3 land_percent 100 number_of_clumps 1 clumping_factor 25 set_avoid_player_start_areas } create_terrain DIRT { base_terrain DIRT3 spacing_to_other_terrain_types 3 land_percent 100 number_of_clumps 99 clumping_factor 15 set_avoid_player_start_areas } if TINY_MAP create_terrain FOREST { base_terrain DIRT3 spacing_to_other_terrain_types 12 land_percent 100 number_of_clumps 99 clumping_factor 25 } create_terrain FOREST { base_terrain DIRT3 spacing_to_other_terrain_types 12 land_percent 100 number_of_clumps 99 clumping_factor 25 } elseif SMALL_MAP create_terrain FOREST { base_terrain DIRT3 spacing_to_other_terrain_types 12 land_percent 100 number_of_clumps 99 clumping_factor 25 } create_terrain FOREST { base_terrain DIRT3 spacing_to_other_terrain_types 12 land_percent 100 number_of_clumps 99 clumping_factor 25 } elseif MEDIUM_MAP create_terrain FOREST { base_terrain DIRT3 spacing_to_other_terrain_types 11 land_percent 100 number_of_clumps 99 clumping_factor 25 } create_terrain FOREST { base_terrain DIRT3 spacing_to_other_terrain_types 11 land_percent 100 number_of_clumps 99 clumping_factor 25 } else create_terrain FOREST { base_terrain DIRT3 spacing_to_other_terrain_types 10 land_percent 100 number_of_clumps 99 clumping_factor 25 } create_terrain FOREST { base_terrain DIRT3 spacing_to_other_terrain_types 10 land_percent 100 number_of_clumps 99 clumping_factor 25 } endif create_terrain DIRT { base_terrain DIRT3 spacing_to_other_terrain_types 3 land_percent 100 number_of_clumps 99 clumping_factor 25 } create_terrain DIRT { base_terrain DIRT3 spacing_to_other_terrain_types 3 land_percent 100 number_of_clumps 99 clumping_factor 25 } create_terrain DIRT { base_terrain DIRT3 spacing_to_other_terrain_types 5 land_percent 1 number_of_clumps 5 clumping_factor 25 } create_terrain GRASS2 { base_terrain FOREST if TINY_MAP spacing_to_other_terrain_types 12 elseif SMALL_MAP spacing_to_other_terrain_types 16 elseif MEDIUM_MAP spacing_to_other_terrain_types 18 else spacing_to_other_terrain_types 19 endif land_percent 100 number_of_clumps 99 clumping_factor 15 } create_terrain GRASS2 { base_terrain FOREST if TINY_MAP spacing_to_other_terrain_types 12 elseif SMALL_MAP spacing_to_other_terrain_types 16 elseif MEDIUM_MAP spacing_to_other_terrain_types 18 else spacing_to_other_terrain_types 19 endif land_percent 100 number_of_clumps 99 clumping_factor 15 } create_terrain GRASS2 { base_terrain FOREST spacing_to_other_terrain_types 14 land_percent 6 number_of_clumps 66 clumping_factor 15 } create_terrain GRASS { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 100 number_of_clumps 99 clumping_factor 15 } create_terrain GRASS3 { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 100 number_of_clumps 99 clumping_factor 15 } create_terrain DESERT { base_terrain DIRT if TINY_MAP spacing_to_other_terrain_types 21 land_percent 3 elseif SMALL_MAP spacing_to_other_terrain_types 21 land_percent 3 elseif MEDIUM_MAP spacing_to_other_terrain_types 16 land_percent 2 elseif LARGE_MAP spacing_to_other_terrain_types 16 land_percent 4 elseif HUGE_MAP spacing_to_other_terrain_types 17 land_percent 4 else spacing_to_other_terrain_types 19 land_percent 4 endif number_of_clumps 1 clumping_factor 13 } start_random percent_chance 50 create_terrain WATER { base_terrain DESERT if TINY_MAP spacing_to_other_terrain_types 2 land_percent 3 elseif SMALL_MAP spacing_to_other_terrain_types 2 land_percent 3 elseif MEDIUM_MAP spacing_to_other_terrain_types 2 land_percent 2 elseif LARGE_MAP spacing_to_other_terrain_types 2 land_percent 2 elseif HUGE_MAP spacing_to_other_terrain_types 3 land_percent 3 else spacing_to_other_terrain_types 3 land_percent 3 endif number_of_clumps 1 clumping_factor 17 set_avoid_player_start_areas } create_terrain MED_WATER { base_terrain WATER spacing_to_other_terrain_types 3 land_percent 3 number_of_clumps 2 clumping_factor 15 } end_random create_terrain PALM_DESERT { base_terrain DESERT spacing_to_other_terrain_types 1 number_of_tiles 11 number_of_clumps 11 clumping_factor 1 set_scale_by_groups set_scale_by_size } create_terrain PALM_DESERT { base_terrain DESERT spacing_to_other_terrain_types 1 number_of_tiles 5 number_of_clumps 8 clumping_factor 1 set_scale_by_groups set_scale_by_size } create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 2 land_percent 1 number_of_clumps 33 clumping_factor 15 } create_terrain FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 7 land_percent 4 number_of_clumps 19 clumping_factor 14 } /* ****************************************************** */ elseif DESERTFOX /* ****************************************************** */ base_terrain DIRT create_player_lands { terrain_type DESERT land_percent 5 base_size 15 border_fuzziness 20 clumping_factor 25 other_zone_avoidance_distance 5 } /* **************************************** */ /* FOREST */ create_terrain FOREST { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 20 number_of_clumps 10 clumping_factor 25 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 10 number_of_clumps 5 clumping_factor 25 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DESERT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 16 clumping_factor 25 set_avoid_player_start_areas set_scale_by_groups } start_random percent_chance 15 create_terrain WATER { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 10 number_of_clumps 5 clumping_factor 25 set_avoid_player_start_areas set_scale_by_groups } end_random /* ****************************************************** */ elseif HIPPOS_BELLY /* ****************************************************** */ base_terrain SHALLOW create_land { terrain_type DIRT land_percent 100 right_border 18 left_border 18 top_border 18 bottom_border 18 border_fuzziness 15 other_zone_avoidance_distance 3 clumping_factor 15 } create_land { terrain_type DIRT land_percent 100 right_border 18 left_border 18 top_border 18 bottom_border 18 border_fuzziness 15 other_zone_avoidance_distance 3 clumping_factor 15 } create_land { terrain_type DIRT land_percent 100 right_border 18 left_border 18 top_border 18 bottom_border 18 border_fuzziness 15 other_zone_avoidance_distance 3 clumping_factor 15 } create_land { terrain_type DIRT land_percent 100 right_border 18 left_border 18 top_border 18 bottom_border 18 border_fuzziness 15 other_zone_avoidance_distance 3 clumping_factor 15 } create_player_lands { terrain_type DESERT land_percent 100 base_size 14 border_fuzziness 20 clumping_factor 20 other_zone_avoidance_distance 3 zone 1 } create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 4 land_percent 8 number_of_clumps 30 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups } create_terrain SHALLOW { base_terrain DESERT spacing_to_other_terrain_types 2 land_percent 6 number_of_clumps 8 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DESERT spacing_to_other_terrain_types 5 land_percent 4 number_of_clumps 20 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups } create_elevation 7 { base_terrain DIRT number_of_clumps 30 number_of_tiles 9500 set_scale_by_groups set_scale_by_size spacing 4 } /* ****************************************************** */ elseif JDGROSSROX /* ****************************************************** */ base_terrain GRASS create_land { terrain_type JUNGLE land_percent 100 border_fuzziness 15 clumping_factor 20 top_border 90 bottom_border 0 } create_land { terrain_type JUNGLE land_percent 100 border_fuzziness 15 clumping_factor 20 top_border 0 bottom_border 90 } create_land { terrain_type WATER land_percent 100 border_fuzziness 15 clumping_factor 20 left_border 90 right_border 0 } create_land { terrain_type WATER land_percent 100 border_fuzziness 15 clumping_factor 20 left_border 0 right_border 90 } create_player_lands { terrain_type GRASS2 land_percent 55 base_size 14 border_fuzziness 15 clumping_factor 20 top_border 10 bottom_border 10 left_border 10 right_border 10 } create_terrain PINE_FOREST { base_terrain GRASS2 land_percent 6 number_of_clumps 15 clumping_factor 15 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 10 } /* ****************************************************** */ elseif SEIZE_THE_HUMP /* ****************************************************** */ base_terrain DESERT if TINY_MAP create_player_lands { terrain_type GRASS land_percent 8 base_size 12 border_fuzziness 4 set_zone_by_team other_zone_avoidance_distance 8 bottom_border 2 top_border 2 left_border 2 right_border 2 } else create_player_lands { terrain_type GRASS land_percent 8 base_size 8 border_fuzziness 4 set_zone_by_team other_zone_avoidance_distance 14 bottom_border 3 top_border 3 left_border 3 right_border 3 } endif create_land { terrain_type DIRT3 land_percent 70 base_size 8 border_fuzziness 4 base_elevation 3 other_zone_avoidance_distance 14 bottom_border 10 top_border 10 left_border 10 right_border 10 } /* *********************************** */ create_terrain SHALLOW { base_terrain DESERT land_percent 100 number_of_clumps 100 height_limits 0 0 spacing_to_other_terrain_types 1 } create_terrain SHALLOW { base_terrain DESERT land_percent 100 number_of_clumps 100 height_limits 0 0 spacing_to_other_terrain_types 1 } if TINY_MAP create_terrain FOREST { base_terrain DIRT3 land_percent 7 number_of_clumps 20 clumping_factor 25 spacing_to_other_terrain_types 4 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain DIRT3 land_percent 12 number_of_clumps 20 clumping_factor 25 spacing_to_other_terrain_types 4 set_avoid_player_start_areas set_scale_by_groups } endif create_terrain PINE_FOREST { base_terrain GRASS land_percent 1 number_of_clumps 10 clumping_factor 20 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain GRASS3 { base_terrain DIRT number_of_clumps 27 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_groups } create_elevation 5 { base_terrain DIRT3 number_of_clumps 20 number_of_tiles 8000 set_scale_by_groups set_scale_by_size } create_elevation 7 { base_terrain DIRT3 number_of_clumps 6 number_of_tiles 3000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif ZERO /* ****************************************************** */ if TINY_MAP base_terrain SHALLOW elseif SMALL_MAP base_terrain SHALLOW else base_terrain WATER endif create_player_lands { terrain_type GRASS land_percent 100 base_size 15 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 7 zone 1 } create_land { terrain_type GRASS land_percent 4 base_size 3 left_border 42 right_border 42 top_border 42 bottom_border 42 border_fuzziness 15 clumping_factor 15 land_id 100 } /* ****************************************************** */ create_terrain PINE_FOREST { land_percent 16 number_of_clumps 11 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER land_percent 100 start_random percent_chance 50 spacing_to_other_terrain_types 1 percent_chance 50 spacing_to_other_terrain_types 2 end_random } /* ****************************************************** */ elseif CLIFFY_ARENA /* ****************************************************** */ start_random percent_chance 50 #define MODE_1 percent_chance 50 #define MODE_2 end_random if MODE_1 base_terrain PINE_FOREST create_land { terrain_type GRASS2 land_percent 60 /* 50 */ base_size 10 left_border 18 right_border 18 top_border 18 bottom_border 18 zone 1 } create_player_lands { terrain_type GRASS land_percent 20 base_size 12 left_border 3 right_border 3 top_border 3 bottom_border 3 border_fuzziness 1 other_zone_avoidance_distance 30 } elseif MODE_2 base_terrain WATER create_land { terrain_type GRASS2 land_percent 60 /* 50 */ base_size 10 left_border 18 right_border 18 top_border 18 bottom_border 18 zone 1 } create_player_lands { terrain_type GRASS land_percent 20 base_size 12 left_border 5 right_border 5 top_border 5 bottom_border 5 border_fuzziness 1 other_zone_avoidance_distance 30 } endif /* ****************************************************** */ if MODE_1 create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif MODE_2 create_terrain PINE_FOREST { base_terrain WATER land_percent 100 number_of_clumps 1000 } create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif if MODE_1 min_number_of_cliffs 30 max_number_of_cliffs 60 min_length_of_cliff 5 max_length_of_cliff 15 max_distance_cliffs 10 elseif MODE_2 min_number_of_cliffs 15 max_number_of_cliffs 30 min_length_of_cliff 5 max_length_of_cliff 15 max_distance_cliffs 15 endif /* ****************************************************** */ elseif ACCESSIBLE_OASIS /* ****************************************************** */ start_random percent_chance 65 #define ACCESS_1 percent_chance 35 #define ACCESS_2 end_random start_random percent_chance 60 #define DESERT_MAP percent_chance 40 #define FROZEN_MAP end_random if ACCESS_1 if DESERT_MAP base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 30 base_size 14 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 10 } /* POND */ create_land { terrain_type WATER land_percent 10 right_border 40 left_border 40 top_border 40 bottom_border 40 border_fuzziness 15 other_zone_avoidance_distance 9 clumping_factor 15 } /* 2 PLAYERS */ if TINY_MAP start_random percent_chance 50 /* TREES AROUND POND */ create_land { terrain_type PALM_DESERT land_percent 6 right_border 25 left_border 25 top_border 54 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } create_land { terrain_type PALM_DESERT land_percent 6 right_border 25 left_border 25 top_border 25 bottom_border 54 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } percent_chance 50 /* TREES AROUND POND */ create_land { terrain_type PALM_DESERT land_percent 6 right_border 54 left_border 25 top_border 25 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } create_land { terrain_type PALM_DESERT land_percent 6 right_border 25 left_border 54 top_border 25 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } end_random /* 4+ PLAYERS */ else start_random percent_chance 50 /* TREES AROUND POND */ create_land { terrain_type PALM_DESERT land_percent 7 right_border 25 left_border 25 top_border 52 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } create_land { terrain_type PALM_DESERT land_percent 7 right_border 25 left_border 25 top_border 25 bottom_border 52 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } percent_chance 50 /* TREES AROUND POND */ create_land { terrain_type PALM_DESERT land_percent 7 right_border 52 left_border 25 top_border 25 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } create_land { terrain_type PALM_DESERT land_percent 7 right_border 25 left_border 52 top_border 25 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } end_random endif /* ****************************************************** */ create_terrain DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 6 number_of_clumps 9 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DESERT land_percent 100 number_of_clumps 1000 } create_terrain DESERT { base_terrain DIRT number_of_clumps 12 spacing_to_other_terrain_types 0 land_percent 7 set_scale_by_size } create_terrain DIRT3 { base_terrain DIRT number_of_clumps 12 spacing_to_other_terrain_types 1 land_percent 1 set_scale_by_size } elseif FROZEN_MAP base_terrain SNOW create_player_lands { terrain_type SNOW land_percent 30 base_size 14 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 10 } /* POND */ create_land { terrain_type ICE land_percent 10 right_border 40 left_border 40 top_border 40 bottom_border 40 border_fuzziness 15 other_zone_avoidance_distance 9 clumping_factor 15 } /* 2 PLAYERS */ if TINY_MAP start_random percent_chance 50 /* TREES AROUND POND */ create_land { terrain_type SNOW_FOREST land_percent 6 right_border 25 left_border 25 top_border 54 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } create_land { terrain_type SNOW_FOREST land_percent 6 right_border 25 left_border 25 top_border 25 bottom_border 54 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } percent_chance 50 /* TREES AROUND POND */ create_land { terrain_type SNOW_FOREST land_percent 6 right_border 54 left_border 25 top_border 25 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } create_land { terrain_type SNOW_FOREST land_percent 6 right_border 25 left_border 54 top_border 25 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } end_random /* 4+ PLAYERS */ else start_random percent_chance 50 /* TREES AROUND POND */ create_land { terrain_type SNOW_FOREST land_percent 7 right_border 25 left_border 25 top_border 52 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } create_land { terrain_type SNOW_FOREST land_percent 7 right_border 25 left_border 25 top_border 25 bottom_border 52 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } percent_chance 50 /* TREES AROUND POND */ create_land { terrain_type SNOW_FOREST land_percent 7 right_border 52 left_border 25 top_border 25 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } create_land { terrain_type SNOW_FOREST land_percent 7 right_border 25 left_border 52 top_border 25 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } end_random endif /* ****************************************************** */ create_terrain GRASS_SNOW { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 6 number_of_clumps 9 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT_SNOW { base_terrain SNOW number_of_clumps 12 spacing_to_other_terrain_types 3 land_percent 7 set_scale_by_size } create_terrain SNOW_FOREST { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 3 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } create_terrain SNOW_FOREST { base_terrain GRASS_SNOW land_percent 5 number_of_clumps 300 } create_terrain GRASS_SNOW { base_terrain SNOW number_of_clumps 12 spacing_to_other_terrain_types 1 land_percent 1 set_scale_by_size } endif elseif ACCESS_2 if DESERT_MAP base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 5 base_size 14 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 10 } /* POND */ create_land { terrain_type WATER land_percent 10 right_border 40 left_border 40 top_border 40 bottom_border 40 border_fuzziness 15 other_zone_avoidance_distance 9 clumping_factor 15 } create_land { terrain_type GRASS3 land_percent 100 top_border 23 bottom_border 23 right_border 23 left_border 23 } /* ****************************************************** */ create_terrain PALM_DESERT { base_terrain GRASS3 land_percent 9 number_of_clumps 150 set_scale_by_groups } create_terrain DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 6 number_of_clumps 9 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DESERT land_percent 100 number_of_clumps 1000 } create_terrain DESERT { base_terrain GRASS3 land_percent 100 number_of_clumps 1000 } create_terrain DESERT { base_terrain DIRT number_of_clumps 12 spacing_to_other_terrain_types 0 land_percent 7 set_scale_by_size } create_terrain DIRT3 { base_terrain DIRT number_of_clumps 12 spacing_to_other_terrain_types 1 land_percent 1 set_scale_by_size } elseif FROZEN_MAP base_terrain SNOW create_player_lands { terrain_type SNOW land_percent 30 base_size 14 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 10 } /* POND */ create_land { terrain_type ICE land_percent 10 right_border 40 left_border 40 top_border 40 bottom_border 40 border_fuzziness 15 other_zone_avoidance_distance 9 clumping_factor 15 } /* 2 PLAYERS */ if TINY_MAP start_random percent_chance 50 /* TREES AROUND POND */ create_land { terrain_type SNOW_FOREST land_percent 6 right_border 25 left_border 25 top_border 54 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } create_land { terrain_type SNOW_FOREST land_percent 6 right_border 25 left_border 25 top_border 25 bottom_border 54 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } percent_chance 50 /* TREES AROUND POND */ create_land { terrain_type SNOW_FOREST land_percent 6 right_border 54 left_border 25 top_border 25 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } create_land { terrain_type SNOW_FOREST land_percent 6 right_border 25 left_border 54 top_border 25 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } end_random /* 4+ PLAYERS */ else start_random percent_chance 50 /* TREES AROUND POND */ create_land { terrain_type SNOW_FOREST land_percent 7 right_border 25 left_border 25 top_border 52 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } create_land { terrain_type SNOW_FOREST land_percent 7 right_border 25 left_border 25 top_border 25 bottom_border 52 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } percent_chance 50 /* TREES AROUND POND */ create_land { terrain_type SNOW_FOREST land_percent 7 right_border 52 left_border 25 top_border 25 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } create_land { terrain_type SNOW_FOREST land_percent 7 right_border 25 left_border 52 top_border 25 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 1 clumping_factor 15 } end_random endif /* ****************************************************** */ create_terrain GRASS_SNOW { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 6 number_of_clumps 9 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT_SNOW { base_terrain SNOW number_of_clumps 12 spacing_to_other_terrain_types 3 land_percent 7 set_scale_by_size } create_terrain SNOW_FOREST { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 3 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } create_terrain SNOW_FOREST { base_terrain GRASS_SNOW land_percent 5 number_of_clumps 300 } create_terrain GRASS_SNOW { base_terrain SNOW number_of_clumps 12 spacing_to_other_terrain_types 1 land_percent 1 set_scale_by_size } endif endif /* ****************************************************** */ elseif WET_WEB /* ****************************************************** */ base_terrain WATER create_player_lands { base_terrain GRASS land_percent 100 top_border 10 bottom_border 10 right_border 10 left_border 10 base_size 9 } create_terrain BEACH { base_terrain WATER land_percent 10 number_of_clumps 100 set_scale_by_groups spacing_to_other_terrain_types 3 } create_terrain JUNGLE { base_terrain GRASS land_percent 12 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain WATER { base_terrain GRASS land_percent 2 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } /* ****************************************************** */ elseif RIPPLES /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type DIRT3 land_percent 100 top_border 9 bottom_border 9 right_border 9 left_border 9 border_fuzziness 8 base_size 10 } create_terrain GRASS3 { base_terrain DIRT3 land_percent 100 if TINY_MAP spacing_to_other_terrain_types 12 elseif SMALL_MAP spacing_to_other_terrain_types 14 elseif MEDIUM_MAP spacing_to_other_terrain_types 16 elseif LARGE_MAP spacing_to_other_terrain_types 18 elseif HUGE_MAP spacing_to_other_terrain_types 20 elseif GIGANTIC_MAP spacing_to_other_terrain_types 22 endif } create_terrain SHALLOW { base_terrain GRASS3 land_percent 100 if TINY_MAP spacing_to_other_terrain_types 17 elseif SMALL_MAP spacing_to_other_terrain_types 19 elseif MEDIUM_MAP spacing_to_other_terrain_types 21 elseif LARGE_MAP spacing_to_other_terrain_types 23 elseif HUGE_MAP spacing_to_other_terrain_types 26 elseif GIGANTIC_MAP spacing_to_other_terrain_types 29 endif } create_terrain LEAVES { base_terrain SHALLOW land_percent 100 if TINY_MAP spacing_to_other_terrain_types 12 elseif SMALL_MAP spacing_to_other_terrain_types 15 elseif MEDIUM_MAP spacing_to_other_terrain_types 19 elseif LARGE_MAP spacing_to_other_terrain_types 23 elseif HUGE_MAP spacing_to_other_terrain_types 27 elseif GIGANTIC_MAP spacing_to_other_terrain_types 30 endif } create_terrain PINE_FOREST { base_terrain DIRT3 land_percent 10 number_of_clumps 100 set_scale_by_groups set_avoid_player_start_areas } create_terrain FOREST { base_terrain GRASS3 land_percent 6 number_of_clumps 350 set_scale_by_groups spacing_to_other_terrain_types 1 set_avoid_player_start_areas } create_terrain SHALLOW { base_terrain WATER land_percent 5 number_of_clumps 100 } /* ****************************************************** */ elseif MFOPLATEAU /* ****************************************************** */ base_terrain GRASS create_land { terrain_type DIRT3 land_percent 100 if GIGANTIC_MAP left_border 3 right_border 3 top_border 3 bottom_border 3 elseif HUGE_MAP left_border 4 right_border 4 top_border 4 bottom_border 4 elseif LARGE_MAP left_border 5 right_border 5 top_border 5 bottom_border 5 elseif MEDIUM_MAP left_border 6 right_border 6 top_border 6 bottom_border 6 else left_border 6 right_border 6 top_border 6 bottom_border 6 endif border_fuzziness 20 zone 16 } create_player_lands { terrain_type GRASS if GIGANTIC_MAP land_percent 10 other_zone_avoidance_distance 40 elseif HUGE_MAP land_percent 12 other_zone_avoidance_distance 34 elseif LARGE_MAP land_percent 17 other_zone_avoidance_distance 29 elseif MEDIUM_MAP land_percent 16 other_zone_avoidance_distance 29 elseif SMALL_MAP land_percent 18 other_zone_avoidance_distance 24 else land_percent 20 other_zone_avoidance_distance 24 endif left_border 0 right_border 0 top_border 0 bottom_border 0 base_size 14 border_fuzziness 99 } /* TOP OF THE PLATEAU */ create_terrain DIRT { base_terrain DIRT3 number_of_clumps 10 height_limits 7 7 spacing_to_other_terrain_types 0 land_percent 100 set_scale_by_size } /* FOREST */ create_terrain FOREST { base_terrain GRASS land_percent 7 number_of_clumps 14 set_avoid_player_start_areas set_scale_by_groups } if LARGE_MAP elseif HUGE_MAP elseif GIGANTIC_MAP else create_terrain FOREST { base_terrain GRASS land_percent 4 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } endif create_terrain PINE_FOREST { base_terrain DIRT3 land_percent 2 number_of_clumps 16 height_limits 3 7 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain DIRT spacing_to_other_terrain_types 2 if LARGE_MAP land_percent 3 elseif HUGE_MAP land_percent 4 elseif GIGANTIC_MAP land_percent 4 else land_percent 2 endif number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } /* PATCHES */ create_terrain GRASS2 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } create_terrain DIRT2 { base_terrain DIRT3 number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } create_elevation 7 { base_terrain DIRT3 number_of_clumps 80 number_of_tiles 64000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif MFOWOOGY /* ****************************************************** */ /* Random Terrain Types */ base_terrain DESERT create_player_lands { terrain_type DESERT land_percent 50 base_size 15 border_fuzziness 20 clumping_factor 20 set_zone_randomly other_zone_avoidance_distance 5 } create_land { terrain_type WATER land_percent 5 border_fuzziness 10 clumping_factor 20 land_id 3 left_border 35 right_border 35 top_border 35 bottom_border 35 } /* FOREST */ create_terrain PINE_FOREST { base_terrain DESERT spacing_to_other_terrain_types 5 land_percent 15 number_of_clumps 100 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain DIRT3 spacing_to_other_terrain_types land_percent 2 number_of_clumps 100 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif DUNES_ /* ****************************************************** */ #define NO_ZONE base_terrain BEACH create_player_lands { terrain_type DIRT land_percent 15 top_border 5 bottom_border 5 right_border 5 left_border 5 base_size 9 other_zone_avoidance_distance 15 } create_elevation 7 { base_terrain BEACH number_of_tiles 10000 number_of_clumps 1000 set_scale_by_groups spacing 4 } create_terrain DESERT { base_terrain BEACH land_percent 100 number_of_clumps 1000 set_scale_by_groups spacing_to_other_terrain_types 5 } create_terrain PALM_DESERT { base_terrain DIRT land_percent 2 number_of_clumps 16 set_scale_by_groups spacing_to_other_terrain_types 3 set_avoid_player_start_areas } create_terrain MED_WATER { base_terrain DIRT land_percent 1 number_of_clumps 8 set_scale_by_groups set_avoid_player_start_areas } create_terrain PALM_DESERT { base_terrain DESERT land_percent 10 number_of_clumps 24 set_scale_by_groups spacing_to_other_terrain_types 3 } create_terrain BEACH { base_terrain DESERT land_percent 15 number_of_clumps 32 set_scale_by_groups } endif endif /* ****************************************************** */ if GIGA_PACK6 if CHAOS /* ****************************************************** */ base_terrain SHALLOW create_land { terrain_type DEEP_WATER land_percent 1 left_border 48 right_border 48 top_border 48 bottom_border 48 clumping_factor 100 border_fuzziness 100 other_zone_avoidance_distance 15 } create_player_lands { terrain_type GRASS land_percent 55 base_size 9 if TINY_MAP left_border 18 right_border 18 top_border 18 bottom_border 18 elseif SMALL_MAP left_border 16 right_border 16 top_border 16 bottom_border 16 elseif MEDIUM_MAP left_border 14 right_border 14 top_border 14 bottom_border 14 elseif LARGE_MAP left_border 11 right_border 11 top_border 11 bottom_border 11 else left_border 10 right_border 10 top_border 10 bottom_border 10 endif border_fuzziness 8 clumping_factor 10 other_zone_avoidance_distance 15 } create_elevation 5 { base_terrain GRASS number_of_tiles 500 number_of_clumps 15 set_scale_by_size set_scale_by_groups } create_terrain DEEP_WATER { base_terrain SHALLOW land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 5 } create_terrain GRASS { base_terrain SHALLOW land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain SHALLOW { base_terrain DEEP_WATER land_percent 99 number_of_clumps 999 } create_terrain WATER { base_terrain SHALLOW land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 4 } create_terrain BAMBOO { base_terrain GRASS land_percent 8 number_of_clumps 20 set_scale_by_groups clumping_factor 100 height_limits 0 0 set_avoid_player_start_areas } create_terrain GRASS3 { base_terrain GRASS land_percent 99 number_of_clumps 999 height_limits 1 7 } create_terrain BAMBOO { base_terrain GRASS3 land_percent 1 number_of_clumps 3 set_scale_by_groups spacing_to_other_terrain_types 2 } create_terrain GRASS2 { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } /* ****************************************************** */ elseif COASTAL_GOLDRUSH /* ****************************************************** */ base_terrain WATER create_land { terrain_type GRASS3 land_percent 99 left_border 37 right_border 37 top_border 37 bottom_border 37 other_zone_avoidance_distance 5 land_id 1 } create_player_lands { terrain_type GRASS land_percent 99 base_size 9 if GIGANTIC_MAP left_border 10 right_border 10 top_border 10 bottom_border 10 border_fuzziness 6 elseif HUGE_MAP left_border 10 right_border 10 top_border 10 bottom_border 10 border_fuzziness 6 elseif LARGE_MAP left_border 11 right_border 11 top_border 11 bottom_border 11 border_fuzziness 7 elseif MEDIUM_MAP left_border 13 right_border 13 top_border 13 bottom_border 13 border_fuzziness 7 else left_border 16 right_border 16 top_border 16 bottom_border 16 border_fuzziness 8 endif clumping_factor 10 zone 1 other_zone_avoidance_distance 5 } create_elevation 7 { base_terrain GRASS number_of_tiles 666 number_of_clumps 25 set_scale_by_size set_scale_by_groups } create_terrain ROAD { base_terrain WATER land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 4 } create_terrain GRASS { base_terrain WATER land_percent 99 number_of_clumps 999 } create_terrain WATER { base_terrain ROAD land_percent 99 number_of_clumps 999 } create_terrain MED_WATER { base_terrain WATER land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } create_terrain BAMBOO { base_terrain GRASS land_percent 10 number_of_clumps 20 set_scale_by_groups spacing_to_other_terrain_types 4 clumping_factor 100 set_avoid_player_start_areas } create_terrain GRASS2 { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 4 } /* ****************************************************** */ elseif GANDALF_CANYONLANDS /* ****************************************************** */ start_random percent_chance 75 #define SUMMER_MAP percent_chance 25 #define WINTER_MAP end_random base_terrain WATER create_player_lands { if WINTER_MAP terrain_type SNOW else terrain_type DIRT endif land_percent 100 base_size 9 set_zone_by_team if SUMMER_MAP other_zone_avoidance_distance 3 elseif WINTER_MAP other_zone_avoidance_distance 6 endif } /* ***************************************** */ /* FOREST */ if WINTER_MAP create_terrain SNOW_FOREST { base_terrain SNOW spacing_to_other_terrain_types 4 land_percent 12 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups } else create_terrain PINE_FOREST { base_terrain DIRT spacing_to_other_terrain_types 4 land_percent 12 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if WINTER_MAP create_terrain DIRT_SNOW { base_terrain SNOW number_of_clumps 40 spacing_to_other_terrain_types 1 land_percent 14 set_scale_by_size } elseif SUMMER_MAP create_terrain DIRT3 { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 16 set_scale_by_size } endif /* SECONDARY PATCH */ if SUMMER_MAP create_terrain DIRT2 { base_terrain DIRT3 number_of_clumps 16 spacing_to_other_terrain_types 1 land_percent 10 set_scale_by_size } elseif WINTER_MAP create_terrain DIRT { base_terrain DIRT_SNOW number_of_clumps 12 spacing_to_other_terrain_types 2 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if SUMMER_MAP create_terrain GRASS3 { base_terrain DIRT2 number_of_clumps 12 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } elseif WINTER_MAP create_terrain GRASS_SNOW { base_terrain SNOW number_of_clumps 10 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } endif /* CROSSINGS */ if WINTER_MAP create_terrain ICE { base_terrain WATER number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 4 clumping_factor 40 set_scale_by_groups } elseif SUMMER_MAP create_terrain BEACH { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 0 land_percent 2 clumping_factor 40 set_scale_by_size } endif create_elevation 7 { base_terrain DIRT number_of_clumps 15 number_of_tiles 2200 set_scale_by_groups set_scale_by_size } min_number_of_cliffs 30 max_number_of_cliffs 60 min_length_of_cliff 5 max_length_of_cliff 20 /* ****************************************************** */ elseif FOCAL_POINT /* ****************************************************** */ #define RELICNONE_ start_random percent_chance 20 #define RELICS percent_chance 20 #define RELICS_WALL percent_chance 20 #define MID_GOLD percent_chance 10 #define MID_STONE percent_chance 15 #define LAKE percent_chance 15 #define SHALLOW_LAKE percent_chance 0 #define WOLF_LAKE percent_chance 0 #define NOTHING end_random base_terrain LEAVES create_land { terrain_type DIRT3 land_percent 99 left_border 47 right_border 47 top_border 47 bottom_border 47 other_zone_avoidance_distance 14 } create_player_lands { terrain_type GRASS land_percent 100 base_size 15 other_zone_avoidance_distance 14 clumping_factor 100 border_fuzziness 100 } create_terrain DIRT3 { base_terrain LEAVES land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 8 } create_terrain BAMBOO { base_terrain LEAVES land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 4 } create_terrain DIRT3 { base_terrain LEAVES land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } create_terrain BAMBOO { base_terrain LEAVES land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain ICE { base_terrain LEAVES land_percent 99 number_of_clumps 999 } /* repeat the command. its bugged sometimes. nobody should be blocked off! */ create_terrain ICE { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain DIRT2 { base_terrain DIRT3 land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain PALM_DESERT { base_terrain GRASS land_percent 8 number_of_clumps 16 set_scale_by_groups spacing_to_other_terrain_types 7 set_avoid_player_start_areas clumping_factor 100 } create_terrain GRASS2 { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 3 } if RELICS_WALL create_terrain JUNGLE { base_terrain DIRT2 land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 9 } create_terrain SHALLOW { base_terrain JUNGLE land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } create_terrain ICE { base_terrain DIRT2 land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 3 } endif if LAKE create_terrain WATER { base_terrain DIRT2 land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 6 } create_terrain ICE { base_terrain DIRT2 land_percent 99 number_of_clumps 999 } endif if SHALLOW_LAKE create_terrain SHALLOW { base_terrain DIRT2 land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 6 } endif if WOLF_LAKE create_terrain JUNGLE { base_terrain DIRT2 land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 3 } create_terrain SNOW { base_terrain JUNGLE land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain SHALLOW { base_terrain SNOW land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } create_terrain MED_WATER { base_terrain SHALLOW land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 4 } create_terrain ICE { base_terrain DIRT2 land_percent 99 number_of_clumps 999 } endif /* ****************************************************** */ elseif KINGLESS_HILL /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 10 left_border 5 right_border 5 top_border 5 bottom_border 5 base_size 9 clumping_factor 10 other_zone_avoidance_distance 5 } create_land { terrain_type WATER land_percent 25 left_border 30 right_border 30 top_border 30 bottom_border 30 zone 1 other_zone_avoidance_distance 5 } create_elevation 7 { base_terrain WATER number_of_tiles 100000 spacing 2 } create_elevation 1 { number_of_tiles 2500 number_of_clumps 24 set_scale_by_size set_scale_by_groups } create_terrain GRASS3 { base_terrain WATER land_percent 100 number_of_clumps 1000 } create_terrain FOREST { land_percent 15 number_of_clumps 24 set_scale_by_size set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain DIRT3 { land_percent 12 number_of_clumps 24 set_scale_by_groups set_scale_by_size } create_terrain GRASS3 land_percent 12 number_of_clumps 24 set_scale_by_groups set_scale_by_size } create_terrain DIRT3 { base_terrain GRASS3 land_percent 4 number_of_clumps 18 set_scale_by_groups set_scale_by_size } if TINY_MAP min_number_of_cliffs 6 max_number_of_cliffs 8 min_length_of_cliff 3 max_length_of_cliff 5 min_distance_cliff 5 elseif SMALL_MAP min_number_of_cliffs 8 max_number_of_cliffs 12 min_length_of_cliff 3 max_length_of_cliff 5 min_distance_cliff 5 elseif MEDIUM_MAP min_number_of_cliffs 12 max_number_of_cliffs 16 min_length_of_cliff 3 max_length_of_cliff 6 min_distance_cliff 5 elseif LARGE_MAP min_number_of_cliffs 16 max_number_of_cliffs 20 min_length_of_cliff 3 max_length_of_cliff 7 min_distance_cliff 5 elseif HUGE_MAP min_number_of_cliffs 20 max_number_of_cliffs 24 min_length_of_cliff 4 max_length_of_cliff 8 min_distance_cliff 5 elseif GIGANTIC_MAP min_number_of_cliffs 24 max_number_of_cliffs 28 min_length_of_cliff 3 max_length_of_cliff 8 min_distance_cliff 5 endif /* ****************************************************** */ elseif ICY_FOREST /* ****************************************************** */ base_terrain ICE create_land { terrain_type BAMBOO land_percent 33 left_border 20 right_border 20 bottom_border 20 top_border 20 clumping_factor 100 border_fuzziness 4 } create_player_lands { terrain_type GRASS land_percent 30 if TINY_MAP border_fuzziness 8 base_size 10 else border_fuzziness 4 base_size 15 endif if TINY_MAP left_border 14 right_border 14 bottom_border 14 top_border 14 elseif SMALL_MAP left_border 11 right_border 11 bottom_border 11 top_border 11 elseif MEDIUM_MAP left_border 9 right_border 9 bottom_border 9 top_border 9 else left_border 8 right_border 8 bottom_border 8 top_border 8 endif other_zone_avoidance_distance 15 clumping_factor 100 } create_terrain GRASS_SNOW { base_terrain ICE land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain LEAVES { base_terrain BAMBOO land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } create_terrain ICE { base_terrain BAMBOO land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain BAMBOO { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain LEAVES { base_terrain BAMBOO land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } create_terrain ICE { base_terrain BAMBOO land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain BAMBOO { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain LEAVES { base_terrain BAMBOO land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } create_terrain ICE { base_terrain BAMBOO land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain BAMBOO { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain LEAVES { base_terrain BAMBOO land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain GRASS { base_terrain BAMBOO land_percent 99 number_of_clumps 999 } create_terrain BAMBOO { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain SNOW_FOREST { base_terrain GRASS_SNOW land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 3 } create_terrain LEAVES { base_terrain ICE land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain GRASS { base_terrain ICE land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain ICE { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain GRASS2 { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } /* ****************************************************** */ elseif LAND_MADNESS /* ****************************************************** */ start_random percent_chance 50 #define LAND_MADNESS percent_chance 50 #define HARDWALL_ARAB end_random if LAND_MADNESS create_player_lands { terrain_type GRASS2 land_percent 100 base_size 15 border_fuzziness 100 clumping_factor 100 } create_elevation 7 { base_terrain GRASS2 number_of_tiles 1000 number_of_clumps 40 set_scale_by_size set_scale_by_groups } create_terrain GRASS { base_terrain GRASS2 land_percent 99 number_of_clumps 999 set_avoid_player_start_areas } create_terrain ICE { base_terrain GRASS land_percent 20 number_of_clumps 15 set_scale_by_groups clumping_factor 100 set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain GRASS { base_terrain GRASS2 land_percent 99 number_of_clumps 999 } create_terrain LEAVES { base_terrain ICE land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 3 } create_terrain GRASS { base_terrain ICE land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 3 } create_terrain ICE { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain LEAVES { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } create_terrain ICE { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain GRASS { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain LEAVES { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } create_terrain ICE { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain GRASS { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain LEAVES { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } create_terrain ICE { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain GRASS { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain LEAVES { base_terrain ICE land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 6 } create_terrain GRASS { base_terrain ICE land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 6 } create_terrain ICE { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain LEAVES { base_terrain ICE land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain BAMBOO { base_terrain LEAVES land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 3 } create_terrain GRASS { base_terrain ICE land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain GRASS3 { base_terrain GRASS land_percent 99 number_of_clumps 999 set_avoid_player_start_areas } create_terrain GRASS { base_terrain GRASS3 land_percent 99 number_of_clumps 999 height_limits 1 7 } create_terrain GRASS2 { base_terrain GRASS3 land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } elseif HARDWALL_ARAB base_terrain GRASS create_player_lands { terrain_type ROAD if TINY_MAP left_border 10 right_border 10 bottom_border 10 top_border 10 elseif SMALL_MAP left_border 8 right_border 8 bottom_border 8 top_border 8 elseif MEDIUM_MAP left_border 8 right_border 8 bottom_border 8 top_border 8 elseif LARGE_MAP left_border 6 right_border 6 bottom_border 6 top_border 6 else left_border 5 right_border 5 bottom_border 5 top_border 5 endif land_percent 0 base_size 7 border_fuzziness 100 clumping_factor 100 } create_elevation 7 { base_terrain GRASS number_of_tiles 1600 number_of_clumps 40 set_scale_by_size set_scale_by_groups } create_terrain ICE { base_terrain GRASS land_percent 13 number_of_clumps 8 clumping_factor 100 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 5 } create_terrain GRASS { base_terrain ROAD land_percent 99 number_of_clumps 999 } create_terrain GRASS { base_terrain ROAD land_percent 99 number_of_clumps 999 } create_terrain LEAVES { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 3 } create_terrain DIRT { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } create_terrain ICE { base_terrain GRASS land_percent 99 number_of_clumps 999 } create_terrain ICE { base_terrain GRASS land_percent 99 number_of_clumps 999 } create_terrain GRASS { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain GRASS { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain GRASS { base_terrain DIRT land_percent 99 number_of_clumps 999 } create_terrain GRASS { base_terrain DIRT land_percent 99 number_of_clumps 999 } create_terrain LEAVES { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain ICE { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain GRASS { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain GRASS { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain LEAVES { base_terrain ICE land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain BAMBOO { base_terrain LEAVES land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 3 } create_terrain DIRT { base_terrain BAMBOO land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain LEAVES { base_terrain BAMBOO land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain BAMBOO { base_terrain DIRT land_percent 99 number_of_clumps 999 } create_terrain BAMBOO { base_terrain DIRT land_percent 99 number_of_clumps 999 } create_terrain DIRT { base_terrain GRASS land_percent 99 number_of_clumps 999 set_avoid_player_start_areas } create_terrain DIRT { base_terrain GRASS land_percent 99 number_of_clumps 999 set_avoid_player_start_areas } create_terrain ROAD { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain GRASS { base_terrain DIRT land_percent 99 number_of_clumps 999 } create_terrain GRASS { base_terrain DIRT land_percent 99 number_of_clumps 999 } create_terrain BAMBOO { base_terrain GRASS land_percent 6 number_of_clumps 8 clumping_factor 100 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 5 } create_terrain GRASS { base_terrain ROAD land_percent 99 number_of_clumps 999 } create_terrain GRASS2 { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 height_limits 0 0 } endif /* ****************************************************** */ elseif MIGRATION_PLUS /* ****************************************************** */ base_terrain WATER create_land { terrain_type LEAVES left_border 15 right_border 15 bottom_border 15 top_border 15 land_percent 50 clumping_factor 100 border_fuzziness 8 other_zone_avoidance_distance 8 } create_player_lands { terrain_type GRASS land_percent 20 base_size 13 other_zone_avoidance_distance 25 clumping_factor 100 border_fuzziness 100 } create_elevation 3 { base_terrain LEAVES number_of_tiles 200 number_of_clumps 50 set_scale_by_size set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 3 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 4 } create_terrain BAMBOO { base_terrain GRASS land_percent 3 number_of_clumps 6 set_scale_by_groups clumping_factor 100 set_avoid_player_start_areas start_random percent_chance 50 spacing_to_other_terrain_types 1 percent_chance 50 spacing_to_other_terrain_types 3 end_random } create_terrain GRASS2 { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } create_terrain BAMBOO { base_terrain LEAVES land_percent 5 number_of_clumps 15 set_scale_by_groups clumping_factor 100 spacing_to_other_terrain_types 2 } create_terrain GRASS3 { base_terrain LEAVES land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } create_terrain GRASS { base_terrain LEAVES land_percent 99 number_of_clumps 999 } /* ****************************************************** */ elseif MOATS /* ****************************************************** */ base_terrain MED_WATER create_player_lands { terrain_type GRASS land_percent 15 base_size 14 other_zone_avoidance_distance 16 } create_terrain GRASS2 { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 1 land_percent 100 } /* PRIMARY FOREST */ create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 16 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain GRASS3 { base_terrain GRASS number_of_clumps 16 spacing_to_other_terrain_types 1 land_percent 4 set_scale_by_size } /* SECONDARY FOREST */ create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } /* SECONDARY PATCH */ create_terrain DIRT { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } create_terrain GRASS { base_terrain GRASS2 number_of_clumps 12 spacing_to_other_terrain_types 1 land_percent 1 set_scale_by_size } create_terrain DIRT { base_terrain GRASS number_of_clumps 12 spacing_to_other_terrain_types 1 land_percent 1 set_scale_by_size } /* TERTIARY PATCH */ create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } /* ****************************************************** */ elseif PRECUT_MICHI /* ****************************************************** */ start_random percent_chance 25 #define MANY_CUTS percent_chance 50 #define SOME_CUTS percent_chance 25 #define FEW_CUTS end_random if GIGANTIC_MAP #define B8 elseif HUGE_MAP #define B6 #define S10 elseif LARGE_MAP #define B4 #define S8 elseif MEDIUM_MAP #define B3 #define S6 elseif SMALL_MAP #define B2 #define S4 elseif TINY_MAP #define S3 endif if B8 #define B6 endif if B6 #define B4 endif if B4 #define B3 endif if B3 #define B2 endif if S3 #define S4 endif if S4 #define S6 endif if S6 #define S8 endif if S8 #define S10 endif base_terrain FOREST create_player_lands { terrain_type ICE land_percent 100 base_size 15 other_zone_avoidance_distance 15 set_zone_by_team clumping_factor 100 border_fuzziness 100 } create_terrain GRASS { base_terrain ICE land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain BAMBOO { base_terrain GRASS land_percent 12 number_of_clumps 15 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 8 clumping_factor 100 } create_terrain GRASS2 { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } /* ****************************************************** */ elseif HOMELAND /* ****************************************************** */ base_terrain JUNGLE create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 15 set_zone_by_team } /* ****************************************************** */ create_terrain JUNGLE { land_percent 16 number_of_clumps 8 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } /* PATCHES */ create_terrain GRASS2 { base_terrain GRASS number_of_clumps 6 spacing_to_other_terrain_types 0 land_percent 10 set_scale_by_groups } /* ****************************************************** */ elseif REVERSE_ARENA /* ****************************************************** */ base_terrain GRASS3 create_land { terrain_type BAMBOO land_percent 99 left_border 15 bottom_border 15 top_border 15 right_border 15 } create_land { terrain_type DESERT land_percent 99 left_border 30 right_border 30 bottom_border 30 top_border 30 other_zone_avoidance_distance 13 } create_player_lands { terrain_type GRASS base_size 13 land_percent 99 if TINY_MAP left_border 15 bottom_border 15 top_border 15 right_border 15 elseif SMALL_MAP left_border 14 bottom_border 14 top_border 14 right_border 14 elseif MEDIUM_MAP left_border 13 bottom_border 13 top_border 13 right_border 13 elseif LARGE_MAP left_border 12 bottom_border 12 top_border 12 right_border 12 else left_border 10 bottom_border 10 top_border 10 right_border 10 endif other_zone_avoidance_distance 13 clumping_factor 100 border_fuzziness 100 } create_elevation 5 { base_terrain GRASS3 number_of_tiles 555 number_of_clumps 15 set_scale_by_size set_scale_by_groups } create_terrain BAMBOO { base_terrain DESERT land_percent 99 number_of_clumps 999 } create_terrain LEAVES { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 9 } create_terrain BAMBOO { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 9 } create_terrain GRASS { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain GRASS2 { base_terrain GRASS land_percent 99 number_of_clumps 999 set_avoid_player_start_areas } create_terrain GRASS3 { base_terrain GRASS2 land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 11 } create_terrain BAMBOO { base_terrain GRASS2 land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 4 } create_terrain LEAVES { base_terrain BAMBOO land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 4 } create_terrain GRASS2 { base_terrain BAMBOO land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 4 } create_terrain BAMBOO { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain GRASS { base_terrain GRASS2 land_percent 99 number_of_clumps 999 } create_terrain ICE { base_terrain GRASS3 land_percent 99 number_of_clumps 999 if TINY_MAP spacing_to_other_terrain_types 10 elseif SMALL_MAP spacing_to_other_terrain_types 11 elseif MEDIUM_MAP spacing_to_other_terrain_types 13 elseif LARGE_MAP spacing_to_other_terrain_types 15 else spacing_to_other_terrain_types 18 endif } create_terrain LEAVES { base_terrain ICE land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 3 } create_terrain PALM_DESERT { base_terrain GRASS3 land_percent 3 number_of_clumps 6 clumping_factor 100 set_scale_by_groups spacing_to_other_terrain_types 2 } create_terrain SNOW { base_terrain GRASS3 land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain GRASS { base_terrain GRASS3 land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain BAMBOO { base_terrain GRASS3 land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 1 } create_terrain GRASS3 { base_terrain SNOW land_percent 99 number_of_clumps 999 } create_terrain GRASS2 { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } /* ****************************************************** */ elseif SQUARE_DONUT /* ****************************************************** */ base_terrain GRASS create_land { terrain_type WATER if TINY_MAP land_percent 9 left_border 36 right_border 36 top_border 36 bottom_border 36 else land_percent 11 left_border 33 right_border 33 top_border 33 bottom_border 33 endif border_fuzziness 3 clumping_factor 15 if TINY_MAP other_zone_avoidance_distance 9 else other_zone_avoidance_distance 1 endif } create_land { terrain_type WATER land_percent 99 if TINY_MAP bottom_border 92 elseif SMALL_MAP bottom_border 93 elseif MEDIUM_MAP bottom_border 93 elseif LARGE_MAP bottom_border 94 else bottom_border 95 endif border_fuzziness 8 clumping_factor 100 if TINY_MAP other_zone_avoidance_distance 9 else other_zone_avoidance_distance 1 endif } create_land { terrain_type WATER land_percent 99 if TINY_MAP top_border 92 elseif SMALL_MAP top_border 93 elseif MEDIUM_MAP top_border 93 elseif LARGE_MAP top_border 94 else top_border 95 endif border_fuzziness 8 clumping_factor 100 if TINY_MAP other_zone_avoidance_distance 9 else other_zone_avoidance_distance 1 endif } create_land { terrain_type WATER land_percent 99 if TINY_MAP right_border 92 elseif SMALL_MAP right_border 93 elseif MEDIUM_MAP right_border 93 elseif LARGE_MAP right_border 94 else right_border 95 endif border_fuzziness 8 clumping_factor 100 if TINY_MAP other_zone_avoidance_distance 9 else other_zone_avoidance_distance 1 endif } create_land { terrain_type WATER land_percent 99 if TINY_MAP left_border 92 elseif SMALL_MAP left_border 93 elseif MEDIUM_MAP left_border 93 elseif LARGE_MAP left_border 94 else left_border 95 endif border_fuzziness 8 clumping_factor 100 if TINY_MAP other_zone_avoidance_distance 9 else other_zone_avoidance_distance 1 endif } create_player_lands { terrain_type GRASS land_percent 1 set_zone_by_team if TINY_MAP left_border 15 right_border 15 top_border 15 bottom_border 15 other_zone_avoidance_distance 9 else if SMALL_MAP left_border 8 right_border 8 top_border 8 bottom_border 8 base_size 11 elseif MEDIUM_MAP left_border 8 right_border 8 top_border 8 bottom_border 8 base_size 11 else left_border 5 right_border 5 top_border 5 bottom_border 5 base_size 11 endif other_zone_avoidance_distance 1 endif clumping_factor 100 border_fuzziness 100 } create_elevation 5 { base_terrain GRASS number_of_tiles 300 number_of_clumps 15 set_scale_by_size set_scale_by_groups } create_terrain LEAVES { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } create_terrain WATER { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } create_terrain GRASS { base_terrain LEAVES land_percent 99 number_of_clumps 999 } create_terrain MED_WATER { base_terrain WATER land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 3 } create_terrain BAMBOO { base_terrain GRASS land_percent 9 number_of_clumps 12 set_scale_by_groups clumping_factor 100 spacing_to_other_terrain_types 2 set_avoid_player_start_areas } create_terrain GRASS2 { base_terrain GRASS land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } /* ****************************************************** */ elseif BULTROMAP /* ****************************************************** */ base_terrain GRASS create_land { terrain_type WATER land_percent 25 top_border 15 bottom_border 15 left_border 40 right_border 10 zone 1 } create_land { terrain_type WATER land_percent 25 top_border 15 bottom_border 15 left_border 10 right_border 40 zone 1 } create_land { terrain_type WATER land_percent 5 top_border 25 bottom_border 25 left_border 75 zone 1 } create_land { terrain_type WATER land_percent 5 top_border 25 bottom_border 25 right_border 75 zone 1 } create_player_lands { terrain_type GRASS land_percent 25 base_size 14 set_zone_by_team } create_land { terrain_type DESERT land_percent 5 top_border 75 zone 2 } create_land { terrain_type DESERT land_percent 5 top_border 75 zone 3 } create_land { terrain_type SNOW land_percent 5 bottom_border 75 zone 4 } create_land { terrain_type SNOW land_percent 5 bottom_border 75 zone 5 } /* ****************************************************** */ create_elevation 7 { base_terrain GRASS number_of_tiles 1000 number_of_clumps 4 set_scale_by_groups set_scale_by_size } create_elevation 7 { base_terrain DESERT number_of_tiles 350 number_of_clumps 4 set_scale_by_groups set_scale_by_size } create_elevation 7 { base_terrain SNOW number_of_tiles 350 number_of_clumps 4 set_scale_by_groups set_scale_by_size } /* ************************************************************ */ /* isole */ create_terrain GRASS { base_terrain WATER start_random percent_chance 30 land_percent 2 percent_chance 40 land_percent 3 percent_chance 30 land_percent 4 end_random start_random percent_chance 30 number_of_clumps 1 percent_chance 40 number_of_clumps 2 percent_chance 30 number_of_clumps 3 end_random spacing_to_other_terrain_types 5 set_scale_by_groups set_scale_by_size } create_terrain DESERT { base_terrain WATER start_random percent_chance 30 land_percent 2 percent_chance 40 land_percent 3 percent_chance 30 land_percent 4 end_random start_random percent_chance 30 number_of_clumps 1 percent_chance 40 number_of_clumps 2 percent_chance 30 number_of_clumps 3 end_random spacing_to_other_terrain_types 5 set_scale_by_groups set_scale_by_size } /* foreste */ create_terrain PINE_FOREST { base_terrain GRASS land_percent 10 number_of_clumps 30 clumping_factor 15 spacing_to_other_terrain_types 3 set_scale_by_groups set_scale_by_size set_avoid_player_start_areas } create_terrain PALM_DESERT { base_terrain DESERT land_percent 2 number_of_clumps 10 clumping_factor 100 spacing_to_other_terrain_types 3 set_scale_by_groups set_scale_by_size } create_terrain SNOW_FOREST { base_terrain SNOW land_percent 2 number_of_clumps 10 clumping_factor 100 spacing_to_other_terrain_types 3 set_scale_by_groups set_scale_by_size } create_terrain WATER { base_terrain DESERT land_percent 1 start_random percent_chance 30 number_of_clumps 2 percent_chance 40 number_of_clumps 3 percent_chance 30 number_of_clumps 4 end_random spacing_to_other_terrain_types 2 set_scale_by_groups set_scale_by_size set_flat_terrain_only } create_terrain BEACH { base_terrain DESERT number_of_tiles 20 number_of_clumps 5 spacing_to_other_terrain_types 2 set_scale_by_groups set_scale_by_size set_flat_terrain_only } /* decorazioni */ create_terrain MED_WATER { base_terrain WATER land_percent 20 number_of_clumps 20 spacing_to_other_terrain_types 3 set_scale_by_groups } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 10 number_of_clumps 10 spacing_to_other_terrain_types 3 set_scale_by_groups } create_terrain DIRT { base_terrain GRASS land_percent 1 number_of_clumps 5 set_scale_by_groups } create_terrain DIRT2 { base_terrain GRASS land_percent 1 number_of_clumps 5 set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS land_percent 1 number_of_clumps 5 set_scale_by_groups } create_terrain GRASS_SNOW { base_terrain SNOW number_of_tiles 20 number_of_clumps 5 set_scale_by_size set_scale_by_groups } create_terrain DIRT_SNOW { base_terrain SNOW number_of_tiles 20 number_of_clumps 5 set_scale_by_size set_scale_by_groups } create_terrain DIRT { base_terrain DESERT number_of_tiles 50 number_of_clumps 5 set_scale_by_size set_scale_by_groups } /* ****************************************************** */ elseif VALLEY_OF_GOLD /* ****************************************************** */ base_terrain DIRT create_land { terrain_type LEAVES land_percent 2 top_border 44 bottom_border 44 right_border 44 left_border 44 border_fuzziness 1 } create_player_lands { terrain_type GRASS3 base_size 8 land_percent 99 other_zone_avoidance_distance 20 set_zone_by_team border_fuzziness 1 } create_elevation 7 { base_terrain DIRT number_of_tiles 99999 number_of_clumps 99999 } create_terrain BAMBOO { base_terrain GRASS3 land_percent 14 number_of_clumps 15 clumping_factor 100 set_scale_by_groups spacing_to_other_terrain_types 1 set_avoid_player_start_areas } create_terrain GRASS2 { base_terrain GRASS3 land_percent 99 number_of_clumps 999 spacing_to_other_terrain_types 2 } /* ****************************************************** */ elseif RESERVOIR /* ****************************************************** */ /* start_random percent_chance 25 #define WHOLEFTTHEFRIDGEOPEN end_random */ if WHOLEFTTHEFRIDGEOPEN base_terrain SNOW else base_terrain GRASS endif create_land { if WHOLEFTTHEFRIDGEOPEN terrain_type SNOW else terrain_type GRASS endif land_percent 100 border_fuzziness 10 clumping_factor 15 if TINY_MAP left_border 30 right_border 30 top_border 30 bottom_border 30 else left_border 28 right_border 28 top_border 28 bottom_border 28 endif base_elevation 7 zone 16 } create_land { if WHOLEFTTHEFRIDGEOPEN terrain_type GRASS_SNOW else terrain_type DESERT endif land_percent 100 border_fuzziness 10 clumping_factor 15 left_border 43 right_border 43 top_border 43 bottom_border 43 base_elevation 0 other_zone_avoidance_distance 15 zone 15 } create_player_lands { if WHOLEFTTHEFRIDGEOPEN terrain_type DIRT_SNOW else terrain_type GRASS2 endif land_percent 23 if TINY_MAP base_size 14 else base_size 10 endif border_fuzziness 20 clumping_factor 20 other_zone_avoidance_distance 15 } /* **************************************** */ if WHOLEFTTHEFRIDGEOPEN create_terrain ICE else create_terrain WATER endif { if WHOLEFTTHEFRIDGEOPEN base_terrain SNOW else base_terrain GRASS endif land_percent 100 number_of_clumps 1 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups height_limits 7 7 } if WHOLEFTTHEFRIDGEOPEN create_terrain ICE else create_terrain WATER endif { if WHOLEFTTHEFRIDGEOPEN base_terrain SNOW else base_terrain GRASS endif land_percent 100 number_of_clumps 1 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups height_limits 7 7 } if WHOLEFTTHEFRIDGEOPEN create_terrain ICE else create_terrain WATER endif { if WHOLEFTTHEFRIDGEOPEN base_terrain SNOW else base_terrain GRASS endif land_percent 100 number_of_clumps 1 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups height_limits 7 7 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW_FOREST else create_terrain FOREST endif { if WHOLEFTTHEFRIDGEOPEN base_terrain SNOW else base_terrain GRASS endif spacing_to_other_terrain_types 5 land_percent 10 number_of_clumps 14 set_avoid_player_start_areas set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 70 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 40 } /* ****************************************************** */ elseif DUOPOLY /* ****************************************************** */ #include_drs random_map.def 54000 start_random percent_chance 30 #define RMS_JUNGLE percent_chance 70 #define RMS_CLASSIC end_random #const DIRT25 27 if RMS_JUNGLE base_terrain LEAVES elseif RMS_CLASSIC base_terrain GRASS2 endif create_player_lands { if RMS_JUNGLE terrain_type GRASS2 elseif RMS_CLASSIC terrain_type GRASS endif land_percent 100 base_size 10 border_fuzziness 0 clumping_factor 20 base_elevation 5 left_border 10 right_border 10 top_border 10 bottom_border 10 } create_land { if RMS_JUNGLE terrain_type GRASS3 elseif RMS_CLASSIC terrain_type GRASS3 endif land_percent 1 border_fuzziness 10 clumping_factor 15 base_elevation 4 left_border 10 right_border 10 top_border 10 bottom_border 10 } create_land { if RMS_JUNGLE terrain_type GRASS3 elseif RMS_CLASSIC terrain_type GRASS3 endif land_percent 1 border_fuzziness 10 clumping_factor 15 base_elevation 4 } create_land { if RMS_JUNGLE terrain_type GRASS3 elseif RMS_CLASSIC terrain_type GRASS3 endif land_percent 1 border_fuzziness 10 clumping_factor 15 base_elevation 4 } create_land { terrain_type DESERT land_percent 1 border_fuzziness 30 clumping_factor 15 left_border 35 right_border 35 top_border 35 bottom_border 35 base_elevation 3 set_avoid_player_start_areas } create_land { terrain_type DESERT land_percent 1 border_fuzziness 30 clumping_factor 5 base_elevation 4 left_border 35 right_border 35 top_border 35 bottom_border 35 set_avoid_player_start_areas } start_random percent_chance 50{ #define HORIZONTAL 1 } percent_chance 50{ #define VERTICAL 0 } end_random start_random percent_chance 50 create_land { terrain_type DIRT25 land_percent 1 border_fuzziness 30 clumping_factor 5 base_elevation 4 if HORIZONTAL left_border 35 right_border 35 top_border 80 bottom_border 10 else left_border 80 right_border 10 top_border 35 bottom_border 35 endif set_avoid_player_start_areas } create_land { terrain_type DIRT land_percent 1 border_fuzziness 30 clumping_factor 5 base_elevation 4 if HORIZONTAL left_border 35 right_border 35 top_border 10 bottom_border 80 else left_border 10 right_border 80 top_border 35 bottom_border 35 endif set_avoid_player_start_areas } percent_chance 50 create_land { terrain_type DIRT25 land_percent 1 border_fuzziness 30 clumping_factor 5 base_elevation 4 if HORIZONTAL left_border 5 right_border 80 top_border 80 bottom_border 5 else left_border 80 right_border 5 top_border 80 bottom_border 5 endif set_avoid_player_start_areas } create_land { terrain_type DIRT land_percent 1 border_fuzziness 30 clumping_factor 5 base_elevation 4 if HORIZONTAL left_border 80 right_border 5 top_border 5 bottom_border 80 else left_border 5 right_border 80 top_border 5 bottom_border 80 endif set_avoid_player_start_areas } end_random if RMS_JUNGLE create_terrain JUNGLE elseif RMS_CLASSIC create_terrain FOREST endif { if RMS_JUNGLE base_terrain GRASS2 elseif RMS_CLASSIC base_terrain GRASS endif spacing_to_other_terrain_types 2 land_percent 12 number_of_clumps 27 set_avoid_player_start_areas set_scale_by_size } if RMS_JUNGLE create_terrain LEAVES elseif RMS_CLASSIC create_terrain GRASS3 endif { if RMS_JUNGLE base_terrain GRASS2 elseif RMS_CLASSIC base_terrain GRASS endif number_of_clumps 80 spacing_to_other_terrain_types 0 start_random percent_chance 50 land_percent 20 percent_chance 50 land_percent 16 end_random set_scale_by_size } if RMS_JUNGLE create_terrain GRASS2 elseif RMS_CLASSIC create_terrain GRASS endif { if RMS_JUNGLE base_terrain LEAVES elseif RMS_CLASSIC base_terrain GRASS3 endif number_of_clumps 50 spacing_to_other_terrain_types 0 start_random percent_chance 50 land_percent 12 percent_chance 50 land_percent 8 end_random set_scale_by_size } create_elevation 7 { if RMS_JUNGLE base_terrain GRASS2 elseif RMS_CLASSIC base_terrain GRASS endif number_of_tiles 6000 number_of_clumps 20 set_scale_by_size } /* ****************************************************** */ elseif TEAM_MIGRATION /* ****************************************************** */ #include_drs random_map.def 54000 base_terrain WATER create_player_lands { terrain_type DIRT land_percent 15 base_size 12 border_fuzziness 20 clumping_factor 20 other_zone_avoidance_distance 9 set_zone_by_team } create_land { terrain_type GRASS2 land_percent 46 border_fuzziness 10 clumping_factor 15 bottom_border 10 top_border 10 left_border 10 right_border 10 other_zone_avoidance_distance 9 } /* **************************************** */ create_terrain JUNGLE { base_terrain GRASS2 spacing_to_other_terrain_types 4 land_percent 12 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 3 if TINY_MAP land_percent 2 else land_percent 3 endif number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 5 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_elevation 5 { base_terrain GRASS2 number_of_clumps 35 number_of_tiles 14000 clumping_factor 1 spacing 8 } /* ****************************************************** */ elseif TEAM_CONTINENTS /* ****************************************************** */ #include_drs random_map.def 54000 base_terrain WATER if TINY_MAP create_player_lands { terrain_type GRASS land_percent 35 left_border 6 right_border 6 top_border 6 bottom_border 6 base_size 14 border_fuzziness 13 clumping_factor 8 other_zone_avoidance_distance 14 set_zone_by_team } elseif MEDIUM_MAP create_player_lands { terrain_type GRASS land_percent 35 left_border 6 right_border 6 top_border 6 bottom_border 6 base_size 14 border_fuzziness 13 clumping_factor 8 other_zone_avoidance_distance 14 set_zone_by_team } else create_player_lands { terrain_type GRASS land_percent 35 left_border 6 right_border 6 top_border 6 bottom_border 6 base_size 14 border_fuzziness 13 clumping_factor 8 other_zone_avoidance_distance 14 set_zone_by_team } endif create_land { terrain_type DESERT land_percent 12 base_size 7 left_border 20 right_border 20 top_border 20 bottom_border 20 clumping_factor 5 other_zone_avoidance_distance 4 border_fuzziness 7 land_id 360 } /* ****************************************************** */ create_terrain PINE_FOREST { land_percent 5 number_of_clumps 6 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT { base_terrain DESERT number_of_clumps 6 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } create_terrain PALM_DESERT { base_terrain DESERT land_percent 1 number_of_clumps 2 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS number_of_clumps 6 spacing_to_other_terrain_types 0 land_percent 4 set_scale_by_groups } create_terrain DIRT { base_terrain GRASS number_of_clumps 6 spacing_to_other_terrain_types 0 land_percent 3 set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 70 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 40 } /* ****************************************************** */ elseif EL_DORADO_V5 /* ****************************************************** */ base_terrain GRASS3 start_random percent_chance 20 #define ASIAN_MAP percent_chance 20 #define ALPINE_MAP end_random /* MIDDLE */ create_land { if ASIAN_MAP terrain_type DESERT elseif ALPINE_MAP terrain_type DIRT_SNOW else terrain_type DESERT endif land_percent 2 start_random percent_chance 50 left_border 41 right_border 41 top_border 41 bottom_border 41 percent_chance 50 left_border 42 right_border 42 top_border 42 bottom_border 42 end_random clumping_factor 10 border_fuzziness 10 } /* ISLAND */ create_land { if ASIAN_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS_SNOW else terrain_type GRASS endif land_percent 97 left_border 5 right_border 5 top_border 5 bottom_border 5 border_fuzziness 100 clumping_factor 15 other_zone_avoidance_distance 0 } /* TC AREA */ create_player_lands { terrain_type BEACH land_percent 1 base_size 6 left_border 7 right_border 7 top_border 7 bottom_border 7 border_fuzziness 100 clumping_factor 15 set_zone_by_team } /* ****************************************************** */ if TINY_MAP else if ALPINE_MAP create_elevation 6 { base_terrain GRASS_SNOW number_of_clumps 30 number_of_tiles 2000 clumping_factor 15 set_scale_by_groups set_scale_by_size } elseif ASIAN_MAP create_elevation 8 { base_terrain DIRT number_of_clumps 30 number_of_tiles 2000 clumping_factor 15 set_scale_by_groups set_scale_by_size } else create_elevation 8 { base_terrain GRASS number_of_clumps 30 number_of_tiles 2000 clumping_factor 15 set_scale_by_groups set_scale_by_size } endif endif /* ****************************************************** */ if ASIAN_MAP create_terrain DIRT3 elseif ALPINE_MAP create_terrain SNOW else create_terrain GRASS2 endif { base_terrain GRASS3 land_percent 100 } /* MAIN PATCH */ if ASIAN_MAP create_terrain DIRT3 { base_terrain DIRT land_percent 50 other_zone_avoidance_distance 5 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } elseif ALPINE_MAP create_terrain SNOW { base_terrain GRASS_SNOW land_percent 50 other_zone_avoidance_distance 5 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } else create_terrain LEAVES { base_terrain GRASS land_percent 50 other_zone_avoidance_distance 5 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } endif /* SECONDARY PATCH */ if ASIAN_MAP create_terrain DIRT2 { base_terrain DIRT3 land_percent 10 number_of_clumps 20 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } elseif ALPINE_MAP create_terrain LEAVES { base_terrain SNOW land_percent 10 number_of_clumps 20 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } else create_terrain GRASS2 { base_terrain LEAVES land_percent 10 number_of_clumps 20 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } endif /* FORESTS */ if ASIAN_MAP create_terrain BAMBOO { base_terrain DIRT land_percent 3 number_of_clumps 30 border_fuzziness 50 clumping_factor 50 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain PALM_DESERT { base_terrain DIRT3 land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 10 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain BAMBOO { base_terrain DIRT3 land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 1 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain BAMBOO { base_terrain DIRT2 land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 10 if TINY_MAP spacing_to_other_terrain_types 1 else spacing_to_other_terrain_types 2 endif set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } elseif ALPINE_MAP create_terrain SNOW_FOREST { base_terrain SNOW land_percent 3 number_of_clumps 30 border_fuzziness 50 clumping_factor 50 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain SNOW_FOREST { base_terrain GRASS_SNOW land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 10 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain FOREST { base_terrain LEAVES land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 1 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain FOREST { base_terrain LEAVES land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 10 if TINY_MAP spacing_to_other_terrain_types 1 else spacing_to_other_terrain_types 1 endif set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } else create_terrain FOREST { base_terrain GRASS land_percent 3 number_of_clumps 30 border_fuzziness 50 clumping_factor 50 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain FOREST { base_terrain LEAVES land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 10 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain FOREST { base_terrain GRASS2 land_percent 4 number_of_clumps 30 border_fuzziness 1 clumping_factor 1 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain FOREST { base_terrain LEAVES land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 10 if TINY_MAP spacing_to_other_terrain_types 1 else spacing_to_other_terrain_types 2 endif set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } endif /* TERTIARY PATCH */ if ASIAN_MAP create_terrain DIRT2 { base_terrain DIRT3 land_percent 10 number_of_clumps 20 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } elseif ALPINE_MAP create_terrain LEAVES { base_terrain SNOW land_percent 10 number_of_clumps 20 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } else create_terrain GRASS2 { base_terrain LEAVES land_percent 10 number_of_clumps 20 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } endif /* ****************************************************** */ elseif EL_DORADO_V4 /* ****************************************************** */ start_random percent_chance 20 #define ASIAN_MAP percent_chance 20 #define ALPINE_MAP end_random base_terrain GRASS3 /* MIDDLE */ create_land { if ASIAN_MAP terrain_type DESERT elseif ALPINE_MAP terrain_type DIRT_SNOW else terrain_type DESERT endif land_percent 2 start_random percent_chance 50 left_border 41 right_border 41 top_border 41 bottom_border 41 percent_chance 50 left_border 42 right_border 42 top_border 42 bottom_border 42 end_random clumping_factor 10 border_fuzziness 10 } /* ISLAND */ create_land { if ASIAN_MAP terrain_type DIRT elseif ALPINE_MAP terrain_type GRASS_SNOW else terrain_type GRASS endif land_percent 97 left_border 5 right_border 5 top_border 5 bottom_border 5 border_fuzziness 100 clumping_factor 15 other_zone_avoidance_distance 0 } /* TC AREA */ create_player_lands { terrain_type SHALLOW land_percent 1 base_size 5 left_border 7 right_border 7 top_border 7 bottom_border 7 border_fuzziness 100 clumping_factor 15 set_zone_by_team } /* ****************************************************** */ if ALPINE_MAP create_elevation 6 { base_terrain GRASS_SNOW number_of_clumps 30 number_of_tiles 2000 clumping_factor 15 set_scale_by_groups set_scale_by_size } elseif ASIAN_MAP create_elevation 8 { base_terrain DIRT number_of_clumps 30 number_of_tiles 2000 clumping_factor 15 set_scale_by_groups set_scale_by_size } else create_elevation 8 { base_terrain GRASS number_of_clumps 30 number_of_tiles 2000 clumping_factor 15 set_scale_by_groups set_scale_by_size } endif /* ****************************************************** */ create_terrain WATER { base_terrain GRASS3 land_percent 100 } /* MAIN PATCH */ if ASIAN_MAP create_terrain DIRT3 { base_terrain DIRT land_percent 50 other_zone_avoidance_distance 5 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } elseif ALPINE_MAP create_terrain SNOW { base_terrain GRASS_SNOW land_percent 50 other_zone_avoidance_distance 5 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } else create_terrain LEAVES { base_terrain GRASS land_percent 50 other_zone_avoidance_distance 5 number_of_clumps 20 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } endif /* SECONDARY PATCH */ if ASIAN_MAP create_terrain DIRT2 { base_terrain DIRT3 land_percent 10 number_of_clumps 20 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } elseif ALPINE_MAP create_terrain LEAVES { base_terrain SNOW land_percent 10 number_of_clumps 20 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } else create_terrain GRASS2 { base_terrain LEAVES land_percent 10 number_of_clumps 20 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } endif /* FORESTS */ if ASIAN_MAP create_terrain BAMBOO { base_terrain DIRT land_percent 3 number_of_clumps 30 border_fuzziness 50 clumping_factor 50 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size e } create_terrain BAMBOO { base_terrain DIRT3 land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 10 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain BAMBOO { base_terrain DIRT3 land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 1 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain BAMBOO { base_terrain DIRT2 land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 10 spacing_to_other_terrain_types 3 set_scale_by_groups set_scale_by_size } elseif ALPINE_MAP create_terrain PINE_FOREST { base_terrain SNOW land_percent 3 number_of_clumps 30 border_fuzziness 50 clumping_factor 50 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain PINE_FOREST { base_terrain GRASS_SNOW land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 10 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain PINE_FOREST { base_terrain LEAVES land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 1 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain SNOW_FOREST { base_terrain GRASS_SNOW land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 10 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } else create_terrain FOREST { base_terrain GRASS land_percent 3 number_of_clumps 30 border_fuzziness 50 clumping_factor 50 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain FOREST { base_terrain LEAVES land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 10 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain FOREST { base_terrain GRASS3 land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 1 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } create_terrain FOREST { base_terrain LEAVES land_percent 3 number_of_clumps 30 border_fuzziness 1 clumping_factor 10 spacing_to_other_terrain_types 1 set_scale_by_groups set_scale_by_size } endif /* TERTIARY PATCH */ if ASIAN_MAP create_terrain DIRT2 { base_terrain DIRT3 land_percent 10 number_of_clumps 20 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } elseif ALPINE_MAP create_terrain LEAVES { base_terrain SNOW land_percent 10 number_of_clumps 20 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } else create_terrain GRASS2 { base_terrain LEAVES land_percent 10 number_of_clumps 20 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups set_scale_by_size } endif /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 5 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif BCC3_FORTRESS /* ****************************************************** */ #include_drs random_map.def 54000 if DESERT_MAP base_terrain DESERT else base_terrain GRASS2 endif start_random percent_chance 20 #define DESERT_MAP percent_chance 20 #define FROZEN_MAP end_random create_player_lands { if DESERT_MAP terrain_type DIRT else terrain_type GRASS endif land_percent 85 base_size 9 border_fuzziness 15 zone 1 other_zone_avoidance_distance 7 } /* ****************************************************** */ if DESERT_MAP create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 1 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } elseif FROZEN_MAP create_terrain SNOW_FOREST { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } endif if DESERT_MAP create_terrain DESERT { base_terrain DIRT number_of_clumps 14 spacing_to_other_terrain_types 0 land_percent 8 set_scale_by_size } elseif FROZEN_MAP create_terrain SNOW { base_terrain GRASS number_of_clumps 20 spacing_to_other_terrain_types 0 land_percent 12 set_scale_by_size } else create_terrain DIRT { base_terrain GRASS number_of_clumps 10 spacing_to_other_terrain_types 0 land_percent 12 set_scale_by_size } endif if DESERT_MAP create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } elseif FROZEN_MAP create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } endif /* SECONDARY PATCH */ if DESERT_MAP create_terrain DIRT3 { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif FROZEN_MAP create_terrain GRASS_SNOW { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif /* TERTIARY PATCH */ if DESERT_MAP create_terrain GRASS3 { base_terrain DIRT number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } elseif FROZEN_MAP create_terrain DIRT_SNOW { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } endif create_elevation 5 { if DESERT_MAP base_terrain DIRT else base_terrain GRASS endif number_of_clumps 5 number_of_tiles 500 set_scale_by_groups } create_elevation 3 { if DESERT_MAP base_terrain DIRT else base_terrain GRASS endif number_of_clumps 10 number_of_tiles 600 set_scale_by_groups } /* ****************************************************** */ min_number_of_cliffs 5 max_number_of_cliffs 10 min_length_of_cliff 3 max_length_of_cliff 10 /* ****************************************************** */ elseif AUTUMN_KNOLLS /* ****************************************************** */ /* DRS#54201 */ #include_drs random_map.def start_random percent_chance -1 #define DESERT_MAP end_random if DESERT_MAP base_terrain DIRT else base_terrain GRASS2 endif create_player_lands { if DESERT_MAP terrain_type DIRT else terrain_type GRASS2 endif land_percent 20 base_size 9 border_fuzziness 5 } /* ****************************************************** */ /* PRIMARY FOREST */ if DESERT_MAP create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 4 land_percent 12 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } else create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 4 land_percent 6 number_of_clumps 7 set_avoid_player_start_areas set_scale_by_groups } endif /* PRIMARY PATCH */ if DESERT_MAP create_terrain DESERT { base_terrain DIRT number_of_clumps 16 spacing_to_other_terrain_types 0 land_percent 10 set_scale_by_size } else create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 21 spacing_to_other_terrain_types 0 land_percent 9 set_scale_by_size } endif /* SECONDARY FOREST */ if DESERT_MAP create_terrain FOREST { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 6 number_of_clumps 7 set_avoid_player_start_areas set_scale_by_groups } endif /* SECONDARY PATCH */ if DESERT_MAP create_terrain DIRT3 { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } else create_terrain DIRT2 { base_terrain GRASS2 number_of_clumps 150 spacing_to_other_terrain_types 1 land_percent 16 set_scale_by_size } endif /* TERTIARY PATCH */ if DESERT_MAP create_terrain GRASS3 { base_terrain DIRT number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } else create_terrain LEAVES { base_terrain GRASS2 number_of_clumps 300 spacing_to_other_terrain_types 1 land_percent 14 set_avoid_player_start_areas set_scale_by_size } endif create_elevation 5 { if DESERT_MAP base_terrain DIRT else base_terrain GRASS2 endif number_of_clumps 100 number_of_tiles 1800 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif VITAL_RIVER /* ****************************************************** */ base_terrain DIRT3 create_player_lands { terrain_type GRASS base_size 20 land_percent 100 set_zone_by_team other_zone_avoidance_distance 10 } create_terrain SHALLOW { base_terrain DIRT3 land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 2 } create_terrain BEACH { base_terrain DIRT3 land_percent 10 number_of_clumps 5 spacing_to_other_terrain_types 0 } create_terrain SHALLOW { base_terrain BEACH if TINY_MAP number_of_tiles 120 elseif MEDIUM_MAP number_of_tiles 160 else number_of_tiles 200 endif number_of_clumps 20 } create_terrain WATER { base_terrain SHALLOW if TINY_MAP number_of_tiles 120 elseif MEDIUM_MAP number_of_tiles 140 else number_of_tiles 160 endif number_of_clumps 12 } create_terrain WATER { base_terrain SHALLOW if TINY_MAP number_of_tiles 80 elseif MEDIUM_MAP number_of_tiles 100 else number_of_tiles 125 endif number_of_clumps 15 } create_terrain BEACH { base_terrain SHALLOW if TINY_MAP number_of_tiles 140 elseif MEDIUM_MAP number_of_tiles 180 else number_of_tiles 200 endif number_of_clumps 30 } create_terrain DIRT2 { base_terrain BEACH if TINY_MAP number_of_tiles 50 elseif MEDIUM_MAP number_of_tiles 60 else number_of_tiles 70 endif number_of_clumps 30 } create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 17 number_of_clumps 13 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 5 number_of_clumps 6 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS number_of_clumps 80 spacing_to_other_terrain_types 0 start_random percent_chance 50 land_percent 20 percent_chance 50 land_percent 16 end_random set_scale_by_size } create_terrain GRASS { base_terrain GRASS3 number_of_clumps 50 spacing_to_other_terrain_types 0 start_random percent_chance 50 land_percent 12 percent_chance 50 land_percent 8 end_random set_scale_by_size } create_elevation 4 { base_terrain GRASS number_of_clumps 20 number_of_tiles 1500 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif HIGH_SEAS /* ****************************************************** */ #include_drs random_map.def 54000 #const PLAYER_TERRAIN 3 base_terrain DESERT create_land { terrain_type MED_WATER other_zone_avoidance_distance 5 } create_player_lands { terrain_type PLAYER_TERRAIN base_size 13 base_elevation 7 number_of_tiles 960 clumping_factor 20 left_border 9 right_border 9 top_border 9 bottom_border 9 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 50 number_of_clumps 100 clumping_factor 5 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 2 } create_terrain GRASS { base_terrain PLAYER_TERRAIN land_percent 100 number_of_clumps 1000 clumping_factor 100 set_avoid_player_start_areas } create_terrain FOREST { base_terrain GRASS number_of_tiles 100 number_of_clumps 16 clumping_factor 20 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 1 } create_elevation 6 { base_terrain MED_WATER number_of_clumps 200 number_of_tiles 4000 set_scale_by_size } endif endif /* ****************************************************** */ if GIGA_PACK7 if NC_DECENTRING /* ****************************************************** */ #include_drs random_map.def 54000 #define NOSC base_terrain WATER create_player_lands { terrain_type GRASS2 land_percent 100 if TINY_MAP top_border 28 right_border 28 bottom_border 28 left_border 28 elseif SMALL_MAP top_border 26 right_border 26 bottom_border 26 left_border 26 elseif MEDIUM_MAP top_border 26 right_border 26 bottom_border 26 left_border 26 elseif LARGE_MAP top_border 25 right_border 25 bottom_border 25 left_border 25 elseif HUGE_MAP top_border 24 right_border 24 bottom_border 24 left_border 24 else top_border 24 right_border 24 bottom_border 24 left_border 24 endif base_size 6 other_zones_avoidance_distance 16 } /***** PLAYER TERRAIN *****/ create_terrain GRASS3 { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 12 } create_terrain WATER { base_terrain GRASS2 land_percent 100 set_avoid_player_start_areas } create_terrain MED_WATER { base_terrain WATER number_of_clumps 4 land_percent 10 spacing_to_other_terrain_types 4 set_scale_by_groups } /***** BORDER TERRAIN *****/ create_terrain GRASS { base_terrain GRASS3 land_percent 100 } create_terrain FOREST { base_terrain GRASS land_percent 9 number_of_clumps 12 set_scale_by_groups clumping_factor 75 spacing_to_other_terrain_types 3 } create_terrain GRASS3 { base_terrain GRASS land_percent 9 number_of_clumps 20 set_scale_by_groups } /* ****************************************************** */ elseif NC_FAIR_SALTMARSH /* ****************************************************** */ #include_drs random_map.def 54000 start_random percent_chance 33 #define FULL_WATER percent_chance 17 #define TOP_BOTTOM_WATER percent_chance 17 #define LEFT_RIGHT_WATER end_random start_random percent_chance 25 #define ONE_EXTRA_ISLAND percent_chance 25 #define TWO_EXTRA_ISLANDS percent_chance 25 #define THREE_EXTRA_ISLANDS percent_chance 25 #define FOUR_EXTRA_ISLANDS end_random if TINY_MAP #define BORDER_WIDTH_8 elseif SMALL_MAP #define BORDER_WIDTH_7 elseif MEDIUM_MAP #define BORDER_WIDTH_7 elseif LARGE_MAP #define BORDER_WIDTH_6 elseif HUGE_MAP #define BORDER_WIDTH_5 elseif GIGANTIC_MAP #define BORDER_WIDTH_4 endif base_terrain WATER create_player_lands { terrain_type GRASS land_percent 50 base_size 10 set_zone_randomly start_random percent_chance 25: other_zone_avoidance_distance 7 percent_chance 25: other_zone_avoidance_distance 6 percent_chance 25: other_zone_avoidance_distance 5 percent_chance 25: other_zone_avoidance_distance 4 end_random if FULL_WATER if BORDER_WIDTH_8 top_border 8 right_border 8 bottom_border 8 left_border 8 elseif BORDER_WIDTH_7 top_border 7 right_border 7 bottom_border 7 left_border 7 elseif BORDER_WIDTH_6 top_border 6 right_border 6 bottom_border 6 left_border 6 elseif BORDER_WIDTH_5 top_border 5 right_border 5 bottom_border 5 left_border 5 elseif BORDER_WIDTH_4 top_border 4 right_border 4 bottom_border 4 left_border 4 endif elseif TOP_BOTTOM_WATER if BORDER_WIDTH_8 top_border 8 bottom_border 8 elseif BORDER_WIDTH_7 top_border 7 bottom_border 7 elseif BORDER_WIDTH_6 top_border 6 bottom_border 6 elseif BORDER_WIDTH_5 top_border 5 bottom_border 5 elseif BORDER_WIDTH_4 top_border 4 bottom_border 4 endif end_random elseif LEFT_RIGHT_WATER if BORDER_WIDTH_8 right_border 8 left_border 8 elseif BORDER_WIDTH_7 right_border 7 left_border 7 elseif BORDER_WIDTH_6 right_border 6 left_border 6 elseif BORDER_WIDTH_5 right_border 5 left_border 5 elseif BORDER_WIDTH_4 right_border 4 left_border 4 endif endif } if ONE_EXTRA_ISLAND create_land { terrain_type GRASS land_percent 40 start_random percent_chance 25: other_zone_avoidance_distance 14 percent_chance 25: other_zone_avoidance_distance 11 percent_chance 25: other_zone_avoidance_distance 8 percent_chance 25: other_zone_avoidance_distance 5 end_random if FULL_WATER if BORDER_WIDTH_8 top_border 8 right_border 8 bottom_border 8 left_border 8 elseif BORDER_WIDTH_7 top_border 7 right_border 7 bottom_border 7 left_border 7 elseif BORDER_WIDTH_6 top_border 6 right_border 6 bottom_border 6 left_border 6 elseif BORDER_WIDTH_5 top_border 5 right_border 5 bottom_border 5 left_border 5 elseif BORDER_WIDTH_4 top_border 4 right_border 4 bottom_border 4 left_border 4 endif elseif TOP_BOTTOM_WATER if BORDER_WIDTH_8 top_border 8 bottom_border 8 elseif BORDER_WIDTH_7 top_border 7 bottom_border 7 elseif BORDER_WIDTH_6 top_border 6 bottom_border 6 elseif BORDER_WIDTH_5 top_border 5 bottom_border 5 elseif BORDER_WIDTH_4 top_border 4 bottom_border 4 endif end_random elseif LEFT_RIGHT_WATER if BORDER_WIDTH_8 right_border 8 left_border 8 elseif BORDER_WIDTH_7 right_border 7 left_border 7 elseif BORDER_WIDTH_6 right_border 6 left_border 6 elseif BORDER_WIDTH_5 right_border 5 left_border 5 elseif BORDER_WIDTH_4 right_border 4 left_border 4 endif endif land_id 42 } elseif TWO_EXTRA_ISLANDS create_land { terrain_type GRASS land_percent 20 start_random percent_chance 25: other_zone_avoidance_distance 14 percent_chance 25: other_zone_avoidance_distance 11 percent_chance 25: other_zone_avoidance_distance 8 percent_chance 25: other_zone_avoidance_distance 5 end_random if FULL_WATER if BORDER_WIDTH_8 top_border 8 right_border 8 bottom_border 8 left_border 8 elseif BORDER_WIDTH_7 top_border 7 right_border 7 bottom_border 7 left_border 7 elseif BORDER_WIDTH_6 top_border 6 right_border 6 bottom_border 6 left_border 6 elseif BORDER_WIDTH_5 top_border 5 right_border 5 bottom_border 5 left_border 5 elseif BORDER_WIDTH_4 top_border 4 right_border 4 bottom_border 4 left_border 4 endif elseif TOP_BOTTOM_WATER if BORDER_WIDTH_8 top_border 8 bottom_border 8 elseif BORDER_WIDTH_7 top_border 7 bottom_border 7 elseif BORDER_WIDTH_6 top_border 6 bottom_border 6 elseif BORDER_WIDTH_5 top_border 5 bottom_border 5 elseif BORDER_WIDTH_4 top_border 4 bottom_border 4 endif end_random elseif LEFT_RIGHT_WATER if BORDER_WIDTH_8 right_border 8 left_border 8 elseif BORDER_WIDTH_7 right_border 7 left_border 7 elseif BORDER_WIDTH_6 right_border 6 left_border 6 elseif BORDER_WIDTH_5 right_border 5 left_border 5 elseif BORDER_WIDTH_4 right_border 4 left_border 4 endif endif land_id 42 } create_land { terrain_type GRASS land_percent 20 set_zone_randomly start_random percent_chance 25: other_zone_avoidance_distance 14 percent_chance 25: other_zone_avoidance_distance 11 percent_chance 25: other_zone_avoidance_distance 8 percent_chance 25: other_zone_avoidance_distance 5 end_random if FULL_WATER if BORDER_WIDTH_8 top_border 8 right_border 8 bottom_border 8 left_border 8 elseif BORDER_WIDTH_7 top_border 7 right_border 7 bottom_border 7 left_border 7 elseif BORDER_WIDTH_6 top_border 6 right_border 6 bottom_border 6 left_border 6 elseif BORDER_WIDTH_5 top_border 5 right_border 5 bottom_border 5 left_border 5 elseif BORDER_WIDTH_4 top_border 4 right_border 4 bottom_border 4 left_border 4 endif elseif TOP_BOTTOM_WATER if BORDER_WIDTH_8 top_border 8 bottom_border 8 elseif BORDER_WIDTH_7 top_border 7 bottom_border 7 elseif BORDER_WIDTH_6 top_border 6 bottom_border 6 elseif BORDER_WIDTH_5 top_border 5 bottom_border 5 elseif BORDER_WIDTH_4 top_border 4 bottom_border 4 endif end_random elseif LEFT_RIGHT_WATER if BORDER_WIDTH_8 right_border 8 left_border 8 elseif BORDER_WIDTH_7 right_border 7 left_border 7 elseif BORDER_WIDTH_6 right_border 6 left_border 6 elseif BORDER_WIDTH_5 right_border 5 left_border 5 elseif BORDER_WIDTH_4 right_border 4 left_border 4 endif endif land_id 43 } elseif THREE_EXTRA_ISLANDS create_land { terrain_type GRASS land_percent 17 start_random percent_chance 25: other_zone_avoidance_distance 14 percent_chance 25: other_zone_avoidance_distance 11 percent_chance 25: other_zone_avoidance_distance 8 percent_chance 25: other_zone_avoidance_distance 5 end_random if FULL_WATER if BORDER_WIDTH_8 top_border 8 right_border 8 bottom_border 8 left_border 8 elseif BORDER_WIDTH_7 top_border 7 right_border 7 bottom_border 7 left_border 7 elseif BORDER_WIDTH_6 top_border 6 right_border 6 bottom_border 6 left_border 6 elseif BORDER_WIDTH_5 top_border 5 right_border 5 bottom_border 5 left_border 5 elseif BORDER_WIDTH_4 top_border 4 right_border 4 bottom_border 4 left_border 4 endif elseif TOP_BOTTOM_WATER if BORDER_WIDTH_8 top_border 8 bottom_border 8 elseif BORDER_WIDTH_7 top_border 7 bottom_border 7 elseif BORDER_WIDTH_6 top_border 6 bottom_border 6 elseif BORDER_WIDTH_5 top_border 5 bottom_border 5 elseif BORDER_WIDTH_4 top_border 4 bottom_border 4 endif end_random elseif LEFT_RIGHT_WATER if BORDER_WIDTH_8 right_border 8 left_border 8 elseif BORDER_WIDTH_7 right_border 7 left_border 7 elseif BORDER_WIDTH_6 right_border 6 left_border 6 elseif BORDER_WIDTH_5 right_border 5 left_border 5 elseif BORDER_WIDTH_4 right_border 4 left_border 4 endif endif land_id 42 } create_land { terrain_type GRASS land_percent 17 set_zone_randomly start_random percent_chance 25: other_zone_avoidance_distance 14 percent_chance 25: other_zone_avoidance_distance 11 percent_chance 25: other_zone_avoidance_distance 8 percent_chance 25: other_zone_avoidance_distance 5 end_random if FULL_WATER if BORDER_WIDTH_8 top_border 8 right_border 8 bottom_border 8 left_border 8 elseif BORDER_WIDTH_7 top_border 7 right_border 7 bottom_border 7 left_border 7 elseif BORDER_WIDTH_6 top_border 6 right_border 6 bottom_border 6 left_border 6 elseif BORDER_WIDTH_5 top_border 5 right_border 5 bottom_border 5 left_border 5 elseif BORDER_WIDTH_4 top_border 4 right_border 4 bottom_border 4 left_border 4 endif elseif TOP_BOTTOM_WATER if BORDER_WIDTH_8 top_border 8 bottom_border 8 elseif BORDER_WIDTH_7 top_border 7 bottom_border 7 elseif BORDER_WIDTH_6 top_border 6 bottom_border 6 elseif BORDER_WIDTH_5 top_border 5 bottom_border 5 elseif BORDER_WIDTH_4 top_border 4 bottom_border 4 endif end_random elseif LEFT_RIGHT_WATER if BORDER_WIDTH_8 right_border 8 left_border 8 elseif BORDER_WIDTH_7 right_border 7 left_border 7 elseif BORDER_WIDTH_6 right_border 6 left_border 6 elseif BORDER_WIDTH_5 right_border 5 left_border 5 elseif BORDER_WIDTH_4 right_border 4 left_border 4 endif endif land_id 43 } create_land { terrain_type GRASS land_percent 17 set_zone_randomly start_random percent_chance 25: other_zone_avoidance_distance 14 percent_chance 25: other_zone_avoidance_distance 11 percent_chance 25: other_zone_avoidance_distance 8 percent_chance 25: other_zone_avoidance_distance 5 end_random if FULL_WATER if BORDER_WIDTH_8 top_border 8 right_border 8 bottom_border 8 left_border 8 elseif BORDER_WIDTH_7 top_border 7 right_border 7 bottom_border 7 left_border 7 elseif BORDER_WIDTH_6 top_border 6 right_border 6 bottom_border 6 left_border 6 elseif BORDER_WIDTH_5 top_border 5 right_border 5 bottom_border 5 left_border 5 elseif BORDER_WIDTH_4 top_border 4 right_border 4 bottom_border 4 left_border 4 endif elseif TOP_BOTTOM_WATER if BORDER_WIDTH_8 top_border 8 bottom_border 8 elseif BORDER_WIDTH_7 top_border 7 bottom_border 7 elseif BORDER_WIDTH_6 top_border 6 bottom_border 6 elseif BORDER_WIDTH_5 top_border 5 bottom_border 5 elseif BORDER_WIDTH_4 top_border 4 bottom_border 4 endif end_random elseif LEFT_RIGHT_WATER if BORDER_WIDTH_8 right_border 8 left_border 8 elseif BORDER_WIDTH_7 right_border 7 left_border 7 elseif BORDER_WIDTH_6 right_border 6 left_border 6 elseif BORDER_WIDTH_5 right_border 5 left_border 5 elseif BORDER_WIDTH_4 right_border 4 left_border 4 endif endif land_id 44 } elseif FOUR_EXTRA_ISLANDS create_land { terrain_type GRASS land_percent 10 start_random percent_chance 25: other_zone_avoidance_distance 14 percent_chance 25: other_zone_avoidance_distance 11 percent_chance 25: other_zone_avoidance_distance 8 percent_chance 25: other_zone_avoidance_distance 5 end_random if FULL_WATER if BORDER_WIDTH_8 top_border 8 right_border 8 bottom_border 8 left_border 8 elseif BORDER_WIDTH_7 top_border 7 right_border 7 bottom_border 7 left_border 7 elseif BORDER_WIDTH_6 top_border 6 right_border 6 bottom_border 6 left_border 6 elseif BORDER_WIDTH_5 top_border 5 right_border 5 bottom_border 5 left_border 5 elseif BORDER_WIDTH_4 top_border 4 right_border 4 bottom_border 4 left_border 4 endif elseif TOP_BOTTOM_WATER if BORDER_WIDTH_8 top_border 8 bottom_border 8 elseif BORDER_WIDTH_7 top_border 7 bottom_border 7 elseif BORDER_WIDTH_6 top_border 6 bottom_border 6 elseif BORDER_WIDTH_5 top_border 5 bottom_border 5 elseif BORDER_WIDTH_4 top_border 4 bottom_border 4 endif end_random elseif LEFT_RIGHT_WATER if BORDER_WIDTH_8 right_border 8 left_border 8 elseif BORDER_WIDTH_7 right_border 7 left_border 7 elseif BORDER_WIDTH_6 right_border 6 left_border 6 elseif BORDER_WIDTH_5 right_border 5 left_border 5 elseif BORDER_WIDTH_4 right_border 4 left_border 4 endif endif land_id 42 } create_land { terrain_type GRASS land_percent 10 set_zone_randomly start_random percent_chance 25: other_zone_avoidance_distance 14 percent_chance 25: other_zone_avoidance_distance 11 percent_chance 25: other_zone_avoidance_distance 8 percent_chance 25: other_zone_avoidance_distance 5 end_random if FULL_WATER if BORDER_WIDTH_8 top_border 8 right_border 8 bottom_border 8 left_border 8 elseif BORDER_WIDTH_7 top_border 7 right_border 7 bottom_border 7 left_border 7 elseif BORDER_WIDTH_6 top_border 6 right_border 6 bottom_border 6 left_border 6 elseif BORDER_WIDTH_5 top_border 5 right_border 5 bottom_border 5 left_border 5 elseif BORDER_WIDTH_4 top_border 4 right_border 4 bottom_border 4 left_border 4 endif elseif TOP_BOTTOM_WATER if BORDER_WIDTH_8 top_border 8 bottom_border 8 elseif BORDER_WIDTH_7 top_border 7 bottom_border 7 elseif BORDER_WIDTH_6 top_border 6 bottom_border 6 elseif BORDER_WIDTH_5 top_border 5 bottom_border 5 elseif BORDER_WIDTH_4 top_border 4 bottom_border 4 endif end_random elseif LEFT_RIGHT_WATER if BORDER_WIDTH_8 right_border 8 left_border 8 elseif BORDER_WIDTH_7 right_border 7 left_border 7 elseif BORDER_WIDTH_6 right_border 6 left_border 6 elseif BORDER_WIDTH_5 right_border 5 left_border 5 elseif BORDER_WIDTH_4 right_border 4 left_border 4 endif endif land_id 43 } create_land { terrain_type GRASS land_percent 10 set_zone_randomly start_random percent_chance 25: other_zone_avoidance_distance 14 percent_chance 25: other_zone_avoidance_distance 11 percent_chance 25: other_zone_avoidance_distance 8 percent_chance 25: other_zone_avoidance_distance 5 end_random if FULL_WATER if BORDER_WIDTH_8 top_border 8 right_border 8 bottom_border 8 left_border 8 elseif BORDER_WIDTH_7 top_border 7 right_border 7 bottom_border 7 left_border 7 elseif BORDER_WIDTH_6 top_border 6 right_border 6 bottom_border 6 left_border 6 elseif BORDER_WIDTH_5 top_border 5 right_border 5 bottom_border 5 left_border 5 elseif BORDER_WIDTH_4 top_border 4 right_border 4 bottom_border 4 left_border 4 endif elseif TOP_BOTTOM_WATER if BORDER_WIDTH_8 top_border 8 bottom_border 8 elseif BORDER_WIDTH_7 top_border 7 bottom_border 7 elseif BORDER_WIDTH_6 top_border 6 bottom_border 6 elseif BORDER_WIDTH_5 top_border 5 bottom_border 5 elseif BORDER_WIDTH_4 top_border 4 bottom_border 4 endif end_random elseif LEFT_RIGHT_WATER if BORDER_WIDTH_8 right_border 8 left_border 8 elseif BORDER_WIDTH_7 right_border 7 left_border 7 elseif BORDER_WIDTH_6 right_border 6 left_border 6 elseif BORDER_WIDTH_5 right_border 5 left_border 5 elseif BORDER_WIDTH_4 right_border 4 left_border 4 endif endif land_id 44 } create_land { terrain_type GRASS land_percent 10 set_zone_randomly start_random percent_chance 25: other_zone_avoidance_distance 14 percent_chance 25: other_zone_avoidance_distance 11 percent_chance 25: other_zone_avoidance_distance 8 percent_chance 25: other_zone_avoidance_distance 5 end_random if FULL_WATER if BORDER_WIDTH_8 top_border 8 right_border 8 bottom_border 8 left_border 8 elseif BORDER_WIDTH_7 top_border 7 right_border 7 bottom_border 7 left_border 7 elseif BORDER_WIDTH_6 top_border 6 right_border 6 bottom_border 6 left_border 6 elseif BORDER_WIDTH_5 top_border 5 right_border 5 bottom_border 5 left_border 5 elseif BORDER_WIDTH_4 top_border 4 right_border 4 bottom_border 4 left_border 4 endif elseif TOP_BOTTOM_WATER if BORDER_WIDTH_8 top_border 8 bottom_border 8 elseif BORDER_WIDTH_7 top_border 7 bottom_border 7 elseif BORDER_WIDTH_6 top_border 6 bottom_border 6 elseif BORDER_WIDTH_5 top_border 5 bottom_border 5 elseif BORDER_WIDTH_4 top_border 4 bottom_border 4 endif end_random elseif LEFT_RIGHT_WATER if BORDER_WIDTH_8 right_border 8 left_border 8 elseif BORDER_WIDTH_7 right_border 7 left_border 7 elseif BORDER_WIDTH_6 right_border 6 left_border 6 elseif BORDER_WIDTH_5 right_border 5 left_border 5 elseif BORDER_WIDTH_4 right_border 4 left_border 4 endif endif land_id 45 } endif create_terrain JUNGLE { base_terrain GRASS if FULL_WATER land_percent 10 elseif TOP_BOTTOM_WATER land_percent 11 elseif LEFT_RIGHT_WATER land_percent 11 else land_percent 13 endif clumping_factor 66 number_of_clumps 10 set_scale_by_groups spacing_to_other_terrain_types 3 set_avoid_player_start_areas } create_terrain JUNGLE { base_terrain GRASS if FULL_WATER land_percent 6 elseif TOP_BOTTOM_WATER land_percent 7 elseif LEFT_RIGHT_WATER land_percent 7 else land_percent 8 endif clumping_factor 50 number_of_clumps 10 set_scale_by_groups spacing_to_other_terrain_types 2 set_avoid_player_start_areas } create_terrain SHALLOW { base_terrain GRASS land_percent 1 number_of_clumps 3 set_scale_by_groups set_avoid_player_start_areas } create_terrain SHALLOW { base_terrain GRASS land_percent 3 number_of_clumps 3 set_scale_by_groups set_avoid_player_start_areas } create_terrain GRASS2 { base_terrain WATER land_percent 100 number_of_clumps 1337 spacing_to_other_terrain_types 10 } create_terrain JUNGLE { base_terrain GRASS2 land_percent 1 number_of_clumps 6 set_scale_by_groups spacing_to_other_terrain_types 3 set_avoid_player_start_areas } create_terrain GRASS { base_terrain GRASS2 land_percent 100 number_of_clumps 1337 } create_terrain GRASS3 { base_terrain GRASS land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain GRASS2 { base_terrain GRASS land_percent 3 number_of_clumps 5 set_scale_by_groups } /* ****************************************************** */ elseif NC_GOLDEN_ISLAND /* ****************************************************** */ #include_drs random_map.def 54000 base_terrain SNOW create_player_lands { terrain_type SNOW base_size 10 top_border 2 right_border 2 bottom_border 2 left_border 2 land_percent 1 other_zone_avoidance_distance 12 } create_land { terrain_type ICE land_percent 100 top_border 30 right_border 30 bottom_border 30 left_border 30 other_zone_avoidance_distance 5 } create_terrain GRASS_SNOW { base_terrain ICE land_percent 100 if TINY_MAP spacing_to_other_terrain_types 10 elseif SMALL_MAP spacing_to_other_terrain_types 11 elseif MEDIUM_MAP spacing_to_other_terrain_types 12 elseif LARGE_MAP spacing_to_other_terrain_types 13 elseif HUGE_MAP spacing_to_other_terrain_types 14 elseif GIGANTIC_MAP spacing_to_other_terrain_types 15 endif } create_terrain ICE { base_terrain GRASS_SNOW land_percent 1 number_of_clumps 1337 } create_terrain SNOW_FOREST { base_terrain SNOW land_percent 18 number_of_clumps 21 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 6 } if TINY_MAP create_elevation 4 { base_terrain SNOW number_of_clumps 10 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } else create_elevation 7 { base_terrain SNOW number_of_clumps 15 number_of_tiles 3000 set_scale_by_groups set_scale_by_size } endif /* ****************************************************** */ elseif NC_INVERTED_ARENA /* ****************************************************** */ start_random percent_chance 25 #define TROPICAL_MAP #const BASE_TERRAIN 0 #const FIRST_PATCH 12 #const SECOND_PATCH 9 #const THIRD_PATCH 12 #const PRIMARY_FOREST 17 #const SECONDARY_FOREST 10 #const PRIMARY_TREE 350 #const SECONDARY_TREE 414 percent_chance 25 #define HALFDESERT_MAP #const BASE_TERRAIN 3 #const FIRST_PATCH 9 #const SECOND_PATCH 6 #const THIRD_PATCH 9 #const PRIMARY_FOREST 18 #const SECONDARY_FOREST 13 #const PRIMARY_TREE 414 #const SECONDARY_TREE 348 percent_chance 25 #define DESERT_MAP #const BASE_TERRAIN 6 #const FIRST_PATCH 14 #const SECOND_PATCH 11 #const THIRD_PATCH 6 #const PRIMARY_FOREST 13 #const SECONDARY_FOREST 18 #const PRIMARY_TREE 351 #const SECONDARY_TREE 348 percent_chance 25 #define FROZEN_MAP #const BASE_TERRAIN 32 #const FIRST_PATCH 34 #const SECOND_PATCH 33 #const THIRD_PATCH 38 #const PRIMARY_FOREST 21 #const SECONDARY_FOREST 21 #const PRIMARY_TREE 413 #const SECONDARY_TREE 413 end_random base_terrain WATER create_land { terrain_type BASE_TERRAIN land_percent 100 base_size 10 left_border 14 right_border 14 top_border 14 bottom_border 14 border_fuzziness 8 zone 16 land_id 11 } create_player_lands { terrain_type BASE_TERRAIN land_percent 30 base_size 19 if LARGE_MAP left_border 4 right_border 4 top_border 4 bottom_border 4 elseif HUGE_MAP left_border 4 right_border 4 top_border 4 bottom_border 4 elseif GIGANTIC_MAP left_border 4 right_border 4 top_border 4 bottom_border 4 else left_border 6 right_border 6 top_border 6 bottom_border 6 endif other_zone_avoidance_distance 4 } /* ****************************************************** */ create_terrain MED_WATER { base_terrain WATER land_percent 100 number_of_clumps 6 set_scale_by_groups spacing_to_other_terrain_types 3 } if FROZEN_MAP create_terrain ICE { base_terrain MED_WATER land_percent 4 number_of_clumps 6 set_scale_by_groups spacing_to_other_terrain_types 8 } endif create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 15 number_of_clumps 2 set_scale_by_groups spacing_to_other_terrain_types 5 } create_terrain MED_WATER { base_terrain DEEP_WATER land_percent 2 number_of_clumps 4 set_scale_by_groups spacing_to_other_terrain_types 7 } if DESERT_MAP create_terrain PRIMARY_FOREST { base_terrain BASE_TERRAIN land_percent 4 number_of_clumps 11 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 4 } else create_terrain PRIMARY_FOREST { base_terrain BASE_TERRAIN land_percent 6 number_of_clumps 11 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 4 } endif create_terrain PRIMARY_FOREST { base_terrain PRIMARY_PATCH land_percent 1 number_of_clumps 4 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 4 } create_terrain SECONDARY_FOREST { base_terrain BASE_TERRAIN land_percent 1 number_of_clumps 2 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 4 } /* ****************************************************** */ elseif NC_RING_FOREST /* ****************************************************** */ #include_drs random_map.def 54000 #const ALT_FOREST 20 base_terrain ALT_FOREST create_land { terrain_type FOREST land_percent 100 top_border 30 right_border 30 bottom_border 30 left_border 30 } create_player_lands { terrain_type GRASS land_percent 30 top_border 8 right_border 8 bottom_border 8 left_border 8 base_size 8 zone 1337 } create_terrain GRASS2 { base_terrain GRASS land_percent 3 number_of_clumps 12 } create_terrain GRASS3 { base_terrain GRASS land_percent 7 number_of_clumps 15 set_scale_by_groups } if TINY_MAP create_elevation 4 { base_terrain GRASS number_of_clumps 10 number_of_tiles 800 set_scale_by_groups set_scale_by_size } else create_elevation 7 { base_terrain GRASS number_of_clumps 15 number_of_tiles 1200 set_scale_by_groups set_scale_by_size } endif /* ****************************************************** */ elseif NC_VEG_ZONES /* ****************************************************** */ #define RELICNONE_ #include_drs random_map.def 54000 base_terrain DESERT create_land { terrain_type DIRT land_percent 100 top_border 5 right_border 5 bottom_border 5 left_border 5 } create_player_lands { terrain_type DIRT land_percent 0 top_border 10 right_border 10 bottom_border 10 left_border 10 other_zone_avoidance_distance 18 } create_land { terrain_type GRASS land_percent 7 base_size 13 top_border 31 right_border 31 bottom_border 31 left_border 31 border_fuzziness 15 clumping_factor 15 } create_terrain PINE_FOREST { base_terrain DIRT land_percent 9 number_of_clumps 26 set_avoid_player_start_areas spacing_to_other_terrain_types 2 set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS land_percent 7 number_of_clumps 1 spacing_to_other_terrain_types 2 } create_terrain GRASS2 { base_terrain JUNGLE land_percent 0 number_of_clumps 6 spacing_to_other_terrain_types 5 set_scale_by_groups } create_terrain DIRT3 { base_terrain DIRT land_percent 10 number_of_clumps 30 set_scale_by_groups } if TINY_MAP create_elevation 4 { base_terrain DIRT number_of_clumps 10 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } else create_elevation 7 { base_terrain DIRT number_of_clumps 15 number_of_tiles 3000 set_scale_by_groups set_scale_by_size } endif /* ****************************************************** */ elseif NC_WIDE_RIVERS /* ****************************************************** */ #include_drs random_map.def 54000 base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 16 other_zone_avoidance_distance 12 clumping_factor 100 border_fuzziness 15 } start_random percent_chance 15: #define NO_CENTER_ISLAND create_land { terrain_type WATER land_percent 100 top_border 18 right_border 18 bottom_border 18 left_border 18 base_size 8 other_zone_avoidance_distance 12 zone 1 } end_random if NO_CENTER_ISLAND else start_random percent_chance 70: create_land { terrain_type GRASS2 land_percent 100 top_border 18 right_border 18 bottom_border 18 left_border 18 base_size 8 other_zone_avoidance_distance 12 zone 1 land_id 42 } end_random start_random percent_chance 50: create_land { terrain_type GRASS2 land_percent 100 top_border 18 right_border 18 bottom_border 18 left_border 18 base_size 8 other_zone_avoidance_distance 12 zone 2 land_id 43 } end_random start_random percent_chance 30: create_land { terrain_type GRASS2 land_percent 100 top_border 18 right_border 18 bottom_border 18 left_border 18 base_size 8 other_zone_avoidance_distance 12 zone 3 land_id 44 } end_random start_random percent_chance 10: create_land { terrain_type GRASS2 land_percent 100 top_border 18 right_border 18 bottom_border 18 left_border 18 base_size 8 other_zone_avoidance_distance 12 zone 4 land_id 45 } end_random endif create_terrain MED_WATER { base_terrain WATER land_percent 100 number_of_clumps 1337 spacing_to_other_terrain_types 2 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 100 number_of_clumps 1337 spacing_to_other_terrain_types 2 } create_terrain FOREST { base_terrain GRASS land_percent 11 number_of_clumps 18 set_scale_by_groups spacing_to_other_terrain_types 6 set_avoid_player_start_areas } create_terrain JUNGLE { base_terrain GRASS2 land_percent 1 number_of_clumps 2 set_scale_by_groups spacing_to_other_terrain_types 6 set_avoid_player_start_areas } create_terrain GRASS3 { base_terrain GRASS land_percent 14 number_of_clumps 20 set_scale_by_groups } create_elevation 7 { base_terrain GRASS number_of_clumps 14 number_of_tiles 1600 set_scale_by_groups set_scale_by_size } create_elevation 7 { base_terrain GRASS2 number_of_clumps 5 number_of_tiles 400 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif PONTOON /* ****************************************************** */ base_terrain PINE_FOREST create_player_lands { terrain_type DIRT2 land_percent 6 base_size 9 border_fuzziness 100 left_border 10 right_border 10 top_border 10 bottom_border 10 } create_land { terrain_type GRASS land_percent 90 left_border 8 top_border 8 right_border 8 bottom_border 8 } create_land { terrain_type WATER land_percent 18 left_border 37 right_border 37 top_border 37 bottom_border 37 } create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 5 number_of_clumps 15 set_scale_by_groups set_avoid_player_start_areas } create_terrain GRASS3 { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 7 number_of_clumps 9 set_avoid_player_start_areas } create_terrain LEAVES { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 3 number_of_clumps 26 } create_terrain LEAVES { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 40 } create_elevation 6 { base_terrain GRASS number_of_clumps 50 number_of_tiles 100 set_scale_by_size } /* ****************************************************** */ elseif CHEESE /* ****************************************************** */ #include_drs random_map.def 54000 base_terrain DIRT3 create_player_lands { terrain_type DIRT3 land_percent 2 base_size 3 other_zone_avoidance_distance 2 border_fuzziness 15 clumping_factor 15 set_zone_by_team left_border 16 right_border 16 top_border 16 bottom_border 16 } create_land { terrain_type GRASS land_percent 94 other_zone_avoidance_distance 7 border_fuzziness 15 clumping_factor 15 base_elevation 4 } /* ****************************************************** */ /* PRIMARY FOREST */ create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 2 land_percent 14 number_of_clumps 13 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups } /* SECONDARY FOREST */ create_terrain PINE_FOREST { base_terrain FOREST spacing_to_other_terrain_types 0 land_percent 20 number_of_clumps 5 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups } /* PATCH #1 */ create_terrain GRASS3 { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 3 number_of_clumps 40 clumping_factor 1 set_avoid_player_start_areas set_scale_by_size } /* PATCH #2 */ create_terrain GRASS2 { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 7 number_of_clumps 40 set_scale_by_size } /* PATCH #3 */ create_terrain DIRT3 { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 1 number_of_clumps 15 set_scale_by_size } /* PATCH #4 */ create_terrain DIRT { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 1 if TINY_MAP number_of_clumps 10 else number_of_clumps 20 endif clumping_factor 1 set_avoid_player_start_areas set_scale_by_size } /* PATCH #4+ */ create_terrain DIRT3 { base_terrain DIRT spacing_to_other_terrain_types 0 land_percent 0 if TINY_MAP number_of_clumps 100 else number_of_clumps 200 endif clumping_factor 1 set_scale_by_size } /* ****************************************************** */ create_elevation 1 /* ****************************************************** */ if TINY_MAP min_number_of_cliffs 4 max_number_of_cliffs 6 min_length_of_cliff 3 max_length_of_cliff 6 cliff_curliness 0 min_distance_cliffs 3 else min_number_of_cliffs 5 max_number_of_cliffs 8 min_length_of_cliff 4 max_length_of_cliff 10 cliff_curliness 5 min_distance_cliffs 3 endif /* ****************************************************** */ elseif CHICKEN_BALL /* ****************************************************** */ #include_drs random_map.def 54000 #const ROAD_OTHER 40 #const ICY_SHORE 37 base_terrain SHALLOW if TINY_MAP create_player_lands { terrain_type GRASS land_percent 60 base_size 5 border_fuzziness 100 clumping_factor 15 set_zone_by_team right_border 25 bottom_border 25 left_border 25 top_border 25 other_zone_avoidance_distance 5 } else create_player_lands { terrain_type GRASS land_percent 60 base_size 10 border_fuzziness 100 clumping_factor 15 set_zone_by_team right_border 30 bottom_border 30 left_border 30 top_border 30 other_zone_avoidance_distance 5 } endif /* **************************************** */ create_terrain GRASS2 { base_terrain SHALLOW land_percent 50 number_of_clumps 150 spacing_to_other_terrain_types 6 } create_terrain WATER { base_terrain SHALLOW land_percent 8 number_of_clumps 10 spacing_to_other_terrain_types 6 } create_terrain PINE_FOREST { base_terrain GRASS2 land_percent 8 number_of_clumps 40 spacing_to_other_terrain_types 3 } create_terrain WATER { base_terrain ICE land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 3 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 20 } create_elevation 2 { base_terrain GRASS2 number_of_clumps 30 number_of_tiles 1500 spacing_to_other_terrain_types 6 clumping_factor 1 } /* ****************************************************** */ elseif TREE_FORTS /* ****************************************************** */ start_random percent_chance 50 #define TROPIC percent_chance 50 #define HOT end_random if TROPIC #const GROUND 0 #const WOODS 17 #const PATCH1 9 #const PATCH2 12 elseif HOT #const GROUND 6 #const WOODS 13 #const PATCH1 14 #const PATCH2 9 endif base_terrain WOODS create_player_lands { terrain_type GROUND land_percent 10 top_border 10 bottom_border 10 right_border 10 left_border 10 base_size 12 set_zone_by_team other_zone_avoidance_distance 20 } create_terrain PATCH1 { base_terrain WOODS land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 5 } create_terrain WATER { base_terrain PATCH1 spacing_to_other_terrain_types 3 if TINY_MAP number_of_tiles 800 elseif SMALL_MAP number_of_tiles 1200 elseif MEDIUM_MAP number_of_tiles 1600 elseif LARGE_MAP number_of_tiles 2400 elseif HUGE_MAP number_of_tiles 3200 else number_of_tiles 3200 endif if TINY_MAP number_of_clumps 6 elseif SMALL_MAP number_of_clumps 9 elseif MEDIUM_MAP number_of_clumps 12 elseif LARGE_MAP number_of_clumps 16 elseif HUGE_MAP number_of_clumps 22 else number_of_clumps 22 endif clumping_factor 100 set_avoid_player_start_areas } create_terrain SHALLOW { base_terrain WATER land_percent 3 number_of_clumps 99 set_avoid_player_start_areas } create_terrain WOODS { base_terrain PATCH1 land_percent 10 number_of_clumps 64 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain PATCH2 { base_terrain PATCH1 land_percent 10 number_of_clumps 24 set_scale_by_groups } /* ****************************************************** */ elseif MERRY_GO_ROUND /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type DIRT land_percent 100 base_size 14 border_fuzziness 12 zone 1 other_zone_avoidance_distance 10 bottom_border 25 top_border 25 left_border 25 right_border 25 } /* *********************************** */ create_terrain DESERT { base_terrain WATER land_percent 30 number_of_clumps 30 spacing_to_other_terrain_types 10 } create_terrain PALM_DESERT { base_terrain DESERT land_percent 10 number_of_clumps 30 clumping_factor 25 spacing_to_other_terrain_types 4 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DIRT land_percent 4 number_of_clumps 10 clumping_factor 20 spacing_to_other_terrain_types 4 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain GRASS3 { base_terrain DIRT number_of_clumps 27 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_groups } /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 5 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_elevation 2 { base_terrain DIRT number_of_clumps 7 number_of_tiles 600 set_scale_by_groups set_scale_by_size } create_elevation 3 { base_terrain DESERT number_of_clumps 7 number_of_tiles 600 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif POPPYFIELD /* ****************************************************** */ #include_drs random_map.def 54000 #const ROAD_OTHER 40 #const ICY_SHORE 37 base_terrain FOREST create_player_lands { terrain_type GRASS2 land_percent 100 base_size 11 border_fuzziness 100 clumping_factor 15 set_zone_by_team right_border 32 bottom_border 32 left_border 32 top_border 32 zone 1 base_elevation 4 } /* **************************************** */ create_terrain LEAVES { base_terrain FOREST land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 1 } create_terrain GRASS3 { base_terrain LEAVES land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 26 } create_terrain FOREST { base_terrain LEAVES land_percent 4 number_of_clumps 85 spacing_to_other_terrain_types 3 height_limits 0 0 } create_terrain PINE_FOREST { base_terrain GRASS3 land_percent 14 number_of_clumps 25 spacing_to_other_terrain_types 3 height_limits 0 0 } create_elevation 2 { base_terrain FOREST number_of_clumps 30 number_of_tiles 1500 spacing_to_other_terrain_types 6 clumping_factor 1 } /* ****************************************************** */ elseif POND_INSPECTION /* ****************************************************** */ #const ROAD_OTHER 40 #define NOSC base_terrain DIRT if TINY_MAP create_player_lands { terrain_type WATER land_percent 100 base_size 10 border_fuzziness 20 clumping_factor 20 bottom_border 40 top_border 40 left_border 40 right_border 40 zone 1 } else create_player_lands { terrain_type WATER land_percent 100 base_size 10 border_fuzziness 20 clumping_factor 20 bottom_border 46 top_border 40 left_border 46 right_border 46 zone 1 } endif if TINY_MAP create_land { terrain_type WATER land_percent 60 border_fuzziness 20 clumping_factor 20 bottom_border 37 top_border 37 left_border 37 right_border 37 zone 1 } else create_land { terrain_type WATER land_percent 100 border_fuzziness 20 clumping_factor 20 bottom_border 37 top_border 31 left_border 34 right_border 34 zone 1 } endif /* **************************************** */ create_terrain GRASS { base_terrain DIRT number_of_clumps 100 spacing_to_other_terrain_types 4 land_percent 100 set_scale_by_groups } create_terrain GRASS2 { base_terrain GRASS number_of_clumps 100 spacing_to_other_terrain_types 10 land_percent 100 set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 100 spacing_to_other_terrain_types 27 land_percent 100 set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS2 number_of_clumps 20 spacing_to_other_terrain_types 3 land_percent 12 set_scale_by_groups clumping_factor 25 } create_terrain FOREST { base_terrain GRASS3 number_of_clumps 8 spacing_to_other_terrain_types 7 land_percent 5 set_scale_by_groups } create_elevation 4 { base_terrain DIRT number_of_clumps 15 number_of_tiles 3000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif SAVANNA /* ****************************************************** */ base_terrain DIRT3 create_player_lands { terrain_type GRASS3 land_percent 50 top_border 15 bottom_border 15 right_border 15 left_border 15 base_size 9 } create_land { terrain_type DIRT land_percent 100 top_border 40 bottom_border 40 right_border 40 left_border 40 } create_elevation 2 { base_terrain DIRT3 number_of_tiles 625 number_of_clumps 24 set_scale_by_groups } create_elevation 1 { base_terrain GRASS3 number_of_tiles 625 number_of_clumps 24 set_scale_by_groups } create_terrain FOREST { base_terrain DIRT3 land_percent 12 number_of_clumps 8 set_scale_by_groups spacing_to_other_terrain_types 3 } create_terrain FOREST { base_terrain GRASS3 land_percent 2 number_of_clumps 8 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain DIRT2 { base_terrain GRASS3 land_percent 10 number_of_clumps 12 set_scale_by_groups } create_terrain DIRT2 { base_terrain DIRT3 land_percent 10 number_of_clumps 12 set_scale_by_groups } create_terrain GRASS3 { base_terrain DIRT3 land_percent 10 number_of_clumps 12 set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS3 land_percent 10 number_of_clumps 12 set_scale_by_groups } /* ****************************************************** */ elseif STRANDED /* ****************************************************** */ #define NOSC base_terrain WATER create_player_lands { terrain_type DIRT2 land_percent 55 base_size 1 top_border 47 bottom_border 47 left_border 47 right_border 47 set_zone_by_team other_zone_avoidance_distance 1 } create_terrain BEACH { base_terrain WATER land_percent 65 number_of_clumps 1 spacing_to_other_terrain_types 15 clumping_factor 20 } create_terrain DIRT { base_terrain BEACH land_percent 60 number_of_clumps 50 clumping_factor 20 } create_terrain MED_WATER { base_terrain WATER land_percent 18 number_of_clumps 14 spacing_to_other_terrain_types 4 set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 2 number_of_clumps 6 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 2 number_of_clumps 2 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 4 number_of_clumps 4 set_avoid_player_start_areas set_scale_by_groups } create_elevation 2 { base_terrain BEACH number_of_clumps 14 number_of_tiles 3000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif PYRAMID__ /* ****************************************************** */ #include_drs random_map.def 54000 #define NOSC base_terrain LEAVES create_player_lands { terrain_type LEAVES land_percent 10 base_size 5 right_border 95 base_elevation 0 } create_land { terrain_type GRASS2 land_percent 100 base_size 1 right_border 6 left_border 6 top_border 6 bottom_border 6 other_zone_avoidance_distance 0 base_elevation 0 } create_terrain GRASS { base_terrain GRASS2 land_percent 100 number_of_clumps 100 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups height_limits 2 7 } create_terrain GRASS3 { base_terrain GRASS land_percent 100 number_of_clumps 100 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups height_limits 3 7 } create_terrain DIRT3 { base_terrain GRASS3 land_percent 100 number_of_clumps 100 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups height_limits 4 7 } create_terrain DIRT { base_terrain DIRT3 land_percent 100 number_of_clumps 100 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups height_limits 5 7 } create_terrain DIRT_SNOW { base_terrain DIRT land_percent 100 number_of_clumps 100 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups height_limits 6 7 } create_terrain SNOW { base_terrain DIRT_SNOW land_percent 100 number_of_clumps 100 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups height_limits 7 7 } create_terrain JUNGLE { base_terrain LEAVES spacing_to_other_terrain_types 2 land_percent 8 number_of_clumps 8 clumping_factor 10 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS2 spacing_to_other_terrain_types 2 land_percent 5 number_of_clumps 6 clumping_factor 10 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 2 land_percent 3 number_of_clumps 6 clumping_factor 10 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 2 land_percent 3 number_of_clumps 5 clumping_factor 10 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain DIRT3 spacing_to_other_terrain_types 2 land_percent 2 number_of_clumps 6 clumping_factor 10 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain DIRT spacing_to_other_terrain_types 2 land_percent 1 number_of_clumps 8 clumping_factor 10 set_avoid_player_start_areas set_scale_by_groups } create_terrain SNOW_FOREST { base_terrain DIRT_SNOW spacing_to_other_terrain_types 2 number_of_tiles 60 number_of_clumps 4 clumping_factor 10 set_avoid_player_start_areas set_scale_by_groups } if HUGE_MAP create_elevation 7 { base_terrain GRASS2 number_of_clumps 30 number_of_tiles 50000 set_scale_by_groups set_scale_by_size spacing 13 } elseif MEDIUM_MAP create_elevation 7 { base_terrain GRASS2 number_of_clumps 30 number_of_tiles 50000 set_scale_by_groups set_scale_by_size spacing 10 } elseif SMALL_MAP create_elevation 7 { base_terrain GRASS2 number_of_clumps 30 number_of_tiles 50000 set_scale_by_groups set_scale_by_size spacing 8 } elseif TINY_MAP create_elevation 7 { base_terrain GRASS2 number_of_clumps 30 number_of_tiles 50000 set_scale_by_groups set_scale_by_size spacing 7 } elseif LARGE_MAP create_elevation 7 { base_terrain GRASS2 number_of_clumps 30 number_of_tiles 50000 set_scale_by_groups set_scale_by_size spacing 12 } else create_elevation 7 { base_terrain GRASS2 number_of_clumps 30 number_of_tiles 50000 set_scale_by_groups set_scale_by_size spacing 15 } endif /* ****************************************************** */ elseif WATER_HORSE /* ****************************************************** */ #include_drs random_map.def 54000 base_terrain GRASS3 if TINY_MAP create_player_lands { terrain_type GRASS land_percent 1 base_size 14 border_fuzziness 20 clumping_factor 20 other_zone_avoidance_distance 0 set_zone_by_team } else create_player_lands { terrain_type GRASS land_percent 1 base_size 26 border_fuzziness 20 clumping_factor 20 other_zone_avoidance_distance 0 set_zone_by_team } endif create_land { terrain_type GRASS2 land_percent 100 right_border 30 left_border 30 top_border 30 bottom_border 30 border_fuzziness 15 other_zone_avoidance_distance 5 clumping_factor 15 } /* **************************************** */ create_terrain PINE_FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 4 land_percent 13 number_of_clumps 30 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups } create_terrain SHALLOW { base_terrain GRASS2 spacing_to_other_terrain_types 3 land_percent 2 number_of_clumps 30 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif TEAM_ISLAND_HOPPING /* ****************************************************** */ #include_drs random_map.def 54000 base_terrain WATER create_player_lands { terrain_type DESERT land_percent 4 base_size 6 border_fuzziness 20 clumping_factor 20 other_zone_avoidance_distance 12 set_zone_by_team } create_land { terrain_type GRASS land_percent 6 border_fuzziness 100 clumping_factor 100 other_zone_avoidance_distance 12 zone 1 } create_land { terrain_type GRASS land_percent 5 border_fuzziness 100 clumping_factor 100 other_zone_avoidance_distance 12 zone 2 } create_land { terrain_type GRASS land_percent 5 border_fuzziness 100 clumping_factor 100 other_zone_avoidance_distance 12 zone 3 } create_land { terrain_type GRASS land_percent 5 border_fuzziness 100 clumping_factor 100 other_zone_avoidance_distance 12 zone 4 } create_land { terrain_type GRASS land_percent 5 border_fuzziness 100 clumping_factor 100 other_zone_avoidance_distance 12 zone 5 } create_land { terrain_type GRASS land_percent 5 border_fuzziness 100 clumping_factor 100 other_zone_avoidance_distance 12 zone 6 } /* **************************************** */ create_terrain GRASS2 { base_terrain WATER spacing_to_other_terrain_types 20 land_percent 9 number_of_clumps 5 set_avoid_player_start_areas clumping_factor 100 set_scale_by_groups height_limits 0 0 } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 4 land_percent 7 number_of_clumps 15 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 4 land_percent 1 number_of_clumps 4 set_avoid_player_start_areas set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 40 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 5 } create_elevation 1 { base_terrain GRASS number_of_clumps 30 number_of_tiles 400 clumping_factor 1 } /* ****************************************************** */ elseif ACCESSIBLE_FOREST /* ****************************************************** */ #include_drs random_map.def 54000 #const ROAD_OTHER 40 base_terrain LEAVES create_player_lands { terrain_type GRASS2 land_percent 20 base_size 12 zone 10 border_fuzziness 100 } /* *********************************** */ create_elevation 7 { base_terrain LEAVES number_of_clumps 30 number_of_tiles 9000 spacing_to_other_terrain_types 20 clumping_factor 1 } create_elevation 7 { base_terrain LEAVES number_of_clumps 30 number_of_tiles 9000 spacing_to_other_terrain_types 20 clumping_factor 1 } /* ****************************************************** */ elseif RESERVOIR2 /* ****************************************************** */ #define WHOLEFTTHEFRIDGEOPEN if WHOLEFTTHEFRIDGEOPEN base_terrain SNOW else base_terrain GRASS endif create_land { if WHOLEFTTHEFRIDGEOPEN terrain_type SNOW else terrain_type GRASS endif land_percent 100 border_fuzziness 10 clumping_factor 15 left_border 22 right_border 22 top_border 22 bottom_border 22 base_elevation 7 zone 16 } create_land { if WHOLEFTTHEFRIDGEOPEN terrain_type GRASS_SNOW else terrain_type DESERT endif land_percent 100 border_fuzziness 10 clumping_factor 15 left_border 43 right_border 43 top_border 43 bottom_border 43 base_elevation 0 other_zone_avoidance_distance 15 zone 15 } create_player_lands { if WHOLEFTTHEFRIDGEOPEN terrain_type DIRT_SNOW else terrain_type GRASS2 endif land_percent 23 base_size 10 border_fuzziness 20 clumping_factor 20 other_zone_avoidance_distance 15 } /* **************************************** */ if WHOLEFTTHEFRIDGEOPEN create_terrain ICE else create_terrain WATER endif { if WHOLEFTTHEFRIDGEOPEN base_terrain SNOW else base_terrain GRASS endif land_percent 100 number_of_clumps 1 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups height_limits 7 7 } if WHOLEFTTHEFRIDGEOPEN create_terrain ICE else create_terrain WATER endif { if WHOLEFTTHEFRIDGEOPEN base_terrain SNOW else base_terrain GRASS endif land_percent 100 number_of_clumps 1 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups height_limits 7 7 } if WHOLEFTTHEFRIDGEOPEN create_terrain ICE else create_terrain WATER endif { if WHOLEFTTHEFRIDGEOPEN base_terrain SNOW else base_terrain GRASS endif land_percent 100 number_of_clumps 1 spacing_to_other_terrain_types 1 set_avoid_player_start_areas set_scale_by_groups height_limits 7 7 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW else create_terrain GRASS endif { if WHOLEFTTHEFRIDGEOPEN base_terrain DIRT_SNOW else base_terrain GRASS2 endif land_percent 100 number_of_clumps 10 } if WHOLEFTTHEFRIDGEOPEN create_terrain SNOW_FOREST else create_terrain FOREST endif { if WHOLEFTTHEFRIDGEOPEN base_terrain SNOW else base_terrain GRASS endif spacing_to_other_terrain_types 5 land_percent 10 number_of_clumps 14 set_avoid_player_start_areas set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 70 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 40 } /* ****************************************************** */ elseif JUNGLE_DIVE /* ****************************************************** */ #include_drs random_map.def 54000 #const ROAD_OTHER 40 base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 100 base_size 10 border_fuzziness 20 clumping_factor 20 other_zone_avoidance_distance 0 base_elevation 7 } create_land { terrain_type ROAD_OTHER land_percent 100 border_fuzziness 10 clumping_factor 15 bottom_border 10 top_border 10 left_border 10 right_border 10 base_elevation 0 } create_land { terrain_type ROAD_OTHER land_percent 100 border_fuzziness 10 clumping_factor 15 bottom_border 10 top_border 10 left_border 10 right_border 10 base_elevation 0 } create_land { terrain_type ROAD_OTHER land_percent 100 border_fuzziness 10 clumping_factor 15 bottom_border 10 top_border 10 left_border 10 right_border 10 base_elevation 0 } create_land { terrain_type ROAD_OTHER land_percent 100 border_fuzziness 10 clumping_factor 15 bottom_border 10 top_border 10 left_border 10 right_border 10 base_elevation 0 } create_land { terrain_type ROAD_OTHER land_percent 100 border_fuzziness 10 clumping_factor 15 bottom_border 10 top_border 10 left_border 10 right_border 10 base_elevation 0 } create_land { terrain_type ROAD_OTHER land_percent 100 border_fuzziness 10 clumping_factor 15 bottom_border 10 top_border 10 left_border 10 right_border 10 base_elevation 0 } create_land { terrain_type ROAD_OTHER land_percent 100 border_fuzziness 10 clumping_factor 15 bottom_border 10 top_border 10 left_border 10 right_border 10 base_elevation 0 } create_land { terrain_type ROAD_OTHER land_percent 100 border_fuzziness 10 clumping_factor 15 bottom_border 10 top_border 10 left_border 10 right_border 10 base_elevation 0 } /* **************************************** */ create_terrain GRASS2 { base_terrain ROAD_OTHER land_percent 100 number_of_clumps 100 set_avoid_player_start_areas set_scale_by_groups height_limits 0 0 } create_terrain GRASS2 { base_terrain ROAD_OTHER land_percent 100 number_of_clumps 100 set_avoid_player_start_areas set_scale_by_groups height_limits 0 0 } create_terrain JUNGLE { base_terrain GRASS2 spacing_to_other_terrain_types 3 land_percent 7 number_of_clumps 24 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 2 number_of_clumps 30 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif LOW_COUNTRIES /* ****************************************************** */ #define NO_ZONE start_random percent_chance 100 #define NORMAL percent_chance 0 #define CLOSE end_random base_terrain WATER create_player_lands { terrain_type GRASS land_percent 25 base_size 12 other_zone_avoidance_distance 1 border_fuzziness 30 set_zone_by_team clumping_factor 100 } create_land { terrain_type DIRT3 land_percent 6 other_zone_avoidance_distance 0 right_border 0 left_border 90 border_fuzziness 50 zone 20 } create_land { terrain_type DIRT3 land_percent 6 other_zone_avoidance_distance 0 right_border 0 left_border 90 border_fuzziness 50 zone 20 } create_land { terrain_type GRASS3 land_percent 5 other_zone_avoidance_distance 3 right_border 10 left_border 80 border_fuzziness 50 zone 20 } create_land { terrain_type GRASS3 land_percent 5 other_zone_avoidance_distance 3 right_border 10 left_border 80 border_fuzziness 50 zone 20 } create_land { terrain_type GRASS3 land_percent 5 other_zone_avoidance_distance 3 right_border 20 left_border 70 border_fuzziness 50 zone 21 } create_land { terrain_type GRASS3 land_percent 5 other_zone_avoidance_distance 3 right_border 20 left_border 70 border_fuzziness 50 zone 21 } create_land { terrain_type GRASS3 land_percent 5 other_zone_avoidance_distance 3 right_border 30 left_border 60 border_fuzziness 50 zone 22 } create_land { terrain_type GRASS3 land_percent 5 other_zone_avoidance_distance 3 right_border 30 left_border 60 border_fuzziness 50 zone 22 } create_land { terrain_type GRASS3 land_percent 5 other_zone_avoidance_distance 3 right_border 40 left_border 50 border_fuzziness 50 zone 23 } create_land { terrain_type GRASS3 land_percent 5 other_zone_avoidance_distance 3 right_border 40 left_border 50 border_fuzziness 50 zone 23 } create_land { terrain_type GRASS3 land_percent 5 other_zone_avoidance_distance 3 right_border 50 left_border 40 border_fuzziness 50 zone 24 } create_land { terrain_type GRASS3 land_percent 5 other_zone_avoidance_distance 3 right_border 50 left_border 40 border_fuzziness 50 zone 24 } create_land { terrain_type GRASS3 land_percent 5 other_zone_avoidance_distance 3 right_border 60 left_border 30 border_fuzziness 50 zone 25 } create_land { terrain_type GRASS3 land_percent 5 other_zone_avoidance_distance 3 right_border 60 left_border 30 border_fuzziness 50 zone 25 } create_land { terrain_type GRASS3 land_percent 5 other_zone_avoidance_distance 3 right_border 70 left_border 20 border_fuzziness 50 zone 26 } create_land { terrain_type GRASS3 land_percent 5 other_zone_avoidance_distance 3 right_border 70 left_border 20 border_fuzziness 50 zone 26 } create_land { terrain_type GRASS3 land_percent 5 other_zone_avoidance_distance 3 right_border 80 left_border 10 border_fuzziness 50 zone 27 } create_land { terrain_type GRASS3 land_percent 5 other_zone_avoidance_distance 3 right_border 80 left_border 10 border_fuzziness 50 zone 27 } create_land { terrain_type DIRT3 land_percent 6 other_zone_avoidance_distance 0 right_border 90 left_border 0 border_fuzziness 50 zone 27 } create_land { terrain_type DIRT3 land_percent 6 other_zone_avoidance_distance 0 right_border 90 left_border 0 border_fuzziness 50 zone 27 } create_elevation 4 { base_terrain GRASS3 number_of_clumps 12 number_of_tiles 450 set_scale_by_groups set_scale_by_size } create_elevation 1 { base_terrain GRASS3 number_of_clumps 100 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } create_elevation 1 { base_terrain GRASS number_of_clumps 10 number_of_tiles 300 set_scale_by_groups set_scale_by_size } create_terrain GRASS2 { base_terrain WATER spacing_to_other_terrain_types 3 land_percent 6 number_of_clumps 4 set_scale_by_groups } create_terrain SHALLOW { base_terrain WATER number_of_clumps 6 land_percent 2 set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS2 land_percent 100 number_of_clumps 100 set_scale_by_groups } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 4 number_of_clumps 8 set_scale_by_groups set_avoid_player_start_areas } create_terrain FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 2 land_percent 8 number_of_clumps 12 set_scale_by_groups } create_terrain FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 2 land_percent 2 number_of_clumps 12 set_scale_by_groups } create_terrain PINE_FOREST { base_terrain FOREST land_percent 4 number_of_clumps 10 set_scale_by_groups } create_terrain WATER { spacing_to_other_terrain_types 2 base_terrain DIRT3 land_percent 1 number_of_clumps 28 set_scale_by_groups } create_terrain PINE_FOREST { base_terrain DIRT3 spacing_to_other_terrain_types 2 land_percent 2 number_of_clumps 20 set_scale_by_groups } create_terrain DESERT { base_terrain DIRT3 land_percent 3 number_of_clumps 10 set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS3 land_percent 4 number_of_clumps 15 set_scale_by_groups } create_terrain DIRT2 { base_terrain GRASS3 land_percent 5 number_of_clumps 15 set_scale_by_groups } create_terrain DESERT { base_terrain GRASS3 land_percent 3 number_of_clumps 10 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 1 land_percent 15 } /* ****************************************************** */ elseif MOUNTAINSIDE /* ****************************************************** */ #const ICY_BEACH 37 base_terrain GRASS_SNOW create_player_lands { terrain_type GRASS_SNOW top_border 2 bottom_border 2 left_border 2 right_border 2 land_percent 25 base_size 10 border_fuzziness 15 other_zone_avoidance_distance 25 } create_land /* middle */ { terrain_type ICE land_percent 100 top_border 30 bottom_border 30 left_border 30 right_border 30 clumping_factor 15 } create_elevation 3 { number_of_tiles 250 number_of_clumps 24 base_terrain ICE set_scale_by_groups } create_elevation 5 { number_of_tiles 250 number_of_clumps 24 base_terrain ICE set_scale_by_groups } create_elevation 7 { number_of_tiles 250 number_of_clumps 24 base_terrain ICE set_scale_by_groups } create_elevation 3 { number_of_tiles 2500 number_of_clumps 24 base_terrain GRASS_SNOW set_scale_by_groups } create_terrain DIRT_SNOW { base_terrain ICE land_percent 100 if TINY_MAP spacing_to_other_terrain_types 10 elseif SMALL_MAP spacing_to_other_terrain_types 11 elseif MEDIUM_MAP spacing_to_other_terrain_types 12 elseif LARGE_MAP spacing_to_other_terrain_types 13 elseif HUGE_MAP spacing_to_other_terrain_types 14 elseif GIGANTIC_MAP spacing_to_other_terrain_types 15 endif } create_terrain SNOW { base_terrain ICE land_percent 100 } create_terrain ICY_BEACH { base_terrain GRASS_SNOW land_percent 1 number_of_clumps 3 set_scale_by_groups set_avoid_player_start_areas set_flat_terrain_only height_limits 0 0 spacing_to_other_terrain_types 3 } create_terrain WATER { base_terrain ICY_BEACH land_percent 100 number_of_clumps 1000 set_scale_by_groups set_avoid_player_start_areas set_flat_terrain_only height_limits 0 0 spacing_to_other_terrain_types 1 } create_terrain SNOW_FOREST /* player primary forest */ { base_terrain GRASS_SNOW land_percent 15 number_of_clumps 16 set_avoid_player_start_areas spacing_to_other_terrain_types 3 set_scale_by_groups } create_terrain SNOW { base_terrain GRASS_SNOW land_percent 25 number_of_clumps 24 set_scale_by_groups } if TINY_MAP min_number_of_cliffs 8 max_number_of_cliffs 12 elseif SMALL_MAP min_number_of_cliffs 10 max_number_of_cliffs 16 elseif MEDIUM_MAP min_number_of_cliffs 16 max_number_of_cliffs 24 elseif LARGE_MAP min_number_of_cliffs 24 max_number_of_cliffs 28 elseif HUGE_MAP min_number_of_cliffs 28 max_number_of_cliffs 36 elseif GIGANTIC_MAP min_number_of_cliffs 36 max_number_of_cliffs 42 endif min_distance_cliff 5 min_length_of_cliff 5 max_length_of_cliff 15 /* ****************************************************** */ elseif CANYONS /* ****************************************************** */ start_random /* Dry */ percent_chance 33 #const HILLTEX 13 #const GROUNDTEX 6 #define DRY_CANYONS /* Green */ percent_chance 34 #const HILLTEX 10 #const GROUNDTEX 0 #define GREEN_CANYONS /* Snowy */ percent_chance 33 #const HILLTEX 21 #const GROUNDTEX 0 #define SNOWY_CANYONS end_random if SMALL_MAP #define ADDHS elseif MEDIUM_MAP #define ADDHS #define ADDHM elseif LARGE_MAP #define ADDHS #define ADDHM #define ADDHL elseif HUGE_MAP #define ADDHS #define ADDHM #define ADDHL #define ADDHG elseif GIGANTIC_MAP #define ADDHS #define ADDHM #define ADDHL #define ADDHG endif base_terrain GROUNDTEX /* HILLZ */ /* 10 Hillz tiny map */ create_land { terrain_type HILLTEX land_percent 5 border_fuzziness 1 clumping_factor 15 zone 1 other_zone_avoidance_distance 15 base_elevation 6 } create_land { terrain_type HILLTEX land_percent 5 border_fuzziness 100 clumping_factor 15 zone 2 other_zone_avoidance_distance 15 base_elevation 6 } create_land { terrain_type HILLTEX land_percent 5 border_fuzziness 100 clumping_factor 15 zone 3 other_zone_avoidance_distance 15 base_elevation 6 } create_land { terrain_type HILLTEX land_percent 5 border_fuzziness 100 clumping_factor 15 zone 4 other_zone_avoidance_distance 15 base_elevation 6 } create_land { terrain_type HILLTEX land_percent 5 border_fuzziness 100 clumping_factor 15 zone 5 other_zone_avoidance_distance 15 base_elevation 7 } create_land { terrain_type HILLTEX land_percent 5 border_fuzziness 100 clumping_factor 15 zone 6 other_zone_avoidance_distance 15 base_elevation 7 } create_land { terrain_type HILLTEX land_percent 5 border_fuzziness 100 clumping_factor 15 zone 7 other_zone_avoidance_distance 15 base_elevation 7 } create_land { terrain_type HILLTEX land_percent 5 border_fuzziness 100 clumping_factor 15 zone 8 other_zone_avoidance_distance 15 base_elevation 6 } create_land { terrain_type HILLTEX land_percent 5 border_fuzziness 100 clumping_factor 15 zone 9 other_zone_avoidance_distance 15 base_elevation 6 } create_land { terrain_type HILLTEX land_percent 5 border_fuzziness 100 clumping_factor 15 zone 10 other_zone_avoidance_distance 15 base_elevation 6 } /* 13 Hillz small map */ if ADDHS create_land { terrain_type HILLTEX land_percent 4 border_fuzziness 100 clumping_factor 15 zone 11 other_zone_avoidance_distance 15 base_elevation 6 } create_land { terrain_type HILLTEX land_percent 5 border_fuzziness 100 clumping_factor 15 zone 12 other_zone_avoidance_distance 15 base_elevation 7 } create_land { terrain_type HILLTEX land_percent 5 border_fuzziness 100 clumping_factor 15 zone 13 other_zone_avoidance_distance 15 base_elevation 6 } endif /* 16 Hillz medium map */ if ADDHM create_land { terrain_type HILLTEX land_percent 4 border_fuzziness 100 clumping_factor 15 zone 14 other_zone_avoidance_distance 15 base_elevation 7 } create_land { terrain_type HILLTEX land_percent 4 border_fuzziness 100 clumping_factor 15 zone 15 other_zone_avoidance_distance 15 base_elevation 6 } create_land { terrain_type HILLTEX land_percent 5 border_fuzziness 100 clumping_factor 15 zone 16 other_zone_avoidance_distance 15 base_elevation 7 } endif /* 19 Hillz large map */ if ADDHL create_land { terrain_type HILLTEX land_percent 4 border_fuzziness 100 clumping_factor 15 zone 17 other_zone_avoidance_distance 15 base_elevation 7 } create_land { terrain_type HILLTEX land_percent 4 border_fuzziness 100 clumping_factor 15 zone 18 other_zone_avoidance_distance 15 base_elevation 6 } create_land { terrain_type HILLTEX land_percent 4 border_fuzziness 100 clumping_factor 15 zone 19 other_zone_avoidance_distance 15 base_elevation 6 } endif /* 22 Hillz gigantic map */ if ADDGL create_land { terrain_type HILLTEX land_percent 4 border_fuzziness 100 clumping_factor 15 zone 20 other_zone_avoidance_distance 15 base_elevation 7 } create_land { terrain_type HILLTEX land_percent 4 border_fuzziness 100 clumping_factor 15 zone 21 other_zone_avoidance_distance 15 base_elevation 6 } create_land { terrain_type HILLTEX land_percent 4 border_fuzziness 100 clumping_factor 15 zone 22 other_zone_avoidance_distance 15 base_elevation 6 } endif /* PLAYER LANDS */ create_player_lands { terrain_type GROUNDTEX land_percent 0 base_size 5 } create_terrain HILLTEX { base_terrain HILLTEX land_percent 100 number_of_clumps 9999 height_limits 3 7 } if SNOWY_CANYONS create_terrain SNOW { base_terrain GROUNDTEX land_percent 100 number_of_clumps 9999 height_limits 3 7 } create_terrain GRASS_SNOW { base_terrain GROUNDTEX land_percent 100 number_of_clumps 9999 height_limits 1 3 } elseif DRY_CANYONS create_terrain DESERT { base_terrain GROUNDTEX land_percent 100 number_of_clumps 9999 height_limits 3 7 } elseif GREEN_CANYONS create_terrain GRASS2 { base_terrain GROUNDTEX land_percent 100 number_of_clumps 9999 height_limits 3 7 } create_terrain GRASS3 { base_terrain GROUNDTEX land_percent 100 number_of_clumps 9999 height_limits 1 3 } endif endif endif /* ****************************************************** */ if GIGA_PACK8 if GREEN_ARABIA /* ****************************************************** */ #include_drs random_map.def 54000 base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 25 base_size 9 other_zone_avoidance_distance 7 border_fuzziness 15 clumping_factor 15 set_zone_by_team } /* ****************************************************** */ /* PRIMARY FOREST */ create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 14 number_of_clumps 13 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups } /* SECONDARY FOREST */ create_terrain PINE_FOREST { base_terrain FOREST spacing_to_other_terrain_types 0 land_percent 20 number_of_clumps 5 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups } /* PATCH #1 */ create_terrain GRASS3 { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 3 number_of_clumps 40 clumping_factor 1 set_avoid_player_start_areas set_scale_by_size } /* PATCH #2 */ create_terrain GRASS2 { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 7 number_of_clumps 40 set_scale_by_size } /* PATCH #3 */ create_terrain DIRT3 { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 1 number_of_clumps 15 set_scale_by_size } /* PATCH #4 */ create_terrain DIRT { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 1 if TINY_MAP number_of_clumps 10 else number_of_clumps 20 endif clumping_factor 1 set_avoid_player_start_areas set_scale_by_size } /* PATCH #4+ */ create_terrain DIRT3 { base_terrain DIRT spacing_to_other_terrain_types 0 land_percent 0 if TINY_MAP number_of_clumps 100 else number_of_clumps 200 endif clumping_factor 1 set_scale_by_size } if TINY_MAP create_elevation 4 { base_terrain GRASS number_of_clumps 10 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } else create_elevation 7 { base_terrain GRASS number_of_clumps 15 number_of_tiles 3000 set_scale_by_groups set_scale_by_size } endif /* ****************************************************** */ if TINY_MAP min_number_of_cliffs 4 max_number_of_cliffs 6 min_length_of_cliff 3 max_length_of_cliff 6 cliff_curliness 0 min_distance_cliffs 3 else min_number_of_cliffs 5 max_number_of_cliffs 8 min_length_of_cliff 4 max_length_of_cliff 10 cliff_curliness 5 min_distance_cliffs 3 endif /* ****************************************************** */ elseif ARCHIPEL /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 40 base_size 13 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 left_border 4 right_border 4 top_border 4 bottom_border 4 set_zone_randomly } /* BONUS ISLANDS MIDDLE */ if TINY_MAP /* one less bonus islands for tiny */ else create_land { terrain_type GRASS land_percent 1 base_size 3 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 7 land_id 290 } /* ENDIF TINY_MAP */ endif create_land { terrain_type GRASS land_percent 1 base_size 3 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 7 land_id 290 } /* ****************************************************** */ create_terrain BAMBOO { land_percent 8 number_of_clumps 10 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif ARTIFICIAL /* ****************************************************** */ #define NO_ZONE base_terrain WATER create_player_lands { terrain_type GRASS land_percent 18 base_size 13 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 20 } create_land { terrain_type GRASS2 land_percent 100 other_zone_avoidance_distance 5 land_id 230 } /* ****************************************************** */ create_terrain FOREST { base_terrain GRASS land_percent 4 number_of_clumps 6 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS2 land_percent 11 number_of_clumps 8 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif ATLANTIC /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 25 right_border 0 left_border 0 top_border 0 bottom_border 0 base_size 12 border_fuzziness 15 clumping_factor 15 } /* WATER AT EDGE */ start_random percent_chance 50 create_land { terrain_type WATER land_percent 10 right_border 55 top_border 55 base_size 5 border_fuzziness 15 clumping_factor 3 } create_land { terrain_type WATER land_percent 10 left_border 55 bottom_border 55 base_size 5 border_fuzziness 15 clumping_factor 3 } percent_chance 50 create_land { terrain_type WATER land_percent 10 left_border 55 top_border 55 base_size 5 border_fuzziness 15 clumping_factor 3 } create_land { terrain_type WATER land_percent 10 right_border 55 bottom_border 55 base_size 5 border_fuzziness 15 clumping_factor 3 } end_random /* WATER IN MIDDLE */ create_land { terrain_type WATER land_percent 22 right_border 20 left_border 20 top_border 20 bottom_border 20 base_size 10 border_fuzziness 15 clumping_factor 5 } /* ****************************************************** */ create_terrain PINE_FOREST { land_percent 7 number_of_clumps 7 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } /* PATCHES */ create_terrain DIRT { base_terrain GRASS number_of_clumps 3 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS number_of_clumps 4 spacing_to_other_terrain_types 0 land_percent 4 set_scale_by_groups } /* WATER */ create_terrain DEEP_WATER { base_terrain WATER land_percent 20 number_of_clumps 2 spacing_to_other_terrain_types 4 set_scale_by_groups } /* ****************************************************** */ elseif CLEARING_ /* ****************************************************** */ base_terrain FOREST create_player_lands { terrain_type GRASS land_percent 65 base_size 13 border_fuzziness 15 other_zone_avoidance_distance 8 clumping_factor 10 zone 1 } /* ****************************************************** */ create_terrain FOREST { spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 11 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif CONTINENT /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 30 right_border 8 left_border 8 top_border 8 bottom_border 8 base_size 13 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 7 } create_land { other_zone_avoidance_distance 0 terrain_type GRASS2 base_terrain WATER start_random percent_chance 50 land_percent 13 percent_chance 50 land_percent 10 end_random right_border 25 left_border 25 top_border 25 bottom_border 25 land_id 30 } /* ****************************************************** */ create_terrain FOREST { base_terrain GRASS land_percent 6 number_of_clumps 9 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS2 land_percent 2 number_of_clumps 3 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif FAIR_RIVERS /* ****************************************************** */ base_terrain WATER start_random percent_chance 25 create_player_lands { terrain_type GRASS land_percent 100 left_border 0 right_border 0 top_border 8 bottom_border 8 base_size 13 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 7 } create_land { terrain_type GRASS land_percent 1 base_size 1 left_border 30 right_border 30 top_border 30 bottom_border 30 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 7 land_id 80 } percent_chance 25 create_player_lands { terrain_type GRASS land_percent 100 left_border 8 right_border 8 top_border 0 bottom_border 0 base_size 13 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 7 } create_land { terrain_type GRASS land_percent 1 base_size 1 left_border 20 right_border 20 top_border 20 bottom_border 20 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 7 land_id 80 } create_land { terrain_type GRASS land_percent 1 base_size 1 left_border 20 right_border 20 top_border 20 bottom_border 20 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 7 land_id 80 } percent_chance 50 create_player_lands { terrain_type GRASS land_percent 100 left_border 8 right_border 8 top_border 8 bottom_border 8 base_size 13 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 7 set_zone_randomly } end_random /* ****************************************************** */ create_terrain BAMBOO { land_percent 9 number_of_clumps 12 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_elevation 3 { base_terrain GRASS number_of_clumps 10 number_of_tiles 1000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif GHOST_SWAMP /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 20 base_size 13 border_fuzziness 15 clumping_factor 15 } create_land { terrain_type SHALLOW land_percent 60 left_border 20 right_border 20 top_border 20 bottom_border 20 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 5 } /* ****************************************************** */ create_terrain BAMBOO { land_percent 14 number_of_clumps 10 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif LAKES_ /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 60 base_size 15 border_fuzziness 15 clumping_factor 15 zone 1 } /* ****************************************************** */ create_terrain FOREST { land_percent 11 number_of_clumps 10 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif MONGOLIA__ /* ****************************************************** */ base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 30 base_size 15 border_fuzziness 15 clumping_factor 15 } /* ****************************************************** */ create_terrain PINE_FOREST { base_terrain DIRT land_percent 18 number_of_clumps 13 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain DIRT number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } min_number_of_cliffs 20 max_number_of_cliffs 25 min_length_of_cliff 4 max_length_of_cliff 10 cliff_curliness 20 min_distance_cliffs 3 /* ****************************************************** */ elseif PIZZA /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 15 clumping_factor 15 start_random percent_chance 50 other_zone_avoidance_distance 7 percent_chance 50 other_zone_avoidance_distance 9 end_random } start_random percent_chance 25 create_land { terrain_type GRASS land_percent 2 base_size 1 left_border 35 right_border 35 top_border 35 bottom_border 35 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 7 land_id 70 } percent_chance 25 create_land { terrain_type GRASS land_percent 3 base_size 1 left_border 35 right_border 35 top_border 35 bottom_border 35 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 7 land_id 70 } percent_chance 25 create_land { terrain_type GRASS land_percent 5 base_size 1 left_border 35 right_border 35 top_border 35 bottom_border 35 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 7 land_id 71 } end_random /* ****************************************************** */ create_terrain FOREST { land_percent 14 number_of_clumps 12 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif TREASURE_ISLANDS /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 13 border_fuzziness 15 clumping_factor 15 left_border 20 right_border 20 top_border 20 bottom_border 0 zone 1 other_zone_avoidance_distance 7 } create_land { terrain_type GRASS land_percent 1 base_size 1 left_border 0 right_border 0 top_border 0 bottom_border 80 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 land_id 330 } create_land { terrain_type GRASS land_percent 1 base_size 1 left_border 0 right_border 0 top_border 0 bottom_border 80 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 land_id 330 } create_land { terrain_type GRASS land_percent 1 base_size 1 left_border 0 right_border 0 top_border 0 bottom_border 80 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 land_id 331 } create_land { terrain_type GRASS land_percent 1 base_size 1 left_border 0 right_border 0 top_border 0 bottom_border 80 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 land_id 331 } create_land { terrain_type GRASS land_percent 1 base_size 1 left_border 0 right_border 80 top_border 0 bottom_border 0 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 land_id 330 } create_land { terrain_type GRASS land_percent 1 base_size 1 left_border 0 right_border 80 top_border 0 bottom_border 0 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 land_id 330 } create_land { terrain_type GRASS land_percent 1 base_size 1 left_border 0 right_border 80 top_border 0 bottom_border 0 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 land_id 331 } create_land { terrain_type GRASS land_percent 1 base_size 1 left_border 0 right_border 80 top_border 0 bottom_border 0 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 land_id 331 } create_land { terrain_type GRASS land_percent 1 base_size 1 left_border 80 right_border 0 top_border 0 bottom_border 0 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 land_id 330 } create_land { terrain_type GRASS land_percent 1 base_size 1 left_border 80 right_border 0 top_border 0 bottom_border 0 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 land_id 330 } create_land { terrain_type GRASS land_percent 1 base_size 1 left_border 80 right_border 0 top_border 0 bottom_border 0 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 land_id 331 } create_land { terrain_type GRASS land_percent 1 base_size 1 left_border 80 right_border 0 top_border 0 bottom_border 0 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 land_id 331 } /* ****************************************************** */ create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 10 number_of_clumps 7 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif TERRA_PANGEA /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type DIRT land_percent 35 right_border 15 left_border 15 top_border 10 bottom_border 10 base_size 12 border_fuzziness 15 clumping_factor 7 zone 1 } create_land { terrain_type ICE land_percent 10 right_border 95 left_border 0 top_border 0 bottom_border 0 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 5 } create_land { terrain_type ICE land_percent 10 right_border 0 left_border 95 top_border 0 bottom_border 0 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 5 } create_land { terrain_type DIRT_SNOW land_percent 1 right_border 25 left_border 25 top_border 25 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 } create_land { terrain_type DIRT_SNOW land_percent 1 right_border 25 left_border 25 top_border 25 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 } create_land { terrain_type DIRT_SNOW land_percent 1 right_border 25 left_border 25 top_border 25 bottom_border 25 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 } /* ****************************************************** */ create_terrain SNOW_FOREST { base_terrain DIRT land_percent 5 number_of_clumps 5 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif TERRA_CONTINENTS /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS2 land_percent 35 right_border 8 left_border 8 top_border 6 bottom_border 6 base_size 13 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 5 set_zone_randomly } create_land { terrain_type ICE land_percent 10 right_border 98 left_border 0 top_border 0 bottom_border 0 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 5 } create_land { terrain_type ICE land_percent 10 right_border 0 left_border 98 top_border 0 bottom_border 0 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 5 } create_land { terrain_type GRASS land_percent 3 right_border 35 left_border 35 top_border 35 bottom_border 35 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 land_id 400 } create_land { terrain_type GRASS land_percent 4 right_border 10 left_border 10 top_border 60 bottom_border 10 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 land_id 400 } create_land { terrain_type GRASS land_percent 4 right_border 10 left_border 10 top_border 10 bottom_border 60 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 land_id 400 } /* ****************************************************** */ create_terrain FOREST { base_terrain GRASS2 land_percent 5 number_of_clumps 5 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS land_percent 1 number_of_clumps 2 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS { base_terrain GRASS2 land_percent 8 number_of_clumps 6 spacing_to_other_terrain_types 0 set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS land_percent 2 number_of_clumps 5 spacing_to_other_terrain_types 0 set_scale_by_groups } /* ****************************************************** */ elseif SOLIDCONTINENT /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS3 land_percent 30 right_border 8 left_border 8 top_border 8 bottom_border 8 base_size 15 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 7 } create_land { other_zone_avoidance_distance 0 terrain_type GRASS base_terrain WATER land_percent 10 right_border 25 left_border 25 top_border 25 bottom_border 25 land_id 30 } /* ****************************************************** */ create_terrain FOREST { base_terrain GRASS3 land_percent 6 number_of_clumps 9 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS land_percent 1 number_of_clumps 2 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* PATCHES */ create_terrain GRASS3 { base_terrain GRASS number_of_clumps 3 spacing_to_other_terrain_types 0 land_percent 1 set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS3 number_of_clumps 3 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_groups } /* ****************************************************** */ elseif NEWTRILAKE /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS set_zone_by_team border_fuzziness 15 base_size 23 other_zone_avoidance_distance 22 } create_land { terrain_type WATER land_percent 3 right_border 72 top_border 72 base_size 5 border_fuzziness 15 clumping_factor 10 } create_land { terrain_type WATER land_percent 3 left_border 72 bottom_border 72 base_size 5 border_fuzziness 15 clumping_factor 10 } create_land { terrain_type WATER land_percent 1 right_border 44 left_border 44 top_border 44 bottom_border 44 clumping_factor 15 } /* ****************************************************** */ create_terrain PINE_FOREST { land_percent 12 number_of_clumps 23 clumping_factor 23 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif ECCLOVER /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 16 zone 10 right_border 10 top_border 10 bottom_border 10 left_border 10 border_fuzziness 100 set_zone_by_team other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 100 right_border 20 top_border 52 bottom_border 20 left_border 52 border_fuzziness 100 } create_land { terrain_type WATER land_percent 100 right_border 52 top_border 52 bottom_border 20 left_border 20 border_fuzziness 100 } create_land { terrain_type WATER land_percent 100 right_border 52 top_border 20 bottom_border 52 left_border 20 border_fuzziness 100 } create_land { terrain_type WATER land_percent 100 right_border 20 top_border 20 bottom_border 52 left_border 52 border_fuzziness 100 } create_terrain FOREST { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 4 land_percent 7 set_avoid_player_start_areas } /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 5 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif HINTERLAND /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type SNOW land_percent 96 set_zone_randomly base_size 20 other_zone_avoidance_distance 6 } /* PRIMARY PATCH */ create_terrain SNOW_FOREST { base_terrain SNOW number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 18 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif TINY_LAKES_ /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS left_border 4 right_border 4 top_border 4 bottom_border 4 land_percent 30 base_size 15 border_fuzziness 15 clumping_factor 15 } create_land { terrain_type WATER land_percent 2 left_border 70 right_border 0 top_border 35 bottom_border 35 base_size 1 border_fuzziness 15 clumping_factor 15 } create_land { terrain_type WATER land_percent 2 left_border 0 right_border 70 top_border 35 bottom_border 35 base_size 1 border_fuzziness 15 clumping_factor 15 } create_land { terrain_type WATER land_percent 2 left_border 35 right_border 35 top_border 70 bottom_border 0 base_size 1 border_fuzziness 15 clumping_factor 15 } create_land { terrain_type WATER land_percent 2 left_border 35 right_border 35 top_border 0 bottom_border 70 base_size 1 border_fuzziness 15 clumping_factor 15 } create_terrain FOREST { land_percent 9 number_of_clumps 9 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif LANDBRIDGE /* ****************************************************** */ base_terrain WATER create_land { terrain_type GRASS2 land_percent 8 top_border 37 bottom_border 37 left_border 37 right_border 37 border_fuzziness 15 land_id 350 } create_player_lands { terrain_type GRASS land_percent 85 base_size 14 border_fuzziness 15 clumping_factor 8 set_zone_by_team if MEDIUM_MAP other_zone_avoidance_distance 18 elseif LARGE_MAP other_zone_avoidance_distance 22 elseif HUGE_MAP other_zone_avoidance_distance 24 elseif GIGANTIC_MAP other_zone_avoidance_distance 26 else other_zone_avoidance_distance 12 endif } /* ****************************************************** */ create_terrain FOREST { land_percent 8 number_of_clumps 9 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS2 land_percent 1 number_of_clumps 2 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } /* WATER */ create_terrain MED_WATER { base_terrain WATER land_percent 10 number_of_clumps 5 spacing_to_other_terrain_types 2 set_scale_by_groups } /* PATCHES */ create_terrain DIRT { base_terrain GRASS number_of_clumps 6 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS number_of_clumps 6 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS number_of_clumps 6 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_groups } create_terrain GRASS { base_terrain GRASS2 number_of_clumps 3 spacing_to_other_terrain_types 0 land_percent 3 set_scale_by_groups } start_random percent_chance 10 create_elevation 7 { base_terrain WATER number_of_clumps 15 number_of_tiles 4000 set_scale_by_groups set_scale_by_size } end_random /* ****************************************************** */ elseif HUGERIVERS /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 95 base_size 15 border_fuzziness 15 clumping_factor 15 set_zone_randomly other_zone_avoidance_distance 22 } create_terrain FOREST { land_percent 15 number_of_clumps 30 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } /* WATER */ create_terrain MED_WATER { base_terrain WATER land_percent 8 number_of_clumps 3 spacing_to_other_terrain_types 2 set_scale_by_groups } start_random percent_chance 10 create_elevation 7 { base_terrain WATER number_of_clumps 15 number_of_tiles 4000 set_scale_by_groups set_scale_by_size } end_random /* ****************************************************** */ elseif VANISHED_LAKES /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 13 border_fuzziness 15 clumping_factor 8 other_zone_avoidance_distance 5 } create_land { terrain_type GRASS2 land_percent 30 left_border 22 right_border 22 top_border 22 bottom_border 22 border_fuzziness 15 clumping_factor 12 other_zone_avoidance_distance 0 land_id 190 } /* ****************************************************** */ create_terrain JUNGLE { base_terrain GRASS land_percent 10 number_of_clumps 9 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS2 land_percent 2 number_of_clumps 3 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif THEGOLDENNILE /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 28 set_zone_by_team } if TINY_MAP create_terrain GRASS2 { base_terrain WATER land_percent 8 number_of_clumps 30 clumping_factor 25 spacing_to_other_terrain_types 7 set_avoid_player_start_areas set_scale_by_groups } elseif SMALL_MAP create_terrain GRASS2 { base_terrain WATER land_percent 8 number_of_clumps 30 clumping_factor 25 spacing_to_other_terrain_types 7 set_avoid_player_start_areas set_scale_by_groups } elseif MEDIUM_MAP create_terrain GRASS2 { base_terrain WATER land_percent 6 number_of_clumps 30 clumping_factor 25 spacing_to_other_terrain_types 7 set_avoid_player_start_areas set_scale_by_groups } elseif HUGE_MAP create_terrain GRASS2 { base_terrain WATER land_percent 5 number_of_clumps 30 clumping_factor 25 spacing_to_other_terrain_types 7 set_avoid_player_start_areas set_scale_by_groups } elseif GIGANTIC_MAP create_terrain GRASS2 { base_terrain WATER land_percent 5 number_of_clumps 30 clumping_factor 25 spacing_to_other_terrain_types 7 set_avoid_player_start_areas set_scale_by_groups } else create_terrain GRASS2 { base_terrain WATER land_percent 5 number_of_clumps 30 clumping_factor 25 spacing_to_other_terrain_types 8 set_avoid_player_start_areas set_scale_by_groups } endif create_terrain PINE_FOREST { base_terrain GRASS land_percent 15 number_of_clumps 30 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif NICESLICE /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 15 border_fuzziness 15 clumping_factor 15 start_random percent_chance 50 bottom_border 9 top_border 9 percent_chance 50 left_border 9 right_border 9 end_random other_zone_avoidance_distance 3 } /* ****************************************************** */ create_terrain FOREST { land_percent 18 number_of_clumps 35 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif AMAZONAS /* ****************************************************** */ base_terrain WATER if TINY_MAP create_player_lands { terrain_type GRASS2 land_percent 100 base_size 14 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 7 set_zone_by_team } create_land { terrain_type GRASS land_percent 1 base_size 1 left_border 35 right_border 35 top_border 35 bottom_border 35 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 7 land_id 60 } create_land { terrain_type GRASS land_percent 2 base_size 1 left_border 35 right_border 35 top_border 35 bottom_border 35 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 7 land_id 60 } else create_player_lands { terrain_type GRASS2 land_percent 100 base_size 13 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 set_zone_by_team } create_land { terrain_type GRASS land_percent 2 base_size 1 left_border 35 right_border 35 top_border 35 bottom_border 35 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 7 land_id 60 } create_land { terrain_type GRASS land_percent 2 base_size 1 left_border 22 right_border 22 top_border 60 bottom_border 22 border_fuzziness 15 clumping_factor 10 other_zone_avoidance_distance 7 land_id 60 } create_land { terrain_type GRASS land_percent 2 base_size 1 left_border 22 right_border 22 top_border 22 bottom_border 60 border_fuzziness 15 clumping_factor 10 other_zone_avoidance_distance 7 land_id 60 } create_land { terrain_type GRASS land_percent 2 base_size 1 left_border 60 right_border 22 top_border 22 bottom_border 22 border_fuzziness 15 clumping_factor 10 other_zone_avoidance_distance 7 land_id 60 } create_land { terrain_type GRASS land_percent 2 base_size 1 left_border 22 right_border 60 top_border 22 bottom_border 22 border_fuzziness 15 clumping_factor 10 other_zone_avoidance_distance 7 land_id 60 } endif /* ****************************************************** */ create_terrain JUNGLE { base_terrain GRASS2 land_percent 17 number_of_clumps 5 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } if TINY_MAP /* NO FOREST ON MIDDLE ISLANDS */ else create_terrain JUNGLE { base_terrain GRASS land_percent 1 number_of_clumps 1 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } endif endif endif /* ****************************************************** */ if GIGA_PACK9 if CONNECTED_ISLANDS /* ****************************************************** */ base_terrain WATER if TINY_MAP #define TINYCENTRAL create_player_lands { terrain_type GRASS land_percent 30 base_size 13 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 left_border 8 right_border 8 top_border 8 bottom_border 8 } else create_player_lands { terrain_type GRASS land_percent 30 base_size 13 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 left_border 0 right_border 0 top_border 0 bottom_border 0 } /* ENDIF TINY */ endif /* BONUS ISLANDS MIDDLE */ if TINY_MAP /* one less bonus islands for tiny */ else create_land { terrain_type GRASS land_percent 1 base_size 3 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 7 land_id 20 } /* ENDIF TINY_MAP */ endif create_land { terrain_type GRASS land_percent 1 base_size 3 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 7 land_id 20 } create_land { terrain_type GRASS land_percent 1 base_size 3 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 7 land_id 21 } if TINYCENTRAL /* no bonus islands at edge */ else /* BONUS ISLANDS EDGE */ start_random percent_chance 25 #define EDGEISLANDS create_land { terrain_type GRASS land_percent 2 base_size 3 left_border 80 top_border 50 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 7 land_id 22 } create_land { terrain_type GRASS land_percent 2 base_size 3 right_border 80 bottom_border 50 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 7 land_id 22 } percent_chance 25 #define EDGEISLANDS create_land { terrain_type GRASS land_percent 2 base_size 3 top_border 80 right_border 50 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 7 land_id 22 } create_land { terrain_type GRASS land_percent 2 base_size 3 bottom_border 80 left_border 50 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 7 land_id 22 } end_random /* ENDIF TINY_MAP */ endif /* ****************************************************** */ if EDGEISLANDS create_terrain PINE_FOREST { land_percent 8 number_of_clumps 12 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } else create_terrain PINE_FOREST { land_percent 7 number_of_clumps 12 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } endif start_random percent_chance 10 create_elevation 7 { base_terrain WATER number_of_clumps 15 number_of_tiles 4000 set_scale_by_groups set_scale_by_size } end_random /* ****************************************************** */ elseif EMIGRATION /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS3 land_percent 15 end_random base_size 12 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 10 } /* MAIN ISLAND */ create_land { terrain_type GRASS land_percent 40 left_border 15 right_border 15 top_border 15 bottom_border 15 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 7 land_id 10 } /* EDGE ISLANDS ONE FOR EACH TEAM TO BE FAIR */ start_random percent_chance 25 create_land { terrain_type GRASS2 land_percent 3 base_size 1 left_border 80 top_border 50 border_fuzziness 15 clumping_factor 5 other_zone_avoidance_distance 7 land_id 11 } create_land { terrain_type GRASS2 land_percent 3 base_size 1 right_border 80 bottom_border 50 border_fuzziness 15 clumping_factor 5 other_zone_avoidance_distance 7 land_id 11 } percent_chance 25 create_land { terrain_type GRASS2 land_percent 3 base_size 1 top_border 80 right_border 50 border_fuzziness 15 clumping_factor 5 other_zone_avoidance_distance 7 land_id 11 } create_land { terrain_type GRASS2 land_percent 3 base_size 1 bottom_border 80 left_border 50 border_fuzziness 15 clumping_factor 5 other_zone_avoidance_distance 7 land_id 11 } end_random /* ****************************************************** */ create_terrain PINE_FOREST { land_percent 3 number_of_clumps 3 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain GRASS3 land_percent 3 number_of_clumps 5 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain GRASS2 land_percent 1 number_of_clumps 1 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* PATCHES */ create_terrain GRASS { base_terrain GRASS3 number_of_clumps 3 spacing_to_other_terrain_types 0 land_percent 3 set_scale_by_groups } create_elevation 7 { base_terrain GRASS number_of_clumps 50 number_of_tiles 200 set_scale_by_groups } /* ****************************************************** */ elseif ULTIMA1 /* ****************************************************** */ #define NO_ZONE base_terrain SHALLOW create_player_lands { terrain_type GRASS land_percent 14 base_size 14 border_fuzziness 15 set_zone_by_team other_zone_avoidance_distance 6 } create_land { terrain_type GRASS2 land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 20 left_border 5 right_border 5 top_border 5 bottom_border 5 } create_land { terrain_type GRASS3 land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 23 left_border 5 right_border 5 top_border 5 bottom_border 5 } create_land { terrain_type GRASS land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 24 left_border 5 right_border 5 top_border 5 bottom_border 5 } create_terrain GRASS { base_terrain SHALLOW number_of_clumps 80 land_percent 30 spacing_to_other_terrain_types 3 } create_terrain WATER { base_terrain SHALLOW number_of_clumps 100 spacing_to_other_terrain_types 1 land_percent 20 } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 4 number_of_clumps 15 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS number_of_clumps 16 spacing_to_other_terrain_types 1 land_percent 8 set_scale_by_size } create_terrain PINE_FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 3 land_percent 6 number_of_clumps 120 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS2 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 4 set_scale_by_size } create_terrain DIRT3 { base_terrain GRASS number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 10 set_scale_by_size } create_terrain JUNGLE { base_terrain DIRT3 spacing_to_other_terrain_types 3 land_percent 6 number_of_clumps 120 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif KILLINGFIELDS /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 60 base_size 14 bottom_border 6 left_border 6 top_border 6 right_border 6 border_fuzziness 15 zone 1 other_zone_avoidance_distance 8 } create_land { terrain_type GRASS3 land_percent 12 left_border 24 right_border 23 top_border 24 bottom_border 22 boder_fuzziness 50 other_zone_avoidance_distance 4 } /* **************************************** */ create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 7 land_percent 8 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } create_terrain BAMBOO { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 5 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT { base_terrain GRASS3 land_percent 1 set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 20 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 3 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif SEAHAVEN /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 25 base_size 15 border_fuzziness 20 clumping_factor 20 set_zone_by_team other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 4 clumping_factor 15 right_border 80 top_border 0 bottom_border 80 left_border 0 border_fuzziness 20 } create_land { terrain_type WATER land_percent 4 clumping_factor 15 right_border 0 top_border 80 bottom_border 0 left_border 80 border_fuzziness 20 } create_land { terrain_type WATER land_percent 4 clumping_factor 15 right_border 0 top_border 0 bottom_border 80 left_border 80 border_fuzziness 20 } create_land { terrain_type WATER land_percent 4 clumping_factor 15 right_border 80 top_border 80 bottom_border 0 left_border 0 border_fuzziness 20 } create_land { terrain_type WATER land_percent 6 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 71 right_border 10 top_border 71 bottom_border 10 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 11 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 71 right_border 20 top_border 71 bottom_border 20 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 9 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 66 right_border 25 top_border 66 bottom_border 25 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 8 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 40 right_border 25 top_border 40 bottom_border 25 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 6 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 35 right_border 35 top_border 35 bottom_border 35 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 4 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 25 right_border 40 top_border 25 bottom_border 40 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 9 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 25 right_border 66 top_border 25 bottom_border 66 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 11 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 20 right_border 71 top_border 20 bottom_border 71 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 6 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 10 right_border 71 top_border 10 bottom_border 71 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 1 clumping_factor 15 right_border 0 top_border 83 bottom_border 0 left_border 83 border_fuzziness 20 } create_land { terrain_type WATER land_percent 4 clumping_factor 15 right_border 83 top_border 83 bottom_border 0 left_border 0 border_fuzziness 20 } create_land { terrain_type WATER land_percent 5 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 71 right_border 10 top_border 9 bottom_border 71 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 8 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 71 right_border 20 top_border 15 bottom_border 71 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 9 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 66 right_border 25 top_border 20 bottom_border 66 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 11 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 40 right_border 25 top_border 25 bottom_border 40 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 8 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 25 right_border 40 top_border 40 bottom_border 25 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 9 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 25 right_border 66 top_border 66 bottom_border 25 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 11 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 20 right_border 71 top_border 71 bottom_border 20 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 7 border_fuzziness 10 clumping_factor 1 land_id 3 left_border 10 right_border 71 top_border 71 bottom_border 10 other_zone_avoidance_distance 0 } create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 10 number_of_clumps 30 clumping_factor 50 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT2 { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 3 number_of_clumps 27 set_avoid_player_start_areas } create_terrain DIRT2 { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 3 number_of_clumps 25 set_avoid_player_start_areas } /* ****************************************************** */ elseif BAMBOOWORLD /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS3 land_percent 30 base_size 16 } create_land { terrain_type DIRT land_percent 100 top_border 30 bottom_border 30 left_border 30 right_border 30 } /* **************************************** */ create_terrain BAMBOO { base_terrain GRASS3 spacing_to_other_terrain_types 5 land_percent 6 number_of_clumps 20 set_avoid_player_start_areas } create_terrain BAMBOO { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 100 number_of_clumps 100 set_avoid_player_start_areas } /* ****************************************************** */ elseif RIVER_PIRATES /* ****************************************************** */ #define NO_ZONE base_terrain WATER create_player_lands { terrain_type GRASS3 base_size 16 land_percent 12 border_fuzziness 25 clumping_factor 6 other_zone_avoidance_distance 20 left_border 3 right_border 3 top_border 3 bottom_border 3 } /* ********************** TERRAIN ********************************** */ create_terrain GRASS { base_terrain WATER spacing_to_other_terrain_types 5 land_percent 100 } create_terrain PALM_DESERT { base_terrain GRASS3 land_percent 4 number_of_clumps 15 spacing_to_other_terrain_types 5 set_avoid_player_start_areas } create_terrain JUNGLE { base_terrain GRASS land_percent 7 number_of_clumps 15 spacing_to_other_terrain_types 5 } create_terrain GRASS2 { base_terrain GRASS land_percent 20 number_of_clumps 40 spacing_to_other_terrain_types 5 } create_terrain JUNGLE { base_terrain GRASS2 land_percent 5 number_of_clumps 60 } create_terrain JUNGLE { base_terrain GRASS2 land_percent 5 number_of_clumps 60 } create_terrain DIRT3 { base_terrain GRASS number_of_clumps 13 set_scale_by_size number_of_tiles 375 set_scale_by_groups } create_terrain DIRT2 { base_terrain DIRT3 number_of_clumps 13 set_scale_by_size number_of_tiles 125 set_scale_by_groups } /* ****************************************************** */ elseif CANALS /* ****************************************************** */ base_terrain PALM_DESERT create_player_lands { terrain_type GRASS2 land_percent 8 base_size 14 } create_land { terrain_type GRASS land_percent 90 left_border 8 top_border 8 right_border 8 bottom_border 8 } /* ****************************************************** */ create_terrain PALM_DESERT { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 5 number_of_clumps 15 set_scale_by_groups set_avoid_player_start_areas } create_terrain GRASS3 { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 7 number_of_clumps 9 set_avoid_player_start_areas } create_terrain LEAVES { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 3 number_of_clumps 26 } create_terrain LEAVES { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 40 } /* ****************************************************** */ elseif DUNES /* ****************************************************** */ base_terrain BEACH create_player_lands { terrain_type DIRT land_percent 100 base_size 14 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 12 set_zone_by_team } create_land { terrain_type WATER land_percent 100 border_fuzziness 15 clumping_factor 11 if TINY_MAP left_border 48 top_border 48 right_border 48 bottom_border 48 else left_border 42 top_border 42 right_border 42 bottom_border 42 endif } /* ****************************************************** */ create_terrain PALM_DESERT { base_terrain DIRT land_percent 12 number_of_clumps 25 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_elevation 7 { base_terrain BEACH number_of_clumps 15 number_of_tiles 16000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif TEAM_GLACIERS /* ****************************************************** */ base_terrain WATER #define FROZEN_MAP create_player_lands { terrain_type ICE land_percent 100 base_size 18 border_fuzziness 15 set_zone_by_team other_zone_avoidance_distance 6 } create_land { terrain_type SNOW land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 20 left_border 30 right_border 30 top_border 30 bottom_border 30 } create_land { terrain_type SNOW land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 23 left_border 30 right_border 30 top_border 30 bottom_border 30 } create_land { terrain_type SNOW land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 24 left_border 30 right_border 30 top_border 30 bottom_border 30 } /* ****************************************************** */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 20 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain SNOW { base_terrain ICE number_of_clumps 10 land_percent 90 spacing_to_other_terrain_types 9 } create_terrain SNOW { base_terrain ICE number_of_clumps 10 land_percent 90 spacing_to_other_terrain_types 9 } create_terrain SNOW { base_terrain ICE number_of_clumps 10 land_percent 90 spacing_to_other_terrain_types 9 } create_terrain SNOW { base_terrain ICE number_of_clumps 10 land_percent 90 spacing_to_other_terrain_types 9 } create_terrain SNOW_FOREST { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 8 number_of_clumps 8 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS_SNOW { base_terrain SNOW number_of_clumps 16 spacing_to_other_terrain_types 1 land_percent 4 set_scale_by_size } create_terrain SNOW_FOREST { base_terrain GRASS_SNOW spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS { base_terrain GRASS_SNOW number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } create_terrain SNOW_DIRT { base_terrain SNOW number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } /* ****************************************************** */ elseif SEASONS /* ****************************************************** */ start_random percent_chance 25 #define WINTER percent_chance 25 #define SPRING percent_chance 25 #define SUMMER percent_chance 25 #define AUTUMN end_random if WINTER base_terrain ICE elseif SPRING base_terrain ICE elseif SUMMER base_terrain WATER else base_terrain WATER endif if WINTER create_player_lands { terrain_type SNOW land_percent 100 base_size 15 set_zone_by_team other_zone_avoidance_distance 20 } else create_player_lands { terrain_type GRASS2 land_percent 100 base_size 15 set_zone_by_team other_zone_avoidance_distance 20 } endif if SPRING create_terrain FOREST { base_terrain GRASS2 land_percent 20 number_of_clumps 30 clumping_factor 50 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } endif if AUTUMN create_terrain FOREST { base_terrain GRASS2 land_percent 20 number_of_clumps 30 clumping_factor 50 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } endif if SUMMER create_terrain FOREST { base_terrain GRASS2 land_percent 20 number_of_clumps 30 clumping_factor 50 set_avoid_player_start_areas set_scale_by_groups spacing_to_other_terrain_types 3 } endif if WINTER create_terrain SNOW_FOREST { base_terrain SNOW land_percent 20 number_of_clumps 30 clumping_factor 50 set_avoid_player_start_areas set_scale_by_groups spacing_to_other_terrain_types 3 } endif if AUTUMN create_terrain LEAVES { base_terrain GRASS2 land_percent 10 number_of_clumps 90 set_scale_by_groups } endif if SPRING create_terrain WATER { base_terrain ICE land_percent 25 spacing_to_other_terrain_types 3 } elseif SUMMER create_terrain SHALLOW { base_terrain WATER land_percent 100 number_of_clumps 10 } else create_terrain MED_WATER { base_terrain WATER land_percent 25 spacing_to_other_terrain_types 3 } endif if SUMMER create_terrain WATER { base_terrain SHALLOW land_percent 2 number_of_clumps 30 set_scale_by_groups } endif if WINTER create_terrain WATER { base_terrain ICE land_percent 1 number_of_clumps 30 set_scale_by_groups } endif /* ****************************************************** */ elseif SHIPWRECK_ /* ****************************************************** */ base_terrain GRASS3 #define ALPINE_MAP create_land { terrain_type WATER land_percent 100 left_border 18 right_border 18 top_border 18 bottom_border 18 border_fuzziness 15 zone 20 other_zone_avoidance_distance 6 } create_player_lands { terrain_type DIRT base_size 8 land_percent 100 left_border 30 right_border 30 top_border 30 bottom_border 30 border_fuzziness 15 clumping_factor 15 if TINY_MAP other_zone_avoidance_distance 14 else other_zone_avoidance_distance 20 endif zone 5 } create_elevation 7 { base_terrain GRASS3 number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ create_terrain JUNGLE { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 1 number_of_clumps 6 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS3 spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 15 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain SHALLOW { base_terrain WATER number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 8 set_scale_by_size } create_terrain WATER { base_terrain GRASS3 spacing_to_other_terrain_types 5 land_percent 1 number_of_clumps 5 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain DIRT3 { base_terrain GRASS3 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } /* ****************************************************** */ elseif SEA__ /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 20 base_size 13 border_fuzziness 15 clumping_factor 15 } create_land { terrain_type WATER land_percent 80 left_border 15 right_border 15 top_border 15 bottom_border 15 border_fuzziness 15 clumping_factor 5 other_zone_avoidance_distance 2 } /* BONUS ISLANDS MIDDLE */ start_random percent_chance 50 create_land { terrain_type GRASS2 land_percent 1 base_size 1 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 8 other_zone_avoidance_distance 9 land_id 170 } create_land { terrain_type GRASS2 land_percent 1 base_size 1 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 8 other_zone_avoidance_distance 9 land_id 170 } create_land { terrain_type GRASS2 land_percent 1 base_size 1 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 8 other_zone_avoidance_distance 9 land_id 170 } create_land { terrain_type GRASS2 land_percent 1 base_size 1 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 8 other_zone_avoidance_distance 9 land_id 170 } create_land { terrain_type GRASS2 land_percent 1 base_size 1 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 8 other_zone_avoidance_distance 9 land_id 170 } end_random /* ****************************************************** */ create_terrain PINE_FOREST { land_percent 10 number_of_clumps 12 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain GRASS2 land_percent 1 number_of_clumps 3 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif AMAZONWIDE /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS3 land_percent 85 base_size 15 border_fuzziness 40 clumping_factor 20 set_zone_randomly other_zone_avoidance_distance 20 } /* **************************************** */ create_terrain JUNGLE { base_terrain GRASS3 number_of_clumps 15 spacing_to_other_terrain_types 3 set_avoid_player_start_areas land_percent 15 } create_terrain GRASS { base_terrain WATER number_of_clumps 8 spacing_to_other_terrain_types 6 land_percent 5 } /* ****************************************************** */ elseif PROMONTORIES /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 16 base_size 14 other_zone_avoidance_distance 16 left_border 17 top_border 17 right_border 17 bottom_border 17 clumping_factor 15 } create_land { terrain_type WATER land_percent 90 bottom_border 20 right_border 20 left_border 20 top_border 20 clumping_factor 15 border_fuzziness 45 zone 16 other_zone_avoidance_distance 0 } /* *************************************** */ /* FOREST */ create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 15 number_of_clumps 18 set_avoid_player_start_areas set_scale_by_groups } /* PATCHES */ create_terrain DIRT2 { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 4 number_of_clumps 13 set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 2 number_of_clumps 13 set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 2 number_of_clumps 24 set_scale_by_groups } /* EDGES */ create_terrain WATER { base_terrain BEACH spacing_to_other_terrain_types 0 land_percent 1 number_of_clumps 35 set_scale_by_size } create_terrain WATER { base_terrain BEACH spacing_to_other_terrain_types 0 land_percent 1 number_of_clumps 25 set_scale_by_groups } /* Mixing Water */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 25 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 18 spacing_to_other_terrain_types 2 land_percent 15 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 15 spacing_to_other_terrain_types 1 land_percent 3 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 10 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 10 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif BEACHBEACH_ /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 12 top_border 7 bottom_border 7 left_border 7 right_border 7 border_fuzziness 15 } /* ************************************ */ /* CREATE THE BEACH */ create_terrain BEACH { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 36 set_avoid_player_start_areas } create_terrain FOREST { base_terrain GRASS land_percent 10 number_of_clumps 100 spacing_to_other_terrain_types 5 set_avoid_player_start_areas } create_terrain WATER { base_terrain BEACH land_percent 1 number_of_clumps 20 spacing_to_other_terrain_types 5 set_avoid_player_start_areas } /* Mixing Water */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 25 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 18 spacing_to_other_terrain_types 2 land_percent 15 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 15 spacing_to_other_terrain_types 1 land_percent 3 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 10 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 10 spacing_to_other_terrain_types 1 land_percent 1 } create_elevation 7 { base_terrain BEACH number_of_clumps 1000 number_of_tiles 12000 } /* ****************************************************** */ elseif BRINKFACE /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS2 land_percent 100 base_size 10 border_fuzziness 20 clumping_factor 20 other_zone_avoidance_distance 0 } create_land { terrain_type BEACH land_percent 50 border_fuzziness 10 clumping_factor 15 land_id 3 left_border 35 right_border 35 top_border 35 bottom_border 35 } /* **************************************** */ /* FOREST */ create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 20 number_of_clumps 30 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 18 number_of_clumps 35 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT { base_terrain BEACH land_percent 100 number_of_clumps 1 spacing_to_other_terrain_types 7 set_avoid_player_start_areas set_scale_by_groups } create_elevation 7 { base_terrain BEACH number_of_clumps 1000 number_of_tiles 12000 } /* ****************************************************** */ elseif SMICHI /* ****************************************************** */ start_random percent_chance 50 #define RATS percent_chance 50 #define MICE end_random base_terrain FOREST create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 15 clumping_factor 15 if RATS set_zone_by_team elseif MICE endif other_zone_avoidance_distance 1 } /* ****************************************************** */ create_terrain PINE_FOREST { base_terrain GRASS land_percent 20 number_of_clumps 30 spacing_to_other_terrain_types 5 set_avoid_player_start_areas } /* ****************************************************** */ elseif METROPOLIS /* ****************************************************** */ create_land { terrain_type WATER land_percent 16 left_border 15 right_border 15 top_border 15 bottom_border 15 border_fuzziness 40 zone 16 } create_player_lands { terrain_type GRASS2 land_percent 10 base_size 9 other_zone_avoidance_distance 9 set_zone_by_team } create_player_lands { terrain_type GRASS2 land_percent 10 base_size 9 other_zone_avoidance_distance 9 set_zone_by_team } create_player_lands { terrain_type GRASS2 land_percent 10 base_size 9 other_zone_avoidance_distance 9 set_zone_by_team } /* ****************************************************** */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 3 spacing_to_other_terrain_types 1 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 25 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 6 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } /* ****************************************************** */ elseif CENTRALSMASH /* ****************************************************** */ base_terrain PALM_DESERT create_player_lands { terrain_type GRASS2 land_percent 15 if TINY_MAP base_size 15 else base_size 20 endif set_zone_by_team } create_land { terrain_type DIRT land_percent 100 top_border 37 bottom_border 37 left_border 37 right_border 37 } /* ****************************************************** */ elseif OUTWARDBOUND /* ****************************************************** */ #define NOSC base_terrain MED_WATER create_player_lands { terrain_type WATER left_border 32 right_border 32 top_border 32 bottom_border 32 border_fuzziness 20 land_percent 30 base_size 6 other_zone_avoidance_distance 1 clumping_factor 12 } create_land { terrain_type SHALLOW left_border 79 right_border 0 top_border 0 bottom_border 0 land_percent 100 border_fuzziness 15 zone 10 other_zone_avoidance_distance 0 } create_land { terrain_type SHALLOW left_border 0 right_border 0 top_border 0 bottom_border 79 land_percent 100 border_fuzziness 15 zone 10 other_zone_avoidance_distance 0 } create_land { terrain_type SHALLOW left_border 0 right_border 0 top_border 79 bottom_border 0 land_percent 100 border_fuzziness 15 zone 10 other_zone_avoidance_distance 0 } create_land { terrain_type SHALLOW left_border 0 right_border 79 top_border 0 bottom_border 0 land_percent 100 border_fuzziness 15 zone 10 other_zone_avoidance_distance 0 } /* ************************************* */ create_terrain GRASS2 { base_terrain SHALLOW land_percent 100 spacing_to_other_terrain_types 1 } create_terrain GRASS2 { base_terrain SHALLOW land_percent 100 spacing_to_other_terrain_types 1 } create_terrain GRASS2 { base_terrain SHALLOW land_percent 100 spacing_to_other_terrain_types 1 } create_terrain GRASS2 { base_terrain SHALLOW land_percent 100 spacing_to_other_terrain_types 1 } create_terrain GRASS2 { base_terrain SHALLOW land_percent 100 spacing_to_other_terrain_types 1 } create_terrain GRASS2 { base_terrain SHALLOW land_percent 100 spacing_to_other_terrain_types 1 } create_terrain GRASS2 { base_terrain SHALLOW land_percent 100 spacing_to_other_terrain_types 1 } create_terrain GRASS2 { base_terrain SHALLOW land_percent 100 spacing_to_other_terrain_types 1 } create_terrain GRASS2 { base_terrain SHALLOW land_percent 100 spacing_to_other_terrain_types 1 } create_terrain GRASS3 { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 clumping_factor 10 } create_terrain GRASS3 { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 clumping_factor 10 } create_terrain GRASS3 { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 clumping_factor 10 } create_terrain GRASS3 { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 clumping_factor 10 } create_terrain GRASS3 { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 clumping_factor 10 } create_terrain GRASS3 { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 clumping_factor 10 } create_terrain GRASS3 { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 clumping_factor 10 } create_terrain GRASS3 { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 clumping_factor 10 } create_terrain GRASS3 { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 clumping_factor 10 } create_terrain GRASS3 { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 clumping_factor 10 } create_terrain GRASS3 { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 clumping_factor 10 } create_terrain GRASS3 { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 clumping_factor 10 } create_terrain PINE_FOREST { base_terrain GRASS2 number_of_clumps 14 land_percent 11 spacing_to_other_terrain_types 2 set_scale_by_groups } create_terrain FOREST { base_terrain GRASS2 number_of_clumps 10 land_percent 7 spacing_to_other_terrain_types 2 set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 6 land_percent 3 spacing_to_other_terrain_types 0 set_scale_by_groups } create_terrain GRASS { base_terrain GRASS2 number_of_clumps 6 land_percent 3 spacing_to_other_terrain_types 0 set_scale_by_groups } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 5 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain SHALLOW land_percent 100 } create_terrain WATER { base_terrain SHALLOW land_percent 100 } create_terrain WATER { base_terrain SHALLOW land_percent 100 } create_elevation 7 { base_terrain GRASS2 number_of_clumps 8 number_of_tiles 1000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif SCATTEREDISLETS /* ****************************************************** */ #define NOSC /* Random Terrain Types */ start_random percent_chance 100 #define SHELLGAME1_MAP percent_chance 0 #define SHELLGAME2_MAP percent_chance 0 #define SHELLGAME3_MAP end_random base_terrain WATER create_player_lands { terrain_type SHALLOW land_percent 3 base_size 1 border_fuzziness 20 clumping_factor 9 zone 1 right_border 44 top_border 44 bottom_border 44 left_border 44 other_zone_avoidance_distance 5 } create_land { terrain_type GRASS if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif border_fuzziness 10 right_border 65 top_border 50 bottom_border 20 left_border 15 other_zone_avoidance_distance 5 } create_land { terrain_type GRASS if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif border_fuzziness 10 right_border 55 top_border 10 bottom_border 65 left_border 25 other_zone_avoidance_distance 5 } create_land { terrain_type GRASS if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif border_fuzziness 10 right_border 70 top_border 85 bottom_border 0 left_border 0 other_zone_avoidance_distance 5 } create_land { terrain_type GRASS if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif border_fuzziness 10 right_border 0 top_border 70 bottom_border 0 left_border 65 other_zone_avoidance_distance 5 } create_land { terrain_type GRASS if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif border_fuzziness 10 right_border 0 top_border 10 bottom_border 60 left_border 65 other_zone_avoidance_distance 5 } create_land { terrain_type GRASS if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif border_fuzziness 10 right_border 36 top_border 52 bottom_border 31 left_border 40 other_zone_avoidance_distance 5 } /* **************************************** */ create_terrain GRASS2 { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain GRASS3 { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain LEAVES { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain DESERT { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain DIRT { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain DIRT2 { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain DIRT3 { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain ROAD { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain SNOW { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain GRASS_SNOW { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain DIRT_SNOW { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain ROAD2 { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain BAMBOO { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain FOREST { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain JUNGLE { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain PALM_DESERT { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain PINE_FOREST { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain SNOW_FOREST { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain ICE { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain MED_WATER { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } create_terrain DEEP_WATER { base_terrain WATER spacing_to_other_terrain_types 5 if LARGE_MAP number_of_tiles 520 elseif HUGE_MAP number_of_tiles 640 elseif GIGANTIC_MAP number_of_tiles 720 else number_of_tiles 360 endif number_of_clumps 1 set_avoid_player_start_areas } /* TERRAIN FOR THE ISLETS */ create_terrain GRASS2 { base_terrain BAMBOO land_percent 100 set_avoid_player_start_areas } create_terrain GRASS2 { base_terrain FOREST land_percent 100 set_avoid_player_start_areas } create_terrain GRASS2 { base_terrain JUNGLE land_percent 100 set_avoid_player_start_areas } create_terrain GRASS2 { base_terrain PALM_DESERT land_percent 100 set_avoid_player_start_areas } create_terrain GRASS2 { base_terrain PINE_FOREST land_percent 100 set_avoid_player_start_areas } create_terrain GRASS2 { base_terrain SNOW_FOREST land_percent 100 set_avoid_player_start_areas } create_terrain GRASS2 { base_terrain ICE land_percent 100 set_avoid_player_start_areas } create_terrain GRASS2 { base_terrain MED_WATER land_percent 100 set_avoid_player_start_areas } create_terrain GRASS2 { base_terrain DEEP_WATER land_percent 100 set_avoid_player_start_areas } create_terrain DESERT { base_terrain ROAD land_percent 100 set_avoid_player_start_areas } create_terrain DESERT { base_terrain ROAD2 land_percent 100 set_avoid_player_start_areas } /* Mixing Water */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 20 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif SURROUNDED /* ****************************************************** */ base_terrain FOREST /*The entire map is covered in forest*/ create_player_lands /*Each call to this creates a new base for each player (so do it only once) The bases are completely grass2*/ { terrain_type GRASS2 land_percent 1 base_size 9 clumping_factor 15 other_zone_avoidance_distance 20 } create_land /*The entire land is now made into grass2 but will be 2 tiles from bases, creating a layer of 2-tile thick forest*/ { terrain_type GRASS2 land_percent 100 other_zone_avoidance_distance 2 land_id 230 } create_land /*Creates a forest in the middle of the map*/ { terrain_type FOREST land_percent 100 right_border 45 left_border 45 top_border 45 bottom_border 45 border_fuzziness 5 other_zone_avoidance_distance 0 clumping_factor 20 } create_land /*Creates water in the middle of the map*/ { terrain_type WATER land_percent 100 right_border 48 left_border 48 top_border 48 bottom_border 48 border_fuzziness 10 other_zone_avoidance_distance 0 clumping_factor 20 land_id 120 } /* ****************************************************** */ create_terrain PINE_FOREST { base_terrain GRASS2 land_percent 15 number_of_clumps 20 clumping_factor 14 spacing_to_other_terrain_types 3 other_zone_avoidance_distance 5 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif SHOSHOLOZA /* ****************************************************** */ base_terrain FOREST create_player_lands { terrain_type GRASS land_percent 70 base_size 12 border_fuzziness 20 clumping_factor 2 set_zone_by_team other_zone_avoidance_distance 20 } /* **************************************** */ /* FOREST */ create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 14 number_of_clumps 20 clumping_factor 25 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif DEADLYCRACK /* ****************************************************** */ start_random percent_chance 50 #define CRACKYCRACK percent_chance 50 #define CRACKYSNAP end_random base_terrain LEAVES create_player_lands { terrain_type GRASS land_percent 100 base_size 12 border_fuzziness 15 set_zone_by_team other_zone_avoidance_distance 12 } /* PRIMARY FOREST */ create_terrain DEEP_WATER { base_terrain LEAVES spacing_to_other_terrain_types 3 land_percent 100 } create_terrain DEEP_WATER { base_terrain LEAVES spacing_to_other_terrain_types 3 land_percent 100 } create_terrain DEEP_WATER { base_terrain LEAVES spacing_to_other_terrain_types 3 land_percent 100 } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 18 number_of_clumps 30 set_avoid_player_start_areas set_scale_by_groups } endif endif /* ****************************************************** */ if GIGA_PACK10 if LOCKEDTREASURES /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 border_fuzziness 100 clumping_factor 20 base_size 12 other_zone_avoidance_distance 18 set_zone_by_team } create_land { terrain_type PALM_DESERT land_percent 100 border_fuzziness 100 clumping_factor 20 bottom_border 25 top_border 25 left_border 25 right_border 25 } /* **************************************** */ create_terrain WATER { base_terrain PALM_DESERT spacing_to_other_terrain_types 0 land_percent 100 } create_terrain WATER { base_terrain PALM_DESERT spacing_to_other_terrain_types 0 land_percent 100 } create_terrain WATER { base_terrain PALM_DESERT spacing_to_other_terrain_types 0 land_percent 100 } create_terrain GRASS2 { base_terrain WATER spacing_to_other_terrain_types 4 land_percent 100 } create_terrain GRASS2 { base_terrain WATER spacing_to_other_terrain_types 4 land_percent 100 } create_terrain GRASS2 { base_terrain WATER spacing_to_other_terrain_types 4 land_percent 100 } create_terrain WATER { base_terrain GRASS2 spacing_to_other_terrain_types 12 land_percent 100 } create_terrain WATER { base_terrain GRASS2 spacing_to_other_terrain_types 12 land_percent 100 } create_terrain WATER { base_terrain GRASS2 spacing_to_other_terrain_types 12 land_percent 100 } create_terrain DIRT { base_terrain WATER spacing_to_other_terrain_types 4 land_percent 100 } create_terrain DIRT { base_terrain WATER spacing_to_other_terrain_types 4 land_percent 100 } create_terrain WATER { base_terrain MED_WATER land_percent 1 number_of_clumps 5 } create_terrain FOREST { base_terrain GRASS number_of_clumps 40 spacing_to_other_terrain_types 3 land_percent 14 set_avoid_player_start_areas } create_terrain FOREST { base_terrain DIRT number_of_clumps 20 spacing_to_other_terrain_types 3 land_percent 1 } /* ****************************************************** */ elseif SENNHEISER /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 65 border_fuzziness 15 clumping_factor 20 other_zone_avoidance_distance 6 base_size 14 bottom_border 16 top_border 16 left_border 16 right_border 16 } create_terrain GRASS2 { base_terrain WATER spacing_to_other_terrain_types 12 land_percent 100 } create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 8 land_percent 100 } create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 8 land_percent 100 } create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 8 land_percent 100 } create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 8 land_percent 100 } create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 2 number_of_clumps 20 set_avoid_player_start_areas } /* ****************************************************** */ elseif BANANAISLANDS /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS2 land_percent 40 base_size 14 border_fuzziness 15 clumping_factor 15 bottom_border 5 top_border 5 left_border 5 right_border 5 other_zone_avoidance_distance 7 } /* ****************************************************** */ create_terrain FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 3 land_percent 10 number_of_clumps 20 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups } create_terrain DESERT { base_terrain WATER spacing_to_other_terrain_types 5 number_of_clumps 1 land_percent 1 } create_terrain LEAVES { base_terrain WATER spacing_to_other_terrain_types 5 number_of_clumps 1 land_percent 1 } create_terrain SNOW { base_terrain WATER spacing_to_other_terrain_types 5 number_of_clumps 1 land_percent 1 } create_terrain ICE { base_terrain WATER spacing_to_other_terrain_types 5 number_of_clumps 1 land_percent 1 } create_terrain DIRT { base_terrain WATER spacing_to_other_terrain_types 5 number_of_clumps 1 land_percent 1 } create_terrain DIRT2 { base_terrain WATER spacing_to_other_terrain_types 5 number_of_clumps 1 land_percent 1 } create_terrain DIRT3 { base_terrain WATER spacing_to_other_terrain_types 5 number_of_clumps 1 land_percent 1 } create_terrain GRASS { base_terrain WATER spacing_to_other_terrain_types 5 number_of_clumps 1 land_percent 1 } create_terrain GRASS3 { base_terrain WATER spacing_to_other_terrain_types 5 number_of_clumps 1 land_percent 1 } create_terrain ROAD { base_terrain WATER spacing_to_other_terrain_types 5 number_of_clumps 1 land_percent 1 } create_terrain ROAD2 { base_terrain WATER spacing_to_other_terrain_types 5 number_of_clumps 1 land_percent 1 } create_terrain PALM_DESERT { base_terrain WATER spacing_to_other_terrain_types 5 number_of_clumps 1 land_percent 1 } create_terrain DESERT { base_terrain PALM_DESERT land_percent 100 } /* ****************************************************** */ elseif SILENT /* ****************************************************** */ base_terrain GRASS2 start_random percent_chance 50 #define THISWAY percent_chance 50 #define THATWAY end_random if THISWAY create_land { terrain_type WATER land_percent 85 left_border 10 right_border 10 top_border 55 bottom_border 10 border_fuzziness 40 zone 16 } create_land { terrain_type WATER land_percent 85 left_border 10 right_border 10 top_border 10 bottom_border 55 border_fuzziness 40 zone 16 } elseif THATWAY create_land { terrain_type WATER land_percent 85 left_border 10 right_border 55 top_border 10 bottom_border 10 border_fuzziness 40 zone 16 } create_land { terrain_type WATER land_percent 85 left_border 55 right_border 10 top_border 10 bottom_border 10 border_fuzziness 40 zone 16 } endif create_player_lands { terrain_type GRASS2 land_percent 50 base_size 14 other_zone_avoidance_distance 7 set_zone_by_team } /* ****************************************************** */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 3 spacing_to_other_terrain_types 1 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 25 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 6 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 14 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } /* ****************************************************** */ elseif WETWOODLAND /* ****************************************************** */ base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 30 base_size 14 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 10 } create_land { terrain_type WATER land_percent 3 right_border 57 left_border 23 top_border 57 bottom_border 23 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 } create_land { terrain_type WATER land_percent 3 right_border 57 left_border 23 top_border 23 bottom_border 57 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 } create_land { terrain_type WATER land_percent 3 right_border 23 left_border 57 top_border 57 bottom_border 23 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 } create_land { terrain_type WATER land_percent 3 right_border 23 left_border 57 top_border 23 bottom_border 57 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 } /* MIDDLE */ create_land { terrain_type DIRT2 land_percent 1 right_border 45 left_border 45 top_border 45 bottom_border 45 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 land_id 270 } /* ****************************************************** */ create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 9 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain DIRT number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 3 set_scale_by_size } create_terrain DESERT { base_terrain DIRT number_of_clumps 12 spacing_to_other_terrain_types 1 land_percent 1 set_scale_by_size } start_random percent_chance 75 create_elevation 6 { base_terrain DIRT number_of_clumps 15 number_of_tiles 5000 set_scale_by_groups set_scale_by_size } end_random /* ****************************************************** */ elseif REVERSEDSOUL /* ****************************************************** */ base_terrain LEAVES create_player_lands { terrain_type GRASS land_percent 40 border_fuzziness 15 clumping_factor 12 base_size 14 bottom_border 15 top_border 15 left_border 15 right_border 15 } create_land { terrain_type WATER land_percent 100 border_fuzziness 100 bottom_border 20 top_border 20 left_border 20 right_border 20 } create_land { terrain_type WATER land_percent 100 border_fuzziness 100 bottom_border 20 top_border 20 left_border 20 right_border 20 } create_land { terrain_type WATER land_percent 100 border_fuzziness 100 bottom_border 20 top_border 20 left_border 20 right_border 20 } create_land { terrain_type WATER land_percent 100 border_fuzziness 100 bottom_border 20 top_border 20 left_border 20 right_border 20 } /* *********************************** */ create_terrain FOREST { base_terrain LEAVES spacing_to_other_terrain_types 2 land_percent 100 } create_terrain FOREST { base_terrain LEAVES spacing_to_other_terrain_types 2 land_percent 100 } create_terrain FOREST { base_terrain LEAVES spacing_to_other_terrain_types 2 land_percent 100 } create_terrain DIRT { base_terrain GRASS number_of_clumps 6 spacing_to_other_terrain_types 3 set_avoid_player_start_areas land_percent 1 } /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 5 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif URBANISLANDS /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 30 base_size 14 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 left_border 8 right_border 8 top_border 8 bottom_border 8 } /* BONUS ISLANDS MIDDLE */ if TINY_MAP else create_land { terrain_type GRASS2 land_percent 1 base_size 3 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 4 zone 74 } endif create_land { terrain_type GRASS2 land_percent 1 base_size 3 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 4 zone 73 } create_land { terrain_type GRASS2 land_percent 1 base_size 3 left_border 25 right_border 25 top_border 25 bottom_border 25 border_fuzziness 15 clumping_factor 11 other_zone_avoidance_distance 4 zone 72 } /* ****************************************************** */ create_terrain PINE_FOREST { land_percent 7 number_of_clumps 12 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 20 } /* ****************************************************** */ elseif THEDIVIDE /* ****************************************************** */ #define RELICNONE_ base_terrain DIRT create_player_lands { terrain_type GRASS land_percent 88 base_size 14 border_fuzziness 20 clumping_factor 20 left_border 5 right_border 5 top_border 5 bottom_border 5 set_zone_by_team other_zone_avoidance_distance 25 } /* **************************************** */ create_terrain WATER { base_terrain DIRT land_percent 100 set_avoid_player_start_areas set_scale_by_groups } create_terrain ROAD { base_terrain WATER land_percent 100 set_avoid_player_start_areas set_scale_by_groups spacing_to_other_terrain_types 9 } /* FOREST */ create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 12 number_of_clumps 30 set_avoid_player_start_areas set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 20 } /* ****************************************************** */ elseif FARMISHING /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type DIRT land_percent 100 base_size 14 border_fuzziness 20 clumping_factor 20 set_zone_by_team other_zone_avoidance_distance 35 } /* **************************************** */ #const FARMIA 27 /* FOREST */ create_terrain JUNGLE { base_terrain DIRT spacing_to_other_terrain_types 4 land_percent 20 number_of_clumps 35 set_avoid_player_start_areas set_scale_by_groups } create_terrain FARMIA { base_terrain WATER spacing_to_other_terrain_types 3 land_percent 100 } create_terrain FARMIA { base_terrain WATER spacing_to_other_terrain_types 3 land_percent 100 } create_terrain FARMIA { base_terrain WATER spacing_to_other_terrain_types 3 land_percent 100 } create_terrain JUNGLE { base_terrain FARMIA spacing_to_other_terrain_types 4 land_percent 6 number_of_clumps 30 } /* Mixing Water */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 20 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif LOSTINBOGS /* ****************************************************** */ #define NO_ZONE base_terrain WATER create_player_lands { terrain_type GRASS land_percent 27 base_size 14 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 9 left_border 8 right_border 8 top_border 8 bottom_border 8 } /* ****************************************************** */ create_terrain PINE_FOREST { land_percent 6 number_of_clumps 12 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain SHALLOW { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 70 } create_terrain BEACH { base_terrain SHALLOW number_of_clumps 35 spacing_to_other_terrain_types 3 land_percent 20 } create_terrain BEACH { base_terrain WATER number_of_clumps 45 spacing_to_other_terrain_types 0 land_percent 20 } create_terrain DESERT { base_terrain SHALLOW number_of_clumps 20 spacing_to_other_terrain_types 2 land_percent 20 } create_terrain PALM_DESERT { base_terrain DESERT number_of_clumps 35 spacing_to_other_terrain_types 3 land_percent 6 } create_terrain WATER { base_terrain BEACH number_of_clumps 15 spacing_to_other_terrain_types 0 land_percent 5 } /* ****************************************************** */ elseif WATERLAND /* ****************************************************** */ base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 30 base_size 14 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 10 } create_land { terrain_type WATER land_percent 8 right_border 57 left_border 23 top_border 57 bottom_border 23 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 } create_land { terrain_type WATER land_percent 8 right_border 57 left_border 23 top_border 23 bottom_border 57 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 } create_land { terrain_type WATER land_percent 8 right_border 23 left_border 57 top_border 57 bottom_border 23 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 } create_land { terrain_type WATER land_percent 8 right_border 23 left_border 57 top_border 23 bottom_border 57 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 } /* MIDDLE */ create_land { terrain_type DIRT2 land_percent 1 right_border 45 left_border 45 top_border 45 bottom_border 45 border_fuzziness 15 other_zone_avoidance_distance 0 clumping_factor 15 land_id 270 } /* ****************************************************** */ create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 9 set_avoid_player_start_areas set_scale_by_groups } create_terrain DIRT3 { base_terrain DIRT number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 3 set_scale_by_size } create_terrain DESERT { base_terrain DIRT number_of_clumps 12 spacing_to_other_terrain_types 1 land_percent 1 set_scale_by_size } create_terrain GRASS3 { base_terrain WATER spacing_to_other_terrain_types 2 land_percent 100 } create_terrain GRASS3 { base_terrain WATER spacing_to_other_terrain_types 2 land_percent 100 } create_terrain GRASS3 { base_terrain WATER spacing_to_other_terrain_types 2 land_percent 100 } create_terrain GRASS3 { base_terrain WATER spacing_to_other_terrain_types 2 land_percent 100 } if TINY_MAP elseif SMALL_MAP elseif MEDIUM_MAP else create_terrain FOREST { base_terrain GRASS3 spacing_to_other_terrain_types 3 land_percent 2 number_of_clumps 10 set_scale_by_groups } endif /* ****************************************************** */ elseif BRAZILIAN /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS2 land_percent 100 base_size 14 border_fuzziness 20 clumping_factor 20 set_zone_by_team other_zone_avoidance_distance 30 } /* **************************************** */ create_terrain GRASS { base_terrain GRASS2 set_avoid_player_start_areas land_percent 100 } create_terrain GRASS { base_terrain GRASS2 set_avoid_player_start_areas land_percent 100 } /* FOREST */ create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 6 land_percent 100 number_of_clumps 35 set_avoid_player_start_areas set_scale_by_groups } /* Mixing Water */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 70 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif WATERHOLE /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 30 right_border 4 left_border 4 top_border 4 bottom_border 4 base_size 15 border_fuzziness 15 clumping_factor 15 } create_land { terrain_type WATER land_percent 10 right_border 35 left_border 35 top_border 35 bottom_border 35 base_size 10 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 4 } /* ****************************************************** */ create_terrain PINE_FOREST { land_percent 14 number_of_clumps 10 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif LANTERN /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 30 base_size 15 border_fuzziness 15 clumping_factor 15 } create_terrain GRASS2 { base_terrain WATER land_percent 25 number_of_clumps 5 clumping_factor 25 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain GRASS land_percent 5 number_of_clumps 20 clumping_factor 25 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain GRASS2 land_percent 7 number_of_clumps 20 clumping_factor 25 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif FAKESAFETY /* ****************************************************** */ base_terrain FOREST create_player_lands { terrain_type GRASS land_percent 18 base_size 14 border_fuzziness 15 clumping_factor 15 other_zone_avoidance_distance 20 } create_land { terrain_type GRASS2 land_percent 100 other_zone_avoidance_distance 5 land_id 230 } /* ****************************************************** */ create_terrain FOREST { base_terrain GRASS land_percent 1 number_of_clumps 6 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS2 land_percent 11 number_of_clumps 8 clumping_factor 25 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* PATCHES */ create_terrain GRASS { base_terrain GRASS2 number_of_clumps 12 spacing_to_other_terrain_types 0 land_percent 25 set_scale_by_groups } /* ****************************************************** */ elseif BIGMAC /* ****************************************************** */ base_terrain PALM_DESERT create_player_lands { terrain_type GRASS land_percent 100 base_size 10 border_fuzziness 100 clumping_factor 20 set_zone_by_team right_border 7 bottom_border 7 left_border 7 top_border 7 other_zone_avoidance_distance 32 } /* **************************************** */ create_terrain WATER { base_terrain PALM_DESERT land_percent 100 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 20 } /* some mustard =) */ create_terrain DIRT { base_terrain GRASS number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain GRASS2 { base_terrain DIRT number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 20 } start_random percent_chance 50 create_elevation 5 { base_terrain GRASS number_of_clumps 15 number_of_tiles 5000 set_scale_by_groups set_scale_by_size } end_random /* ****************************************************** */ elseif VELBON /* ****************************************************** */ base_terrain SHALLOW create_player_lands { terrain_type GRASS2 land_percent 87 base_size 14 border_fuzziness 2 clumping_factor 4 right_border 11 bottom_border 11 left_border 11 top_border 11 } create_terrain PINE_FOREST { base_terrain GRASS2 land_percent 14 number_of_clumps 25 clumping_factor 15 spacing_to_other_terrain_types 4 set_avoid_player_start_areas set_scale_by_groups } create_terrain LEAVES { base_terrain GRASS2 number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain WATER { base_terrain SHALLOW number_of_clumps 25 spacing_to_other_terrain_types 2 land_percent 5 } /* ****************************************************** */ elseif HIMALAYAS /* ****************************************************** */ base_terrain DIRT create_player_lands { terrain_type GRASS3 land_percent 87 base_size 14 border_fuzziness 2 clumping_factor 4 set_zone_by_team other_zone_avoidance_distance 15 } create_terrain JUNGLE { base_terrain GRASS3 land_percent 14 number_of_clumps 25 clumping_factor 15 spacing_to_other_terrain_types 4 set_avoid_player_start_areas set_scale_by_groups } start_random percent_chance 50 create_terrain WATER { base_terrain GRASS3 land_percent 6 number_of_clumps 3 clumping_factor 15 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } end_random create_terrain DESERT { base_terrain DIRT land_percent 6 number_of_clumps 3 clumping_factor 15 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_elevation 7 { base_terrain DIRT number_of_clumps 15 number_of_tiles 8000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif SHELLSHOCKED /* ****************************************************** */ start_random percent_chance 50 #define SHIFTAA percent_chance 50 #define SHIFTYY end_random base_terrain BEACH create_player_lands { terrain_type GRASS land_percent 40 base_size 14 if SHIFTAA set_zone_randomly elseif SHIFTYY set_zone_by_team endif left_border 4 right_border 4 top_border 4 bottom_border 4 border_fuzziness 7 if SHIFTAA other_zone_avoidance_distance 7 elseif SHIFTYY other_zone_avoidance_distance 14 endif } /* ****************************************************** */ create_terrain WATER { base_terrain BEACH spacing_to_other_terrain_types 5 land_percent 100 } create_terrain WATER { base_terrain BEACH spacing_to_other_terrain_types 5 land_percent 100 } create_terrain WATER { base_terrain BEACH spacing_to_other_terrain_types 5 land_percent 100 } create_terrain WATER { base_terrain BEACH spacing_to_other_terrain_types 5 land_percent 100 } create_terrain WATER { base_terrain BEACH spacing_to_other_terrain_types 5 land_percent 100 } create_terrain WATER { base_terrain BEACH spacing_to_other_terrain_types 5 land_percent 100 } create_terrain WATER { base_terrain BEACH spacing_to_other_terrain_types 5 land_percent 100 } create_terrain WATER { base_terrain BEACH spacing_to_other_terrain_types 5 land_percent 100 } /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 2 land_percent 10 } create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 23 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain BEACH spacing_to_other_terrain_types 0 land_percent 3 number_of_clumps 5 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif SIDEWOOD /* ****************************************************** */ base_terrain PINE_FOREST create_player_lands { terrain_type GRASS land_percent 100 base_size 12 left_border 8 right_border 8 top_border 8 bottom_border 8 border_fuzziness 15 } /* ****************************************************** */ create_terrain FOREST { base_terrain GRASS number_of_clumps 40 spacing_to_other_terrain_types 5 land_percent 2 set_avoid_player_start_areas set_scale_by_size } create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 6 set_scale_by_size } create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } /* ****************************************************** */ elseif GANKSNEAKIN /* ****************************************************** */ start_random percent_chance 50 #define LEANLEFT percent_chance 50 #define LEANRIGHT end_random start_random percent_chance 50 #define ITSRAINING percent_chance 50 #define OHWAITITISNT end_random base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 100 base_size 12 border_fuzziness 15 } create_land { if ITSRAINING terrain_type WATER else terrain_type FOREST endif land_percent 100 if LEANLEFT left_border 30 right_border 64 top_border 10 bottom_border 10 elseif LEANRIGHT left_border 10 right_border 10 top_border 30 bottom_border 64 endif border_fuzziness 15 } create_land { if ITSRAINING terrain_type WATER else terrain_type FOREST endif land_percent 100 if LEANLEFT left_border 64 right_border 30 top_border 10 bottom_border 10 elseif LEANRIGHT left_border 10 right_border 10 top_border 64 bottom_border 30 endif border_fuzziness 15 } create_land { if ITSRAINING terrain_type WATER else terrain_type FOREST endif land_percent 100 left_border 45 right_border 45 top_border 45 bottom_border 45 border_fuzziness 15 } create_terrain PINE_FOREST { base_terrain GRASS number_of_clumps 25 spacing_to_other_terrain_types 3 land_percent 10 set_avoid_player_start_areas set_scale_by_size } create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 2 land_percent 6 set_scale_by_size } create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 2 land_percent 2 set_scale_by_size } /* ****************************************************** */ elseif DARKBRIDGE /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 14 if TINY_MAP set_zone_by_team else endif border_fuzziness 15 other_zone_avoidance_distance 12 } create_terrain PINE_FOREST { base_terrain GRASS number_of_clumps 30 spacing_to_other_terrain_types 3 land_percent 14 set_avoid_player_start_areas set_scale_by_size } create_terrain PINE_FOREST { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 3 land_percent 14 set_avoid_player_start_areas set_scale_by_size } /* ****************************************************** */ elseif ACER /* ****************************************************** */ base_terrain PINE_FOREST create_player_lands { terrain_type GRASS land_percent 45 base_size 14 border_fuzziness 15 clumping_factor 15 left_border 6 right_border 6 top_border 6 bottom_border 6 } /* ****************************************************** */ create_terrain PINE_FOREST { land_percent 12 number_of_clumps 22 clumping_factor 100 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain WATER { base_terrain PINE_FOREST land_percent 10 number_of_clumps 7 clumping_factor 25 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 20 } /* ****************************************************** */ elseif BASIN /* ****************************************************** */ base_terrain SNOW create_player_lands { terrain_type GRASS land_percent 100 base_size 10 border_fuzziness 15 clumping_factor 15 left_border 12 right_border 12 top_border 12 bottom_border 12 } start_random percent_chance 50 create_land { terrain_type WATER land_percent 100 border_fuzziness 15 clumping_factor 15 left_border 40 right_border 40 top_border 40 bottom_border 40 } end_random create_terrain GRASS3 { base_terrain SNOW number_of_clumps 50 spacing_to_other_terrain_types 0 land_percent 100 height_limits 7 7 } start_random percent_chance 50 create_terrain FOREST percent_chance 50 create_terrain BAMBOO end_random { land_percent 4 number_of_clumps 30 clumping_factor 100 spacing_to_other_terrain_types 4 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain GRASS3 land_percent 9 number_of_clumps 25 clumping_factor 100 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } create_elevation 7 { base_terrain SNOW number_of_clumps 1000 number_of_tiles 16000 } create_elevation 7 { base_terrain SNOW number_of_clumps 1000 number_of_tiles 16000 } create_elevation 7 { base_terrain SNOW number_of_clumps 1000 number_of_tiles 16000 } create_elevation 7 { base_terrain SNOW number_of_clumps 1000 number_of_tiles 16000 } /* ****************************************************** */ elseif CASPIAN /* ****************************************************** */ base_terrain BEACH create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 15 clumping_factor 15 if TINY_MAP set_zone_by_team else start_random percent_chance 70 set_zone_randomly percent_chance 30 set_zone_by_team end_random endif other_zone_avoidance_distance 22 } create_terrain WATER { base_terrain BEACH land_percent 100 number_of_clumps 25 spacing_to_other_terrain_types 6 } create_terrain PINE_FOREST { base_terrain GRASS land_percent 12 number_of_clumps 25 clumping_factor 100 spacing_to_other_terrain_types 2 set_avoid_player_start_areas set_scale_by_groups } endif endif /* ****************************************************** */ if GIGA_PACK11 if ALIGATOR /* ****************************************************** */ #define NO_ZONE base_terrain PINE_FOREST start_random percent_chance 50 #define FROZENALIGATOR percent_chance 50 #define NORMALALIGATOR end_random create_land { if FROZENALIGATOR terrain_type ICE else terrain_type WATER endif land_percent 60 /* 50 */ base_size 10 left_border 18 right_border 18 top_border 18 bottom_border 18 zone 1 } create_player_lands { terrain_type GRASS land_percent 20 base_size 19 left_border 3 right_border 3 top_border 3 bottom_border 3 border_fuzziness 1 other_zone_avoidance_distance 30 } /* ****************************************************** */ create_terrain PINE_FOREST { if FROZENALIGATOR base_terrain ICE else base_terrain WATER endif spacing_to_other_terrain_types 3 if FROZENALIGATOR land_percent 5 else land_percent 11 endif number_of_clumps 90 clumping_factor 1 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif GLUEDWITHWOOD /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 8 set_zone_by_team other_zone_avoidance_distance 10 } create_land { terrain_type BEACH land_percent 100 border_fuzziness 8 bottom_border 32 top_border 32 left_border 32 right_border 32 other_zone_avoidance_distance 10 } create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 21 number_of_clumps 30 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups } create_terrain DESERT { base_terrain BEACH spacing_to_other_terrain_types 8 land_percent 100 number_of_clumps 30 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif KINGF /* ****************************************************** */ base_terrain LEAVES create_land { terrain_type WATER land_percent 55 border_fuzziness 15 clumping_factor 20 top_border 10 bottom_border 10 left_border 10 right_border 10 other_zone_avoidance_distance 8 } create_player_lands { terrain_type GRASS2 land_percent 15 base_size 10 border_fuzziness 20 clumping_factor 20 other_zone_avoidance_distance 8 } /* ****************************************************** */ create_terrain PINE_FOREST { base_terrain GRASS2 land_percent 1 number_of_clumps 5 clumping_factor 15 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain BAMBOO { base_terrain LEAVES land_percent 45 number_of_clumps 30 clumping_factor 15 spacing_to_other_terrain_types 6 set_avoid_player_start_areas set_scale_by_groups } /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 10 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 20 spacing_to_other_terrain_types 3 land_percent 2 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 2 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif VERSACE /* ****************************************************** */ base_terrain WATER create_land { terrain_type GRASS land_percent 100 border_fuzziness 15 clumping_factor 20 top_border 20 bottom_border 20 left_border 20 right_border 20 other_zone_avoidance_distance 5 } create_player_lands { terrain_type GRASS2 land_percent 34 base_size 14 border_fuzziness 15 clumping_factor 20 start_random percent_chance 50 set_zone_by_team end_random other_zone_avoidance_distance 5 } create_terrain FOREST { base_terrain GRASS2 land_percent 5 number_of_clumps 14 clumping_factor 15 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain PINE_FOREST { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 9 } /* ****************************************************** */ elseif DESERTSTRIPES /* ****************************************************** */ base_terrain DESERT create_player_lands { terrain_type DIRT land_percent 30 base_size 14 border_fuzziness 15 clumping_factor 20 } create_land { terrain_type JUNGLE land_percent 100 border_fuzziness 15 clumping_factor 20 top_border 40 bottom_border 10 left_border 10 right_border 40 other_zone_avoidance_distance 5 zone 1 } create_land { terrain_type JUNGLE land_percent 100 border_fuzziness 15 clumping_factor 20 top_border 10 bottom_border 40 left_border 40 right_border 10 other_zone_avoidance_distance 5 zone 1 } create_terrain PALM_DESERT { base_terrain DIRT land_percent 3 number_of_clumps 14 clumping_factor 15 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS2 { base_terrain JUNGLE land_percent 4 number_of_clumps 8 clumping_factor 15 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif DESERTDOTS /* ****************************************************** */ base_terrain GRASS2 create_player_lands { terrain_type DIRT land_percent 100 base_size 14 top_border 15 bottom_border 15 left_border 15 right_border 15 border_fuzziness 15 clumping_factor 20 } create_terrain DIRT3 { base_terrain DIRT land_percent 100 clumping_factor 15 set_avoid_player_start_areas set_scale_by_groups } create_terrain DESERT { base_terrain DIRT3 land_percent 100 clumping_factor 15 spacing_to_other_terrain_types 12 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS2 land_percent 28 number_of_clumps 60 clumping_factor 15 spacing_to_other_terrain_types 0 set_avoid_player_start_areas set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DIRT3 land_percent 3 number_of_clumps 14 clumping_factor 15 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif DIAMONDFIELD /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 14 start_random percent_chance 25 top_border 10 bottom_border 10 percent_chance 25 left_border 10 right_border 10 percent_chance 50 end_random border_fuzziness 15 clumping_factor 20 } create_land { terrain_type GRASS2 land_percent 100 border_fuzziness 15 clumping_factor 20 top_border 28 bottom_border 28 left_border 28 right_border 28 other_zone_avoidance_distance 0 zone 1 } create_terrain WATER { base_terrain GRASS2 land_percent 4 number_of_clumps 30 clumping_factor 100 spacing_to_other_terrain_types 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS land_percent 19 number_of_clumps 35 clumping_factor 15 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } min_number_of_cliffs 5 max_number_of_cliffs 15 min_length_of_cliff 5 max_length_of_cliff 15 max_distance_cliffs 10 /* ****************************************************** */ elseif BUTTON /* ****************************************************** */ base_terrain PINE_FOREST create_player_lands { terrain_type GRASS land_percent 100 base_size 14 top_border 10 bottom_border 10 left_border 10 right_border 10 border_fuzziness 15 clumping_factor 20 } create_land { terrain_type MED_WATER land_percent 100 top_border 36 left_border 36 right_border 51 bottom_border 51 border_fuzziness 15 clumping_factor 20 other_zone_avoidance_distance 0 } create_land { terrain_type MED_WATER land_percent 100 top_border 51 left_border 51 right_border 36 bottom_border 36 border_fuzziness 15 clumping_factor 20 other_zone_avoidance_distance 0 } create_land { terrain_type MED_WATER land_percent 100 top_border 51 left_border 36 right_border 51 bottom_border 36 border_fuzziness 15 clumping_factor 20 other_zone_avoidance_distance 0 } create_land { terrain_type MED_WATER land_percent 100 top_border 36 left_border 51 right_border 36 bottom_border 51 border_fuzziness 15 clumping_factor 20 other_zone_avoidance_distance 0 } create_terrain FOREST { base_terrain GRASS land_percent 14 number_of_clumps 25 clumping_factor 100 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_terrain WATER { base_terrain PINE_FOREST land_percent 100 spacing_to_other_terrain_types 2 } create_terrain WATER { base_terrain PINE_FOREST land_percent 100 spacing_to_other_terrain_types 2 } /* ****************************************************** */ elseif TWINPUDDLES /* ****************************************************** */ base_terrain LEAVES create_land { terrain_type WATER land_percent 100 top_border 83 left_border 40 right_border 40 border_fuzziness 15 clumping_factor 20 } create_land { terrain_type WATER land_percent 100 bottom_border 83 left_border 40 right_border 40 border_fuzziness 15 clumping_factor 20 } create_player_lands { terrain_type GRASS land_percent 100 base_size 14 top_border 10 bottom_border 10 left_border 10 right_border 10 border_fuzziness 15 clumping_factor 20 } create_terrain FOREST { base_terrain LEAVES land_percent 100 spacing_to_other_terrain_types 2 } create_terrain FOREST { base_terrain LEAVES land_percent 100 spacing_to_other_terrain_types 2 } create_terrain FOREST { base_terrain LEAVES land_percent 100 spacing_to_other_terrain_types 2 } create_terrain FOREST { base_terrain LEAVES land_percent 100 spacing_to_other_terrain_types 2 } create_terrain FOREST { base_terrain GRASS land_percent 10 number_of_clumps 25 clumping_factor 100 spacing_to_other_terrain_types 5 set_avoid_player_start_areas set_scale_by_groups } create_elevation 3 { base_terrain GRASS number_of_clumps 15 number_of_tiles 3000 set_scale_by_groups set_scale_by_size } end_random /* ****************************************************** */ elseif TEAM_ACROPOLIS /* ****************************************************** */ #include_drs random_map.def 54000 #const ROAD_OTHER 40 #const PLAYER_TERRAIN 3 base_terrain ROAD_OTHER create_land { terrain_type DESERT base_elevation 0 land_position 50 50 if TINY_MAP base_size 6 border_fuzziness 16 left_border 46 right_border 46 top_border 46 bottom_border 46 elseif SMALL_MAP base_size 8 border_fuzziness 12 left_border 44 right_border 44 top_border 44 bottom_border 44 elseif MEDIUM_MAP base_size 12 border_fuzziness 14 left_border 42 right_border 42 top_border 42 bottom_border 42 elseif LARGE_MAP base_size 14 border_fuzziness 16 left_border 42 right_border 42 top_border 42 bottom_border 42 elseif HUGE_MAP base_size 14 border_fuzziness 16 left_border 42 right_border 42 top_border 42 bottom_border 42 else //GIGANTIC_MAP base_size 16 border_fuzziness 18 left_border 40 right_border 40 top_border 40 bottom_border 40 endif } create_land { terrain_type DIRT base_elevation 0 border_fuzziness 0 other_zone_avoidance_distance 6 } create_player_lands { terrain_type PLAYER_TERRAIN base_size 13 base_elevation 7 number_of_tiles 960 clumping_factor 20 other_zone_avoidance_distance 10 set_zone_by_team } create_terrain MED_WATER { base_terrain DESERT land_percent 100 number_of_clumps 1000 clumping_factor 100 set_flat_terrain_only if TINY_MAP spacing_to_other_terrain_types 3 else spacing_to_other_terrain_types 4 endif } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 1 number_of_clumps 10 clumping_factor 5 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 2 } create_terrain GRASS { base_terrain PLAYER_TERRAIN land_percent 100 number_of_clumps 1000 clumping_factor 100 set_avoid_player_start_areas } create_terrain DESERT { base_terrain GRASS3 land_percent 100 number_of_clumps 1000 clumping_factor 100 set_scale_by_groups } create_terrain DIRT { base_terrain ROAD_OTHER land_percent 100 number_of_clumps 1000 clumping_factor 100 height_limits 0 0 } create_terrain GRASS3 { base_terrain DIRT land_percent 100 number_of_clumps 1000 clumping_factor 100 set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DESERT number_of_tiles 32 if TINY_MAP number_of_clumps 5 clumping_factor 20 spacing_to_other_terrain_types 1 elseif SMALL_MAP number_of_clumps 5 clumping_factor 20 spacing_to_other_terrain_types 1 elseif MEDIUM_MAP number_of_clumps 5 clumping_factor 30 spacing_to_other_terrain_types 1 elseif LARGE_MAP number_of_clumps 5 clumping_factor 20 spacing_to_other_terrain_types 1 else number_of_clumps 5 clumping_factor 10 spacing_to_other_terrain_types 1 endif set_scale_by_groups } create_terrain FOREST { base_terrain GRASS3 land_percent 8 number_of_clumps 8 clumping_factor 40 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain FOREST { base_terrain GRASS number_of_tiles 100 number_of_clumps 16 clumping_factor 20 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 1 } create_elevation 3 { base_terrain DIRT number_of_clumps 60 number_of_tiles 2000 set_scale_by_size } /* ****************************************************** */ elseif MFO_TWOSEAS /* ****************************************************** */ base_terrain WATER start_random percent_chance 50 #define SETUP_A percent_chance 50 #define SETUP_B end_random /* FILL IN CENTER */ create_land { terrain_type GRASS2 if SETUP_A land_percent 18 left_border 30 right_border 30 top_border 30 bottom_border 30 elseif SETUP_B land_percent 28 left_border 25 right_border 25 top_border 25 bottom_border 25 endif } create_player_lands { terrain_type GRASS2 if SETUP_A land_percent 55 base_size 14 elseif SETUP_B land_percent 45 base_size 14 endif left_border 12 right_border 12 top_border 12 bottom_border 12 border_fuzziness 10 set_zone_by_team start random percent_chance 60 other_zone_avoidance_distance 3 percent_chance 40 other_zone_avoidance_distance 5 end random } /* CORNERS */ start_random percent_chance 50 #define CORNERS_A&C percent_chance 50 #define CORNERS_B&D end_random if CORNERS_A&C create_land { terrain_type GRASS2 land_percent 7 clumping_factor 15 other_zone_avoidance_distance 3 land_id 23 right_border 0 top_border 0 bottom_border 87 left_border 87 } create_land { terrain_type GRASS2 land_percent 7 clumping_factor 15 other_zone_avoidance_distance 3 land_id 24 right_border 87 top_border 87 bottom_border 0 left_border 0 } endif if CORNERS_B&D create_land { terrain_type GRASS2 land_percent 7 clumping_factor 15 other_zone_avoidance_distance 6 land_id 26 right_border 87 top_border 0 bottom_border 87 left_border 0 } create_land { terrain_type GRASS2 land_percent 7 clumping_factor 15 other_zone_avoidance_distance 6 land_id 27 right_border 0 top_border 87 bottom_border 0 left_border 87 } endif create_terrain PINE_FOREST { base_terrain GRASS2 spacing_to_other_terrain_types 5 land_percent 7 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS2 number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 9 set_scale_by_size } /* SECONDARY FOREST */ create_terrain BAMBOO { base_terrain GRASS3 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } /* SECONDARY PATCH */ create_terrain DIRT3 { base_terrain GRASS2 number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } /* TERTIARY PATCH */ create_terrain GRASS { base_terrain GRASS2 number_of_clumps 30 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 10 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 20 spacing_to_other_terrain_types 3 land_percent 2 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 2 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif EYE_OF_SAURON /* ****************************************************** */ #define NOSC base_terrain GRASS if TINY_MAP create_land { terrain_type WATER land_percent 100 base_size 3 border_fuzziness 100 land_id 21 right_border 18 left_border 18 top_border 18 bottom_border 18 other_zone_avoidance_distance 1 zone 61 } endif if SMALL_MAP create_land { terrain_type WATER land_percent 100 base_size 7 border_fuzziness 100 land_id 21 right_border 18 left_border 18 top_border 18 bottom_border 18 other_zone_avoidance_distance 1 zone 61 } endif if MEDIUM_MAP create_land { terrain_type WATER land_percent 100 base_size 10 border_fuzziness 100 land_id 21 right_border 18 left_border 18 top_border 18 bottom_border 18 other_zone_avoidance_distance 1 zone 61 } endif if LARGE_MAP create_land { terrain_type WATER land_percent 100 base_size 13 border_fuzziness 100 land_id 21 right_border 18 left_border 18 top_border 18 bottom_border 18 other_zone_avoidance_distance 1 zone 61 } endif if HUGE_MAP create_land { terrain_type WATER land_percent 100 base_size 15 border_fuzziness 100 land_id 21 right_border 18 left_border 18 top_border 18 bottom_border 18 other_zone_avoidance_distance 1 zone 61 } endif if GIGANTIC_MAP create_land { terrain_type WATER land_percent 100 base_size 17 border_fuzziness 100 land_id 21 right_border 18 left_border 18 top_border 18 bottom_border 18 other_zone_avoidance_distance 1 zone 61 } endif create_player_lands { terrain_type GRASS2 land_percent 100 base_size 5 left_border 35 right_border 35 top_border 35 bottom_border 35 border_fuzziness 100 other_zone_avoidance_distance 1 zone 60 } create_land { terrain_type DIRT3 number_of_tiles 10 top_border 48 bottom_border 48 left_border 48 right_border 48 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 25 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 9 } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 10 set_scale_by_groups } if TINY_MAP create_elevation 7 { base_terrain GRASS number_of_clumps 20 number_of_tiles 800 set_scale_by_groups set_scale_by_size } endif if SMALL_MAP create_elevation 7 { base_terrain GRASS number_of_clumps 20 number_of_tiles 1100 set_scale_by_groups set_scale_by_size } endif if MEDIUM_MAP create_elevation 7 { base_terrain GRASS number_of_clumps 20 number_of_tiles 1600 set_scale_by_groups set_scale_by_size } endif if LARGE_MAP create_elevation 7 { base_terrain GRASS number_of_clumps 20 number_of_tiles 2400 set_scale_by_groups set_scale_by_size } endif if HUGE_MAP create_elevation 7 { base_terrain GRASS number_of_clumps 20 number_of_tiles 3000 set_scale_by_groups set_scale_by_size } endif if GIGANTIC_MAP create_elevation 7 { base_terrain GRASS number_of_clumps 20 number_of_tiles 3500 set_scale_by_groups set_scale_by_size } endif /* ****************************************************** */ elseif MFO_CENTRALSEA /* ****************************************************** */ base_terrain WATER create_land { terrain_type WATER land_percent 100 left_border 12 right_border 12 top_border 12 bottom_border 12 border_fuzziness 90 other_zone_avoidance_distance 4 zone 16 } create_player_lands { terrain_type GRASS land_percent 100 base_size 14 set_zone_by_team other_zone_avoidance_distance 10 left_border 0 right_border 0 top_border 0 bottom_border 0 border_fuzziness 30 } /* ***************************************** */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 3 spacing_to_other_terrain_types 3 land_percent 15 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 2 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 5 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } /* PRIMARY FOREST */ create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 10 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain DIRT { base_terrain GRASS number_of_clumps 6 spacing_to_other_terrain_types 1 land_percent 7 set_scale_by_size } /* SECONDARY FOREST */ create_terrain PINE_FOREST { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif MFO_OVERTHERIVER /* ****************************************************** */ base_terrain JUNGLE create_player_lands { terrain_type GRASS land_percent 100 base_size 14 border_fuzziness 15 set_zone_by_team other_zone_avoidance_distance 18 } /* ************************************ */ /* CREATE THE RIVER */ create_terrain SHALLOW { base_terrain JUNGLE land_percent 100 spacing_to_other_terrain_types 3 } create_terrain SHALLOW { base_terrain JUNGLE land_percent 100 spacing_to_other_terrain_types 3 } create_terrain SHALLOW { base_terrain JUNGLE land_percent 100 spacing_to_other_terrain_types 3 } create_terrain SHALLOW { base_terrain JUNGLE land_percent 100 spacing_to_other_terrain_types 3 } create_terrain SHALLOW { base_terrain JUNGLE land_percent 100 spacing_to_other_terrain_types 3 } create_terrain WATER { base_terrain SHALLOW spacing_to_other_terrain_types 1 land_percent 3 number_of_clumps 8 set_scale_by_groups } create_terrain SHALLOW { base_terrain WATER spacing_to_other_terrain_types 0 land_percent 1 number_of_clumps 3 set_scale_by_groups } /* THINNING THE FOREST */ create_terrain LEAVES { base_terrain JUNGLE number_of_tiles 72 number_of_clumps 48 spacing_to_other_terrain_types 1 } create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 8 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS2 { base_terrain SHALLOW spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 9 set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS2 spacing_to_other_terrain_types 0 land_percent 1 number_of_clumps 9 set_scale_by_groups } create_terrain JUNGLE { base_terrain WATER spacing_to_other_terrain_types 2 land_percent 1 number_of_clumps 6 set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 2 number_of_clumps 20 set_scale_by_groups } /* ****************************************************** */ elseif MFO_OVERTHERIVER /* ****************************************************** */ base_terrain WATER /* FILL IN CENTER */ create_land { terrain_type GRASS land_percent 18 left_border 30 right_border 30 top_border 30 bottom_border 30 } create_player_lands { terrain_type GRASS land_percent 55 base_size 14 left_border 12 right_border 12 top_border 12 bottom_border 12 border_fuzziness 10 set_zone_by_team start random percent_chance 60 other_zone_avoidance_distance 3 percent_chance 40 other_zone_avoidance_distance 5 end random } /* CORNERS */ create_land { terrain_type GRASS land_percent 7 clumping_factor 15 other_zone_avoidance_distance 3 land_id 23 right_border 0 top_border 0 bottom_border 87 left_border 87 } create_land { terrain_type GRASS land_percent 7 clumping_factor 15 other_zone_avoidance_distance 3 land_id 24 right_border 87 top_border 87 bottom_border 0 left_border 0 } create_land { terrain_type GRASS land_percent 7 clumping_factor 15 other_zone_avoidance_distance 6 land_id 26 right_border 87 top_border 0 bottom_border 87 left_border 0 } create_land { terrain_type GRASS land_percent 7 clumping_factor 15 other_zone_avoidance_distance 6 land_id 27 right_border 0 top_border 87 bottom_border 0 left_border 87 } /* *************************************** */ /* PRIMARY FOREST */ create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 7 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain DIRT { base_terrain GRASS number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 9 set_scale_by_size } /* SECONDARY FOREST */ create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } /* SECONDARY PATCH */ create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 10 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 20 spacing_to_other_terrain_types 3 land_percent 2 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 2 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif MFO_FOURSEAS /* ****************************************************** */ base_terrain WATER /* FILL IN CENTER */ create_land { terrain_type GRASS land_percent 18 left_border 30 right_border 30 top_border 30 bottom_border 30 } create_player_lands { terrain_type GRASS land_percent 55 base_size 14 left_border 12 right_border 12 top_border 12 bottom_border 12 border_fuzziness 10 set_zone_by_team start random percent_chance 60 other_zone_avoidance_distance 3 percent_chance 40 other_zone_avoidance_distance 5 end random } /* CORNERS */ create_land { terrain_type GRASS land_percent 7 clumping_factor 15 other_zone_avoidance_distance 3 land_id 23 right_border 0 top_border 0 bottom_border 87 left_border 87 } create_land { terrain_type GRASS land_percent 7 clumping_factor 15 other_zone_avoidance_distance 3 land_id 24 right_border 87 top_border 87 bottom_border 0 left_border 0 } create_land { terrain_type GRASS land_percent 7 clumping_factor 15 other_zone_avoidance_distance 6 land_id 26 right_border 87 top_border 0 bottom_border 87 left_border 0 } create_land { terrain_type GRASS land_percent 7 clumping_factor 15 other_zone_avoidance_distance 6 land_id 27 right_border 0 top_border 87 bottom_border 0 left_border 87 } /* *************************************** */ /* PRIMARY FOREST */ create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 7 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain DIRT { base_terrain GRASS number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 9 set_scale_by_size } /* SECONDARY FOREST */ create_terrain PALM_DESERT { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } /* SECONDARY PATCH */ create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 10 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 20 spacing_to_other_terrain_types 3 land_percent 2 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 2 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 1 } /* ****************************************************** */ elseif MFO_DESERTCARAVANS /* ****************************************************** */ base_terrain SHALLOW create_land { terrain_type GRASS3 land_percent 5 clumping_factor 15 right_border 88 top_border 0 bottom_border 88 left_border 0 border_fuzziness 20 other_zone_avoidance_distance 0 } create_land { terrain_type GRASS3 land_percent 5 clumping_factor 15 right_border 0 top_border 88 bottom_border 0 left_border 88 border_fuzziness 20 other_zone_avoidance_distance 0 } create_player_lands { terrain_type DESERT land_percent 100 left_border 0 right_border 0 top_border 0 bottom_border 0 border_fuzziness 100 base_size 12 set_zone_by_team other_zone_avoidance_distance 8 } create_land { terrain_type SHALLOW land_percent 25 left_border 31 right_border 31 top_border 31 bottom_border 31 border_fuzziness 25 clumping_factor 10 zone 10 land_id 10 other_zone_avoidance_distance 0 } /* *********************************** */ create_terrain WATER { base_terrain JUNGLE number_of_clumps 6 height_limits 7 7 spacing_to_other_terrain_types 3 land_percent 1 } create_terrain PALM_DESERT { base_terrain DESERT spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 40 clumping_factor 15 set_avoid_player_start_areas set_scale_by_groups } create_terrain WATER { base_terrain SHALLOW number_of_clumps 16 spacing_to_other_terrain_types 1 land_percent 2 } create_terrain WATER { base_terrain SHALLOW number_of_clumps 12 spacing_to_other_terrain_types 2 land_percent 2 } create_terrain DIRT3 { base_terrain SHALLOW number_of_clumps 6 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_groups } create_terrain DIRT3 { base_terrain SHALLOW number_of_clumps 4 spacing_to_other_terrain_types 1 land_percent 1 set_scale_by_groups } create_terrain JUNGLE { base_terrain SHALLOW number_of_clumps 6 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain JUNGLE { base_terrain SHALLOW number_of_clumps 4 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DIRT2 { base_terrain DESERT spacing_to_other_terrain_types 0 land_percent 3 number_of_clumps 27 set_avoid_player_start_areas } create_terrain DIRT2 { base_terrain DESERT spacing_to_other_terrain_types 0 land_percent 3 number_of_clumps 25 set_avoid_player_start_areas } create_terrain JUNGLE { base_terrain GRASS3 number_of_clumps 6 spacing_to_other_terrain_types 3 land_percent 1 } /* ****Making a Basin******** */ create_elevation 7 { base_terrain DESERT number_of_clumps 60 number_of_tiles 36000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif MFO_DOUBLERIVERS /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 60 base_size 9 border_fuzziness 15 other_zone_avoidance_distance 5 } create_player_lands { terrain_type GRASS land_percent 60 base_size 9 border_fuzziness 15 other_zone_avoidance_distance 5 } /* *************************************** */ /* PRIMARY FOREST */ create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain DIRT { base_terrain GRASS number_of_clumps 16 spacing_to_other_terrain_types 1 land_percent 20 set_scale_by_size } /* SECONDARY FOREST */ create_terrain PINE_FOREST { base_terrain BASE_2 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } /* SECONDARY PATCH */ create_terrain GRASS3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } /* ****************************************************** */ elseif MFO_DOUBLEBF /* ****************************************************** */ base_terrain FOREST create_player_lands { terrain_type GRASS land_percent 34 base_size 13 other_zone_avoidance_distance 0 } create_player_lands { terrain_type GRASS land_percent 34 base_size 13 other_zone_avoidance_distance 0 } /* ************************************ */ create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 14 number_of_clumps 21 set_avoid_player_start_areas } create_terrain GRASS { base_terrain FOREST spacing_to_other_terrain_types 0 land_percent 7 number_of_clumps 9 set_avoid_player_start_areas } create_terrain DIRT { base_terrain GRASS spacing_to_other_terrain_types 3 land_percent 8 number_of_clumps 12 } /* ****************************************************** */ elseif MFO_DOUBLECOASTAL /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 33 base_size 8 left_border 8 right_border 8 top_border 8 bottom_border 8 border_fuzziness 15 zone 1 other_zone_avoidance_distance 7 clumping_factor 15 } create_player_lands { terrain_type GRASS land_percent 33 base_size 8 left_border 8 right_border 8 top_border 8 bottom_border 8 border_fuzziness 15 zone 1 other_zone_avoidance_distance 7 clumping_factor 15 } /* ************************************* */ /* MIXING WATER */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 40 } create_terrain MED_WATER { base_terrain WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 8 spacing_to_other_terrain_types 3 land_percent 20 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS2 { base_terrain GRASS number_of_clumps 8 spacing_to_other_terrain_types 1 land_percent 9 set_scale_by_size } /* ****************************************************** */ elseif NC_WHITE_ARABIA /* ****************************************************** */ #include_drs random_map.def 54000 base_terrain SNOW create_player_lands { terrain_type SNOW land_percent 25 base_size 9 other_zone_avoidance_distance 7 border_fuzziness 15 clumping_factor 15 set_zone_by_team } /* ****************************************************** */ /* PRIMARY FOREST */ create_terrain SNOW_FOREST { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 14 number_of_clumps 13 clumping_factor 100 set_avoid_player_start_areas set_scale_by_groups } /* PATCH #1 */ create_terrain GRASS_SNOW { base_terrain SNOW spacing_to_other_terrain_types 0 land_percent 10 number_of_clumps 40 clumping_factor 1 set_avoid_player_start_areas set_scale_by_size } /* PATCH #2 */ create_terrain GRASS { base_terrain GRASS_SNOW spacing_to_other_terrain_types 0 land_percent 7 number_of_clumps 40 set_scale_by_size } /* PATCH #3 */ create_terrain DIRT_SNOW { base_terrain GRASS_SNOW spacing_to_other_terrain_types 0 land_percent 1 number_of_clumps 15 set_scale_by_size } if TINY_MAP create_elevation 4 { base_terrain SNOW number_of_clumps 10 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } else create_elevation 7 { base_terrain SNOW number_of_clumps 15 number_of_tiles 3000 set_scale_by_groups set_scale_by_size } endif /* ****************************************************** */ if TINY_MAP min_number_of_cliffs 4 max_number_of_cliffs 6 min_length_of_cliff 3 max_length_of_cliff 6 cliff_curliness 0 min_distance_cliffs 3 else min_number_of_cliffs 5 max_number_of_cliffs 8 min_length_of_cliff 4 max_length_of_cliff 10 cliff_curliness 5 min_distance_cliffs 3 endif /* ****************************************************** */ elseif NC_XMAS_TREE /* ****************************************************** */ #include_drs random_map.def 54000 base_terrain SNOW create_land { terrain_type DIRT land_percent 100 top_border 15 left_border 15 bottom_border 15 right_border 15 land_id 42 } create_player_lands { terrain_type GRASS_SNOW land_percent 10 base_size 6 } create_terrain DIRT2 { base_terrain DIRT land_percent 100 number_of_clumps 1 spacing_to_other_terrain_types 12 } create_terrain SNOW { base_terrain DIRT land_percent 100 number_of_clumps 1337 } create_terrain SNOW { base_terrain DIRT land_percent 100 number_of_clumps 1337 } create_terrain SNOW { base_terrain DIRT land_percent 100 number_of_clumps 1337 } create_terrain SNOW_FOREST { base_terrain DIRT2 land_percent 5 number_of_clumps 35 clumping_factor 100 set_scale_by_groups } create_terrain SNOW_FOREST { base_terrain SNOW land_percent 14 number_of_clumps 18 clumping_factor 100 set_scale_by_groups set_avoid_player_start_areas } create_terrain GRASS { base_terrain GRASS_SNOW land_percent 100 number_of_clumps 1337 spacing_to_other_terrain_types 2 } create_terrain GRASS_SNOW { base_terrain SNOW land_percent 100 number_of_clumps 1337 } create_terrain GRASS_SNOW { base_terrain SNOW land_percent 100 number_of_clumps 1337 } create_terrain GRASS_SNOW { base_terrain SNOW land_percent 100 number_of_clumps 1337 } create_terrain SNOW { base_terrain DIRT2 land_percent 100 number_of_clumps 1337 } create_terrain SNOW { base_terrain DIRT2 land_percent 100 number_of_clumps 1337 } create_terrain SNOW { base_terrain DIRT2 land_percent 100 number_of_clumps 1337 } if TINY_MAP create_elevation 4 { base_terrain SNOW number_of_clumps 10 number_of_tiles 1100 set_scale_by_groups set_scale_by_size } create_elevation 4 { base_terrain DIRT number_of_clumps 10 number_of_tiles 500 set_scale_by_groups set_scale_by_size } else create_elevation 7 { base_terrain SNOW number_of_clumps 15 number_of_tiles 1500 set_scale_by_groups set_scale_by_size } create_elevation 7 { base_terrain DIRT number_of_clumps 15 number_of_tiles 900 set_scale_by_groups set_scale_by_size } endif /* ****************************************************** */ elseif HOUSE_BOAT /* ****************************************************** */ #define NOSC start_random percent_chance 50 #const ISLAND 11 /* Dirt2 */ #const STRIP 9 /* Grass3 */ #const LAND 0 /* Grass */ percent_chance 25 #const ISLAND 6 /* Dirt */ #const STRIP 3 /* Dirt3 */ #const LAND 12 /* Grass2 */ percent_chance 25 #const ISLAND 14 /* Desert */ #const STRIP 14 /* Desert */ #const LAND 6 /* Dirt */ end_random base_terrain WATER create_player_lands /* Generates tiny islands in water */ { terrain_type ISLAND number_of_tiles 1 base_size 4 border_fuzziness 100 clumping_factor 15 other_zone_avoidance_distance 8 left_border 12 right_border 12 top_border 12 bottom_border 12 } create_land /* Covers all water with land except 8 away from island */ { terrain_type STRIP land_percent 100 other_zone_avoidance_distance 8 } create_terrain LAND /* Covers the create land command except a strip arouond each lake */ { base_terrain STRIP land_percent 100 spacing_to_other_terrain_types 5 } create_terrain FOREST { base_terrain LAND land_percent 20 number_of_clumps 60 set_scale_by_groups spacing_to_other_terrain_types 2 } create_elevation 6 { base_terrain LAND number_of_tiles 500 number_of_clumps 10 set_scale_by_size set_scale_by_groups } /* ****************************************************** */ elseif SHORELANDS /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type DIRT land_percent 30 base_size 20 other_zone_avoidance_distance 5 left_border 4 right_border 4 top_border 4 bottom_border 4 } create_terrain PALM_DESERT { base_terrain DIRT land_percent 8 number_of_clumps 8 spacing_to_other_terrain_types 4 set_avoid_player_start_areas set_scale_by_groups } create_terrain DESERT { base_terrain WATER land_percent 5 number_of_clumps 4 spacing_to_other_terrain_types 4 } create_terrain MED_WATER { base_terrain WATER land_percent 30 number_of_clumps 10 spacing_to_other_terrain_types 4 set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DESERT land_percent 35 number_of_clumps 10 spacing_to_other_terrain_types 4 } create_elevation 2 { base_terrain DIRT number_of_clumps 14 number_of_tiles 3000 set_scale_by_groups set_scale_by_size } /* ****************************************************** */ elseif GREENCIRCLE /* ****************************************************** */ base_terrain FOREST create_player_lands { terrain_type GRASS2 border_fuzziness 25 land_percent 5 base_size 20 clumping_factor 12 } /* ****************************************************** */ elseif NC_COLD_RIVERS /* ****************************************************** */ #include_drs random_map.def 54000 base_terrain ICE create_player_lands { terrain_type SNOW land_percent 65 base_size 11 start_random percent_chance 50 left_border 8 percent_chance 50 right_border 8 end_random start_random percent_chance 50 top_border 8 percent_chance 50 bottom_border 8 end_random border_fuzziness 7 other_zone_avoidance_distance 5 clumping_factor 15 } /* BONUS ISLAND */ create_land { terrain_type SNOW land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 20 left_border 5 right_border 5 top_border 5 bottom_border 5 } /* NUISANCE ISLAND 1 */ create_land { terrain_type SNOW land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 25 left_border 5 right_border 5 top_border 5 bottom_border 5 } /* NUISANCE ISLAND 2 */ create_land { terrain_type SNOW land_percent 1 border_fuzziness 10 other_zone_avoidance_distance 7 land_id 25 left_border 5 right_border 5 top_border 5 bottom_border 5 } /* ****************************************************** */ /* PRIMARY FOREST */ create_terrain SNOW_FOREST { base_terrain SNOW spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain DIRT_SNOW { base_terrain SNOW number_of_clumps 8 spacing_to_other_terrain_types 0 land_percent 9 set_scale_by_size } /* SECONDARY PATCH */ create_terrain GRASS_SNOW { base_terrain SNOW number_of_clumps 24 spacing_to_other_terrain_types 0 land_percent 2 set_scale_by_size } /* SECONDARY FOREST */ create_terrain SNOW_FOREST { base_terrain GRASS_SNOW spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } create_terrain WATER { base_terrain ICE number_of_clumps 8 spacing_to_other_terrain_types 2 land_percent 0 set_scale_by_size } create_elevation 7 { base_terrain SNOW number_of_clumps 14 number_of_tiles 1000 set_scale_by_groups set_scale_by_size } endif endif /* ****************************************************** */ if GIGA_PACK12 if MFO_DOUBLEHIGHLAND /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 100 base_size 9 set_zone_by_team other_zone_avoidance_distance 10 border_fuzziness 15 } create_player_lands { terrain_type GRASS land_percent 100 base_size 9 set_zone_by_team other_zone_avoidance_distance 10 border_fuzziness 15 } /* ************************************** */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 6 spacing_to_other_terrain_types 2 land_percent 15 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 10 spacing_to_other_terrain_types 2 land_percent 10 } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 4 set_avoid_player_start_areas set_scale_by_groups } create_terrain FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 8 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } /* ****************************************************** */ elseif MFO_DOUBLEMEDI /* ****************************************************** */ base_terrain GRASS create_land { terrain_type WATER land_percent 80 left_border 15 right_border 20 top_border 15 bottom_border 20 border_fuzziness 40 other_zone_avoidance_distance 2 zone 16 } create_player_lands { terrain_type GRASS land_percent 15 base_size 7 zone 1 other_zone_avoidance_distance 5 border_fuzziness 10 } create_player_lands { terrain_type GRASS land_percent 15 base_size 7 zone 1 other_zone_avoidance_distance 5 border_fuzziness 10 } /* ************************************************ */ create_terrain MED_WATER { base_terrain WATER number_of_clumps 3 spacing_to_other_terrain_types 1 land_percent 40 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 6 spacing_to_other_terrain_types 5 land_percent 5 } create_terrain DEEP_WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain MED_WATER { base_terrain DEEP_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain WATER { base_terrain MED_WATER number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 1 } create_terrain PINE_FOREST { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 12 set_avoid_player_start_areas set_scale_by_groups } create_terrain GRASS2 { base_terrain GRASS number_of_clumps 8 spacing_to_other_terrain_types 1 land_percent 9 set_scale_by_size } start_random percent_chance 50 min_number_of_cliffs 5 max_number_of_cliffs 8 min_length_of_cliff 4 max_length_of_cliff 10 cliff_curliness 10 min_distance_cliffs 3 end_random /* ****************************************************** */ elseif MFO_DOUBLEYUCATAN /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 47 set_zone_randomly base_size 13 other_zone_avoidance_distance 6 } create_player_lands { terrain_type GRASS land_percent 48 set_zone_randomly base_size 13 other_zone_avoidance_distance 6 } /* ************************************* */ create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 21 number_of_clumps 30 set_avoid_player_start_areas } create_terrain GRASS2 { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 8 number_of_clumps 16 } create_terrain JUNGLE { base_terrain GRASS2 spacing_to_other_terrain_types 2 land_percent 1 number_of_clumps 20 set_avoid_player_start_areas } create_terrain GRASS { base_terrain WATER spacing_to_other_terrain_types 0 land_percent 3 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } if MEDIUM_MAP create_terrain GRASS { base_terrain WATER spacing_to_other_terrain_types 0 land_percent 3 number_of_clumps 6 set_avoid_player_start_areas } endif if LARGE_MAP create_terrain GRASS { base_terrain WATER spacing_to_other_terrain_types 0 land_percent 4 number_of_clumps 8 set_avoid_player_start_areas } endif if HUGE_MAP create_terrain GRASS { base_terrain WATER spacing_to_other_terrain_types 0 land_percent 5 number_of_clumps 10 set_avoid_player_start_areas } endif if GIGANTIC_MAP create_terrain GRASS { base_terrain WATER spacing_to_other_terrain_types 0 land_percent 5 number_of_clumps 10 set_avoid_player_start_areas } endif create_terrain MED_WATER { base_terrain WATER number_of_clumps 20 spacing_to_other_terrain_types 1 land_percent 15 } create_terrain WATER { base_terrain GRASS spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 4 set_avoid_player_start_areas set_flat_terrain_only } create_terrain MED_WATER { base_terrain WATER spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 4 set_avoid_player_start_areas set_flat_terrain_only } /* ****************************************************** */ elseif MFO_DOUBLEARABIA /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 15 base_size 9 border_fuzziness 15 } create_player_lands { terrain_type GRASS land_percent 15 base_size 9 border_fuzziness 15 } /* *************************************** */ /* PRIMARY FOREST */ create_terrain FOREST { base_terrain BASE_1 spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain DIRT { base_terrain GRASS number_of_clumps 16 spacing_to_other_terrain_types 1 land_percent 20 set_scale_by_size } /* SECONDARY FOREST */ create_terrain FOREST { base_terrain DIRT spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } /* SECONDARY PATCH */ create_terrain DIRT3 { base_terrain GRASS number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } /* OASES */ start_random percent_chance 30 create_terrain WATER { base_terrain FOREST spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 8 set_avoid_player_start_areas set_flat_terrain_only set_scale_by_groups } end_random start_random percent_chance 50 min_number_of_cliffs 10 max_number_of_cliffs 15 min_length_of_cliff 3 max_length_of_cliff 10 end_random /* ****************************************************** */ elseif MFO_TRIPLEARABIA /* ****************************************************** */ start_random percent_chance 5 #define ALPINE_MAP #const BASE_1 12 #const 1_FOREST 19 #const 1_PATCH 9 #const 2_FOREST 10 #const BASE_2 12 #const 2_PATCH 3 #const 3_PATCH 0 #const BASE_3 12 #const 1ST_TREE 350 #const 2ND_TREE 350 #const STRAGGLER_TREES 350 percent_chance 6 #define ARABIAFOREST_MAP #const BASE_1 9 #const 1_FOREST 10 #const 1_PATCH 6 #const 2_FOREST 13 #const BASE_2 6 #const 2_PATCH 3 #const 3_PATCH 14 #const BASE_3 6 #const 1ST_TREE 349 #const 2ND_TREE 349 #const STRAGGLER_TREES 349 percent_chance 6 #define ARIDFOREST_MAP #const BASE_1 3 #const 1_FOREST 10 #const 1_PATCH 6 #const 2_FOREST 10 #const BASE_2 6 #const 2_PATCH 9 #const 3_PATCH 3 #const BASE_3 6 #const 1ST_TREE 349 #const 2ND_TREE 349 #const STRAGGLER_TREES 349 percent_chance 6 #define ARIDPINES_MAP #const BASE_1 6 #const 1_FOREST 19 #const 1_PATCH 3 #const 2_FOREST 19 #const BASE_2 3 #const 2_PATCH 9 #const 3_PATCH 11 #const BASE_3 6 #const 1ST_TREE 350 #const 2ND_TREE 350 #const STRAGGLER_TREES 350 percent_chance 5 #define ASIAN_MAP #const BASE_1 12 #const 1_FOREST 19 #const 1_PATCH 9 #const 2_FOREST 18 #const BASE_2 12 #const 2_PATCH 3 #const 3_PATCH 0 #const BASE_3 12 #const 1ST_TREE 350 #const 2ND_TREE 348 #const STRAGGLER_TREES 350 percent_chance 6 #define ASIAN2_MAP #const BASE_1 12 #const 1_FOREST 10 #const 1_PATCH 9 #const 2_FOREST 18 #const BASE_2 9 #const 2_PATCH 0 #const 3_PATCH 3 #const BASE_3 12 #const 1ST_TREE 349 #const 2ND_TREE 348 #const STRAGGLER_TREES 349 percent_chance 5 #define BAMBOO_MAP #const BASE_1 0 #const 1_FOREST 18 #const 1_PATCH 3 #const 2_FOREST 10 #const BASE_2 3 #const 2_PATCH 11 #const 3_PATCH 9 #const BASE_3 0 #const 1ST_TREE 349 #const 2ND_TREE 348 #const STRAGGLER_TREES 349 percent_chance 6 #define BAMBOO2_MAP #const BASE_1 9 #const 1_FOREST 18 #const 1_PATCH 0 #const 2_FOREST 17 #const BASE_2 0 #const 2_PATCH 3 #const 3_PATCH 12 #const BASE_3 9 #const 1ST_TREE 414 #const 2ND_TREE 348 #const STRAGGLER_TREES 414 percent_chance 5 #define BOREAL_MAP #const BASE_1 0 #const 1_FOREST 19 #const 1_PATCH 12 #const 2_FOREST 19 #const BASE_2 0 #const 2_PATCH 9 #const 3_PATCH 0 #const BASE_3 12 #const 1ST_TREE 350 #const 2ND_TREE 350 #const STRAGGLER_TREES 350 percent_chance 5 #define DESERT_MAP #const BASE_1 6 #const 1_FOREST 13 #const 1_PATCH 14 #const 2_FOREST 10 #const BASE_2 6 #const 2_PATCH 3 #const 3_PATCH 9 #const BASE_3 6 #const 1ST_TREE 351 #const 2ND_TREE 351 #const STRAGGLER_TREES 351 percent_chance 6 #define EQUATORIAL_MAP #define TROPICAL_FAUNA #const BASE_1 3 #const 1_FOREST 17 #const 1_PATCH 6 #const 2_FOREST 13 #const BASE_2 6 #const 2_PATCH 9 #const 3_PATCH 14 #const BASE_3 6 #const 1ST_TREE 351 #const 2ND_TREE 351 #const STRAGGLER_TREES 351 percent_chance 6 #define JUNGLE_MAP #define TROPICAL_FAUNA #define NEW_WORLD_FAUNA #const BASE_1 9 #const 1_FOREST 17 #const 1_PATCH 5 #const 2_FOREST 17 #const BASE_2 9 #const 2_PATCH 0 #const 3_PATCH 5 #const BASE_3 9 #const 1ST_TREE 414 #const 2ND_TREE 414 #const STRAGGLER_TREES 414 percent_chance 5 #define OAKFOREST_MAP #const BASE_1 0 #const 1_FOREST 10 #const 1_PATCH 3 #const 2_FOREST 10 #const BASE_2 3 #const 2_PATCH 9 #const 3_PATCH 12 #const BASE_3 0 #const 1ST_TREE 349 #const 2ND_TREE 349 #const STRAGGLER_TREES 349 percent_chance 6 #define SAHARAN_MAP #const BASE_1 14 #const 1_FOREST 13 #const 1_PATCH 6 #const 2_FOREST 13 #const BASE_2 14 #const 2_PATCH 6 #const 3_PATCH 3 #const BASE_3 6 #const 1ST_TREE 351 #const 2ND_TREE 351 #const STRAGGLER_TREES 351 percent_chance 5 #define TROPICAL_MAP #define TROPICAL_FAUNA #define NEW_WORLD_FAUNA #const BASE_1 0 #const 1_FOREST 17 #const 1_PATCH 6 #const 2_FOREST 13 #const BASE_2 6 #const 2_PATCH 9 #const 3_PATCH 3 #const BASE_3 0 #const 1ST_TREE 414 #const 2ND_TREE 414 #const STRAGGLER_TREES 351 percent_chance 6 #define TROPICAL2_MAP #define TROPICAL_FAUNA #define NEW_WORLD_FAUNA #const BASE_1 12 #const 1_FOREST 17 #const 1_PATCH 9 #const 2_FOREST 18 #const BASE_2 9 #const 2_PATCH 0 #const 3_PATCH 3 #const BASE_3 12 #const 1ST_TREE 414 #const 2ND_TREE 414 #const STRAGGLER_TREES 414 percent_chance 5 #define TROPICAL3_MAP #define TROPICAL_FAUNA #define NEW_WORLD_FAUNA #const BASE_1 12 #const 1_FOREST 17 #const 1_PATCH 3 #const 2_FOREST 10 #const BASE_2 3 #const 2_PATCH 9 #const 3_PATCH 9 #const BASE_3 3 #const 1ST_TREE 414 #const 2ND_TREE 414 #const STRAGGLER_TREES 414 percent_chance 6 #define WOODLANDS_MAP #define NEW_WORLD_FAUNA #const BASE_1 12 #const 1_FOREST 10 #const 1_PATCH 0 #const 2_FOREST 19 #const BASE_2 0 #const 2_PATCH 3 #const 3_PATCH 9 #const BASE_3 12 #const 1ST_TREE 349 #const 2ND_TREE 350 #const STRAGGLER_TREES 349 end_random /* ANIMAL SELECTION */ if NEW_WORLD_FAUNA #const PIG 822 #const LIVESTOCK 833 else #const PIG 48 #const LIVESTOCK 594 endif if TROPICAL_FAUNA #const PREDATOR 812 #const BIRD 816 else #const PREDATOR 126 #const BIRD 96 endif /* ************************************* */ base_terrain BASE_1 create_player_lands { terrain_type BASE_1 land_percent 10 base_size 9 border_fuzziness 15 } create_player_lands { terrain_type BASE_1 land_percent 10 base_size 9 border_fuzziness 15 } create_player_lands { terrain_type BASE_1 land_percent 10 base_size 9 border_fuzziness 15 } /* *************************************** */ /* PRIMARY FOREST */ create_terrain 1_FOREST { base_terrain BASE_1 spacing_to_other_terrain_types 5 land_percent 12 number_of_clumps 10 set_avoid_player_start_areas set_scale_by_groups } /* PRIMARY PATCH */ create_terrain 1_PATCH { base_terrain BASE_1 number_of_clumps 16 spacing_to_other_terrain_types 1 land_percent 20 set_scale_by_size } /* SECONDARY FOREST */ create_terrain 2_FOREST { base_terrain BASE_2 spacing_to_other_terrain_types 3 land_percent 1 number_of_clumps 3 set_avoid_player_start_areas set_scale_by_groups } /* SECONDARY PATCH */ create_terrain 2_PATCH { base_terrain BASE_1 number_of_clumps 24 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } /* TERTIARY PATCH */ create_terrain 3_PATCH { base_terrain BASE_3 number_of_clumps 30 spacing_to_other_terrain_types 1 land_percent 2 set_scale_by_size } /* OASES */ start_random percent_chance 70 create_terrain WATER { base_terrain 1_FOREST spacing_to_other_terrain_types 1 land_percent 1 number_of_clumps 8 set_avoid_player_start_areas set_flat_terrain_only set_scale_by_groups } end_random create_elevation 7 { base_terrain BASE_1 number_of_clumps 20 number_of_tiles 6000 set_scale_by_groups set_scale_by_size } /* *************************************** */ min_number_of_cliffs 10 max_number_of_cliffs 15 min_length_of_cliff 3 max_length_of_cliff 10 /* ****************************************************** */ elseif AGGRESSION /* ****************************************************** */ start_random percent_chance 20 #define CLASSIC percent_chance 20 #define PINE percent_chance 20 #define HOT percent_chance 20 #define LUSH percent_chance 20 #define COLD end_random if CLASSIC #const GROUND1 0 #const GROUND2 12 #const WOOD 10 #const PATCH 9 #const TREEE 349 elseif PINE #const GROUND1 9 #const GROUND2 0 #const WOOD 19 #const PATCH 3 #const TREEE 350 elseif HOT #const GROUND1 6 #const GROUND2 9 #const WOOD 13 #const PATCH 14 #const TREEE 351 elseif LUSH #const GROUND1 12 #const GROUND2 0 #const WOOD 17 #const PATCH 6 #const TREEE 414 elseif COLD #const GROUND1 32 #const GROUND2 34 #const WOOD 21 #const PATCH 33 #const TREEE 413 endif base_terrain GROUND2 create_player_lands { terrain_type GROUND1 land_percent 100 top_border 22 bottom_border 22 right_border 22 left_border 22 } create_elevation 2 { base_terrain GROUND1 number_of_tiles 625 number_of_clumps 24 set_scale_by_groups } create_elevation 3 { base_terrain GROUND2 number_of_tiles 2500 number_of_clumps 32 set_scale_by_groups } create_terrain PATCH { base_terrain GROUND1 land_percent 100 if TINY_MAP spacing_to_other_terrain_types 20 elseif SMALL_MAP spacing_to_other_terrain_types 21 elseif MEDIUM_MAP spacing_to_other_terrain_types 22 elseif LARGE_MAP spacing_to_other_terrain_types 23 elseif HUGE_MAP spacing_to_other_terrain_types 24 elseif GIGANTIC_MAP spacing_to_other_terrain_types 25 endif } create_terrain WOOD { base_terrain PATCH land_percent 2 number_of_clumps 16 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 1 } create_terrain WOOD { base_terrain GROUND2 land_percent 15 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 5 } create_terrain PATCH { base_terrain GROUND1 land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain GROUND1 { base_terrain GROUND2 land_percent 25 number_of_clumps 32 set_scale_by_groups } /* ****************************************************** */ elseif AMBUSH /* ****************************************************** */ start_random percent_chance 20 #define TEMPERATE percent_chance 20 #define TROPIC percent_chance 20 #define ALPINE percent_chance 20 #define FROZEN percent_chance 20 #define HOT end_random if TEMPERATE #const GROUND 0 #const WOODS 10 #const PATCH1 6 #const PATCH2 9 #const TREE 349 elseif TROPIC #const GROUND 12 #const WOODS 17 #const PATCH1 6 #const PATCH2 9 #const TREE 414 elseif ALPINE #const GROUND 9 #const WOODS 19 #const PATCH1 6 #const PATCH2 3 #const TREE 350 elseif FROZEN #const GROUND 32 #const WOODS 21 #const PATCH1 33 #const PATCH2 34 #const TREE 413 elseif HOT #const GROUND 6 #const WOODS 13 #const PATCH1 14 #const PATCH2 9 #const TREE 351 endif base_terrain WOODS create_player_lands { terrain_type GROUND land_percent 100 base_size 9 other_zone_avoidance_distance 2 } create_land { terrain_type WATER land_percent 100 top_border 45 bottom_border 45 right_border 45 left_border 45 } create_elevation 1 { base_terrain GROUND number_of_tiles 2500 number_of_clumps 24 set_scale_by_groups } create_terrain GROUND { base_terrain WOODS land_percent 100 number_of_clumps 1000 if TINY_MAP spacing_to_other_terrain_types 40 elseif SMALL_MAP spacing_to_other_terrain_types 51 elseif MEDIUM_MAP spacing_to_other_terrain_types 62 elseif LARGE_MAP spacing_to_other_terrain_types 73 elseif HUGE_MAP spacing_to_other_terrain_types 84 elseif GIGANTIC_MAP spacing_to_other_terrain_types 95 endif } create_terrain PATCH2 { base_terrain GROUND land_percent 15 number_of_clumps 32 set_scale_by_groups spacing_to_other_terrain_types 5 set_avoid_player_start_areas } create_terrain WOODS { base_terrain PATCH2 land_percent 100 number_of_clumps 1000 } create_terrain PATCH1 { base_terrain GROUND land_percent 10 number_of_clumps 24 set_scale_by_groups } /* ****************************************************** */ elseif SHERWOOD_FOREST /* ****************************************************** */ base_terrain LEAVES create_player_lands { terrain_type LEAVES land_percent 25 zone 1 base_size 8 } create_terrain WATER { base_terrain LEAVES number_of_clumps 5 land_percent 3 height_limits 0 0 set_flat_terrain_only set_avoid_player_start_areas set_scale_by_groups spacing_to_other_terrain_types 1 } create_terrain GRASS3 { base_terrain LEAVES number_of_clumps 35 land_percent 8 clumping_factor 6 } create_terrain DIRT2 { base_terrain LEAVES number_of_clumps 35 land_percent 3 } create_terrain PINE_FOREST { base_terrain LEAVES number_of_clumps 40 land_percent 5 set_avoid_player_start_areas set_scale_by_groups } create_elevation 3 { base_terrain LEAVES number_of_clumps 10 number_of_tiles 600 set_scale_by_groups } /* ****************************************************** */ elseif BATTLEFIELD /* ****************************************************** */ #const DEAD_FARM 8 base_terrain DIRT2 create_player_lands { terrain_type GRASS3 land_percent 100 base_size 9 base_elevation 2 other_zone_avoidance_distance 5 if TINY_MAP else start_random percent_chance 20 set_zone_randomly percent_chance 40 set_zone_by_team end_random endif } create_elevation 3 { base_terrain GRASS3 number_of_tiles 2500 number_of_clumps 24 set_scale_by_groups } create_terrain DIRT { base_terrain DIRT2 land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 1 } create_terrain FOREST { base_terrain GRASS3 land_percent 15 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas } create_terrain DIRT3 { base_terrain GRASS3 land_percent 15 number_of_clumps 24 set_scale_by_groups } create_terrain DEAD_FARM { base_terrain GRASS3 land_percent 15 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas } /* ****************************************************** */ elseif BASIN_ /* ****************************************************** */ #const ROCKS 40 start_random percent_chance 50 #define ALPINE percent_chance 50 #define DRY end_random if ALPINE #const GROUND 9 #const WOODS1 19 #const WOODS2 18 #const PATCH1 3 #const PATCH2 0 elseif DRY #const GROUND 3 #const WOODS1 19 #const WOODS2 18 #const PATCH1 6 #const PATCH2 11 endif base_terrain ROCKS create_player_lands { terrain_type GROUND top_border 12 bottom_border 12 right_border 12 left_border 12 base_size 9 } create_elevation 5 { base_terrain ROCKS number_of_tiles 100000 number_of_clumps 100 } create_elevation 2 { base_terrain GROUND number_of_tiles 2500 number_of_clumps 24 set_scale_by_groups } create_terrain PATCH1 { base_terrain ROCKS land_percent 100 number_of_clumps 100 height_limits 5 5 } create_terrain WOODS1 { base_terrain PATCH1 land_percent 5 number_of_clumps 24 set_scale_by_groups } create_terrain GROUND { base_terrain PATCH1 land_percent 100 number_of_clumps 1000 } create_terrain WOODS1 { base_terrain GROUND land_percent 3 number_of_clumps 12 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain WOODS2 { base_terrain GROUND land_percent 3 number_of_clumps 12 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain PATCH1 { base_terrain GROUND land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain PATCH2 { base_terrain GROUND land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain GRASS { base_terrain GROUND land_percent 3 number_of_clumps 8 set_scale_by_groups set_avoid_player_start_areas set_flat_terrain_only height_limits 0 0 } create_terrain WATER { base_terrain GRASS land_percent 100 number_of_clumps 1000 set_avoid_player_start_areas spacing_to_other_terrain_types 1 height_limits 0 0 } /* ****************************************************** */ elseif BLACK_GOLDRUSH /* ****************************************************** */ start_random percent_chance 50 #define COLD percent_chance 50 #define MOLD end_random if COLD #const GROUND 32 #const WOODS 21 #const MIDTERR 33 #const MIDPATCH 38 elseif MOLD #const GROUND 12 #const WOODS 17 #const MIDTERR 6 #const MIDPATCH 39 endif base_terrain WOODS create_player_lands { terrain_type GROUND land_percent 100 top_border 5 bottom_border 5 right_border 5 left_border 5 base_size 9 other_zone_avoidance_distance 7 } create_land { terrain_type MIDTERR land_percent 100 top_border 40 bottom_border 40 right_border 40 left_border 40 } create_elevation 3 { base_terrain WOODS number_of_tiles 1250 number_of_clumps 32 set_scale_by_groups } create_elevation 3 { base_terrain GROUND number_of_tiles 1250 number_of_clumps 32 set_scale_by_groups } create_elevation 2 { base_terrain MIDTERR number_of_tiles 125 number_of_clumps 12 set_scale_by_groups } create_terrain WOODS { base_terrain GROUND land_percent 15 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas } create_terrain MIDPATCH { base_terrain MIDTERR land_percent 1 number_of_clumps 12 set_scale_by_groups } /* ****************************************************** */ elseif BOG /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 10 base_size 12 top_border 5 bottom_border 5 right_border 5 left_border 5 border_fuzziness 20 clumping_factor 20 } create_land { terrain_type SHALLOW land_percent 100 top_border 25 bottom_border 25 right_border 25 left_border 25 } create_elevation 2 { base_terrain GRASS number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS land_percent 13 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain WATER { base_terrain SHALLOW land_percent 8 number_of_clumps 18 set_scale_by_groups } create_terrain GRASS3 { base_terain GRASS land_percent 10 number_of_clumps 24 set_scale_by_groups } /* ****************************************************** */ elseif CALDERA /* ****************************************************** */ #const ROCKS 40 base_terrain GRASS create_player_lands { base_elevation 7 terrain_type GRASS2 land_percent 100 base_size 10 top_border 10 bottom_border 10 right_border 10 left_border 10 } create_land { terrain_type ROCKS land_percent 9 top_border 35 bottom_border 35 right_border 35 left_border 35 border_fuzziness 14 } create_elevation 7 { base_terrain GRASS number_of_tiles 100000 } create_terrain WATER { base_terrain GRASS land_percent 100 } create_terrain JUNGLE { base_terrain GRASS2 land_percent 13 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas } create_terrain MED_WATER { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 5 } create_terrain ROCKS { base_terrain GRASS land_percent 100 number_of_clumps 100 } /* ****************************************************** */ elseif CANYON /* ****************************************************** */ #const ROCKS 40 start_random percent_chance 50 #define HOT percent_chance 50 #define DRY end_random if HOT #const GROUND 6 #const WOODS1 10 #const WOODS2 19 #const PATCH1 14 #const PATCH2 9 elseif DRY #const GROUND 3 #const WOODS1 19 #const WOODS2 18 #const PATCH1 6 #const PATCH2 11 endif base_terrain ROCKS create_player_lands { terrain_type GROUND start_random percent_chance 0 top_border 15 bottom_border 15 percent_chance 100 right_border 15 left_border 15 end_random base_size 9 } create_elevation 7 { base_terrain ROCKS number_of_tiles 100000 number_of_clumps 100 } create_elevation 2 { base_terrain GROUND number_of_tiles 2500 number_of_clumps 24 set_scale_by_groups } create_terrain PATCH1 { base_terrain ROCKS land_percent 100 number_of_clumps 100 height_limits 7 7 } create_terrain WOODS1 { base_terrain PATCH1 land_percent 5 number_of_clumps 24 set_scale_by_groups } create_terrain GROUND { base_terrain PATCH1 land_percent 100 number_of_clumps 1000 } create_terrain WOODS1 { base_terrain GROUND land_percent 3 number_of_clumps 12 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain WOODS2 { base_terrain GROUND land_percent 3 number_of_clumps 12 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain PATCH1 { base_terrain GROUND land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain PATCH2 { base_terrain GROUND land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain BEACH { base_terrain GROUND land_percent 2 number_of_clumps 8 set_scale_by_groups set_avoid_player_start_areas set_flat_terrain_only height_limits 0 0 } create_terrain WATER { base_terrain BEACH land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 1 } /* ****************************************************** */ elseif CANOPY /* ****************************************************** */ #define NOSC base_terrain LEAVES create_player_lands { terrain_type GRASS2 land_percent 100 top_border 40 bottom_border 40 right_border 40 left_border 40 base_size 7 } create_elevation 2 { base_terrain LEAVES number_of_tiles 2500 number_of_clumps 24 set_scale_by_groups } create_terrain GRASS { base_terrain LEAVES land_percent 100 number_of_clumps 1000 if TINY_MAP spacing_to_other_terrain_types 20 elseif SMALL_MAP spacing_to_other_terrain_types 23 elseif MEDIUM_MAP spacing_to_other_terrain_types 26 elseif LARGE_MAP spacing_to_other_terrain_types 29 elseif HUGE_MAP spacing_to_other_terrain_types 32 elseif GIGANTIC_MAP spacing_to_other_terrain_types 35 endif } create_terrain DIRT { base_terrain GRASS2 land_percent 100 if TINY_MAP spacing_to_other_terrain_types 10 elseif SMALL_MAP spacing_to_other_terrain_types 11 elseif MEDIUM_MAP spacing_to_other_terrain_types 12 elseif LARGE_MAP spacing_to_other_terrain_types 13 elseif HUGE_MAP spacing_to_other_terrain_types 14 elseif GIGANTIC_MAP spacing_to_other_terrain_types 15 endif } create_terrain JUNGLE { base_terrain DIRT land_percent 100 spacing_to_other_terrain_types 2 } create_terrain JUNGLE { base_terrain LEAVES land_percent 5 number_of_clumps 100 set_scale_by_groups set_avoid_player_start_areas } create_terrain JUNGLE { base_terrain GRASS land_percent 15 number_of_clumps 24 set_scale_by_groups spacing_to_other_terrain_types 3 } /* ****************************************************** */ elseif CHAOS_PIT /* ****************************************************** */ base_terrain GRASS2 create_player_lands { terrain_type WATER land_percent 100 top_border 30 bottom_border 30 right_border 30 left_border 30 base_size 3 base_elevation 0 } create_elevation 7 { base_terrain GRASS2 number_of_clumps 30 number_of_tiles 100000 set_scale_by_groups set_scale_by_size spacing 3 } create_terrain GRASS { base_terrain WATER land_percent 100 number_of_clumps 1000 } create_terrain JUNGLE { base_terrain GRASS2 land_percent 100 height_limits 6 6 } create_terrain DIRT { base_terrain GRASS2 land_percent 100 height_limits 7 7 } create_terrain LEAVES { base_terrain GRASS2 land_percent 3 number_of_clumps 16 set_scale_by_groups spacing_to_other_terrain_types 3 } create_terrain JUNGLE { base_terrain LEAVES land_percent 100 number_of_clumps 1000 set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DIRT land_percent 10 number_of_clumps 24 set_scale_by_groups spacing_to_other_terrain_types 5 } if TINY_MAP min_number_of_cliffs 3 max_number_of_cliffs 5 elseif SMALL_MAP min_number_of_cliffs 7 max_number_of_cliffs 9 elseif MEDIUM_MAP min_number_of_cliffs 11 max_number_of_cliffs 13 elseif LARGE_MAP min_number_of_cliffs 15 max_number_of_cliffs 17 elseif HUGE_MAP min_number_of_cliffs 19 max_number_of_cliffs 21 elseif GIGANTIC_MAP min_number_of_cliffs 23 max_number_of_cliffs 25 endif min_length_cliff 5 max_length_cliff 10 min_distance_cliff 15 /* ****************************************************** */ elseif CHASM /* ****************************************************** */ #const ROCKS 40 start_random percent_chance 50 #define HOT percent_chance 50 #define COLD end_random if HOT #const GROUND 12 #const WOODS 17 #const PATCH 22 elseif COLD #const GROUND 32 #const WOODS 21 #const PATCH 22 endif base_terrain ROCKS create_player_lands { terrain_type GROUND base_elevation 6 base_size 9 land_percent 100 set_zone_by_team other_zone_avoidance_distance 15 } create_elevation 7 { base_terrain GROUND number_of_tiles 3500 number_of_clumps 24 set_scale_by_groups } create_terrain PATCH { base_terrain ROCKS land_percent 100 number_of_clumps 1000 height_limits 0 0 set_flat_terrain_only spacing_to_other_terrain_types 1 } create_terrain WOODS { base_terrain GROUND land_percent 20 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas } /* ****************************************************** */ elseif CIVIL_NOMAD /* ****************************************************** */ nomad_resources base_terrain WATER create_player_lands { terrain_type DIRT2 land_percent 100 top_border 20 bottom_border 20 right_border 20 left_border 20 set_zone_by_team base_size 9 } create_terrain PINE_FOREST { base_terrain DIRT2 land_percent 5 number_of_clumps 12 set_scale_by_groups set_avoid_player_start_areas } create_terrain ROAD2 { base_terrain DIRT2 land_percent 5 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas } create_terrain GRASS { base_terrain WATER land_percent 100 number_of_clumps 100 set_scale_by_groups spacing_to_other_terrain_types 7 } create_terrain FOREST { base_terrain GRASS land_percent 10 number_of_clumps 32 set_scale_by_groups } /* ****************************************************** */ elseif CIVIL_WAR /* ****************************************************** */ base_terrain SHALLOW create_player_lands { terrain_type DIRT2 land_percent 100 top_border 20 bottom_border 20 right_border 20 left_border 20 set_zone_by_team other_zone_avoidance_distance 7 base_size 9 } create_terrain PINE_FOREST { base_terrain DIRT2 land_percent 5 number_of_clumps 12 set_scale_by_groups set_avoid_player_start_areas } create_terrain ROAD2 { base_terrain DIRT2 land_percent 5 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas } create_terrain GRASS { base_terrain SHALLOW land_percent 100 number_of_clumps 100 set_scale_by_groups spacing_to_other_terrain_types 7 } create_terrain FOREST { base_terrain GRASS land_percent 10 number_of_clumps 32 set_scale_by_groups } /* ****************************************************** */ elseif CLUSTER /* ****************************************************** */ start_random percent_chance 50 #define HOT percent_chance 50 #define NOT end_random base_terrain GRASS2 create_player_lands { terrain_type GRASS2 land_percent 5 base_size 15 other_zone_avoidance_distance 1 } create_land { terrain_type ICE land_percent 25 top_border 35 bottom_border 35 right_border 35 left_border 35 other_zone_avoidance_distance 1 } create_elevation 5 { base_terrain GRASS2 number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain WATER { base_terrain ICE land_percent 100 if TINY_MAP spacing_to_other_terrain_types 10 elseif SMALL_MAP spacing_to_other_terrain_types 12 elseif MEDIUM_MAP spacing_to_other_terrain_types 14 elseif LARGE_MAP spacing_to_other_terrain_types 16 elseif HUGE_MAP spacing_to_other_terrain_types 18 elseif GIGANTIC_MAP spacing_to_other_terrain_types 20 endif } if HOT create_terrain PALM_DESERT else create_terrain JUNGLE endif { base_terrain ICE land_percent 100 number_of_clumps 1000 } if HOT create_terrain PALM_DESERT else create_terrain JUNGLE endif { base_terrain GRASS2 land_percent 5 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain WATER { base_terrain GRASS2 spacing_to_other_terrain_types 3 if TINY_MAP number_of_tiles 800 elseif SMALL_MAP number_of_tiles 1200 elseif MEDIUM_MAP number_of_tiles 1600 elseif LARGE_MAP number_of_tiles 2400 elseif HUGE_MAP number_of_tiles 3200 else number_of_tiles 3200 endif if TINY_MAP number_of_clumps 6 elseif SMALL_MAP number_of_clumps 9 elseif MEDIUM_MAP number_of_clumps 12 elseif LARGE_MAP number_of_clumps 16 elseif HUGE_MAP number_of_clumps 22 else number_of_clumps 22 endif clumping_factor 100 set_avoid_player_start_areas } create_terrain SHALLOW { base_terrain WATER land_percent 3 number_of_clumps 99 set_avoid_player_start_areas } if HOT create_terrain DIRT { base_terrain GRASS2 land_percent 100 number_of_clumps 1000 } create_terrain DIRT { base_terrain GRASS2 land_percent 100 number_of_clumps 1000 } create_terrain DESERT { base_terrain DIRT land_percent 15 number_of_clumps 24 set_scale_by_gorups } endif if HOT create_terrain DIRT else create_terrain GRASS3 endif { base_terrain ICE land_percent 100 number_of_clumps 1000 } min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 if TINY_MAP min_number_of_cliffs 5 max_number_of_cliffs 7 elseif SMALL_MAP min_number_of_cliffs 9 max_number_of_cliffs 11 elseif MEDIUM_MAP min_number_of_cliffs 13 max_number_of_cliffs 15 elseif LARGE_MAP min_number_of_cliffs 17 max_number_of_cliffs 19 elseif HUGE_MAP min_number_of_cliffs 21 max_number_of_cliffs 23 elseif GIGANTIC_MAP min_number_of_cliffs 25 max_number_of_cliffs 27 endif /* ****************************************************** */ elseif CORAL_REEF /* ****************************************************** */ base_terrain WATER create_land { terrain_type GRASS land_percent 100 top_border 40 bottom_border 40 right_border 40 left_border 40 other_zone_avoidance_distance 2 } create_player_lands { terrain_type BEACH land_percent 30 top_border 10 bottom_border 10 right_border 10 left_border 10 base_size 9 other_zone_avoidance_distance 5 } create_terrain MED_WATER { base_terrain GRASS land_percent 100 spacing_to_other_terrain_types 7 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain DESERT { base_terrain BEACH land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 1 } create_terrain GRASS2 { base_terrain DESERT land_percent 20 number_of_clumps 100 set_scale_by_groups spacing_to_other_terrain_types 2 } create_terrain DESERT { base_terrain WATER land_percent 15 number_of_clumps 8 set_scale_by_groups spacing_to_other_terrain_types 10 } create_terrain GRASS2 { base_terrain BEACH land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 1 } create_terrain GRASS2 { base_terrain DESERT land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 2 } create_terrain MED_WATER { base_terrain WATER land_percent 50 number_of_clumps 8 set_scale_by_groups spacing_to_other_terrain_types 3 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 10 number_of_clumps 8 set_scale_by_groups spacing_to_other_terrain_types 5 } create_terrain PALM_DESERT { base_terrain GRASS2 land_percent 8 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas } /* ****************************************************** */ elseif COUNTRYSIDE_ /* ****************************************************** */ #const BWATER 28 #const FARMA 29 #const FARMB 7 base_terrain BWATER create_player_lands { terrain_type GRASS3 land_percent 100 set_zone_randomly base_size 9 base_elevation 1 other_zone_avoidance_distance 2 } create_elevation 3 { base_terrain GRASS3 number_of_tiles 3750 number_of_clumps 24 set_scale_by_groups } create_terrain GRASS 3 { base_terrain BWATER land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 1 } create_terrain FOREST { base_terrain GRASS3 land_percent 15 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas } create_terrain FARMA { base_terrain GRASS3 land_percent 10 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas } create_terrain FARMB { base_terrain GRASS3 land_percent 10 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas } create_terrain BWATER { base_terrain FARMA land_percent 1 number_of_clumps 16 set_scale_by_groups set_avoid_player_start_areas } create_terrain BWATER { base_terrain FARMB land_percent 1 number_of_clumps 16 set_scale_by_groups set_avoid_player_start_areas } /* ****************************************************** */ elseif CRATER_ /* ****************************************************** */ base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 5 base_size 12 base_elevation 6 } create_land { terrain_type LEAVES land_percent 100 top_border 40 bottom_border 40 right_border 40 left_border 40 } create_elevation 6 { base_terrain DIRT number_of_tiles 10000 number_of_clumps 1000 set_scale_by_groups } create_elevation 7 { base_terrain DIRT number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain DIRT { base_terrain DIRT land_percent 100 number_of_clumps 100 set_scale_by_groups set_avoid_player_start_areas } create_terrain LEAVES { base_terrain DIRT land_percent 100 number_of_clumps 100 set_scale_by_groups height_limits 0 5 } create_terrain DESERT { base_terrain LEAVES land_percent 100 number_of_clumps 100 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 1 } create_terrain FOREST { base_terrain DIRT land_percent 10 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain JUNGLE { base_terrain DIRT land_percent 5 number_of_clumps 48 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain GRASS3 { base_terrain DIRT land_percent 10 number_of_clumps 32 set_scale_by_groups } create_terrain JUNGLE { base_terrain LEAVES land_percent 100 number_of_clumps 100 set_scale_by_groups } /* ****************************************************** */ elseif CRISS_CROSS /* ****************************************************** */ base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 100 top_border 10 bottom_border 10 right_border 10 left_border 10 base_size 9 } create_land { terrain_type WATER land_percent 100 top_border 85 bottom_border 0 right_border 85 left_border 0 } create_land { terrain_type WATER land_percent 100 top_border 85 bottom_border 0 right_border 0 left_border 85 } create_land { terrain_type WATER land_percent 100 top_border 0 bottom_border 85 right_border 85 left_border 0 } create_land { terrain_type WATER land_percent 100 top_border 0 bottom_border 85 right_border 0 left_border 85 } create_land { terrain_type WATER land_percent 100 top_border 35 bottom_border 35 right_border 35 left_border 35 } create_land { terrain_type WATER land_percent 100 top_border 85 bottom_border 0 right_border 35 left_border 35 } create_land { terrain_type WATER land_percent 100 top_border 0 bottom_border 85 right_border 35 left_border 35 } create_land { terrain_type WATER land_percent 100 top_border 35 bottom_border 35 right_border 85 left_border 0 } create_land { terrain_type WATER land_percent 100 top_border 35 bottom_border 35 right_border 0 left_border 85 } create_elevation 2 { base_terrain DIRT number_of_tiles 1250 number_of_clumps 32 set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DIRT land_percent 8 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain DESERT { base_terrain DIRT land_percent 8 number_of_clumps 24 set_scale_by_groups } create_terrain GRASS3 { base_terrain DIRT land_percent 6 number_of_clumps 18 set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 5 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 10 } if TINY_MAP min_number_of_cliffs 5 max_number_of_cliffs 7 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif SMALL_MAP min_number_of_cliffs 9 max_number_of_cliffs 11 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif MEDIUM_MAP min_number_of_cliffs 13 max_number_of_cliffs 15 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif LARGE_MAP min_number_of_cliffs 17 max_number_of_cliffs 19 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif HUGE_MAP min_number_of_cliffs 21 max_number_of_cliffs 23 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif GIGANTIC_MAP min_number_of_cliffs 25 max_number_of_cliffs 27 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 endif /* ****************************************************** */ elseif CROSS /* ****************************************************** */ base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 100 top_border 10 bottom_border 10 right_border 10 left_border 10 base_size 9 } create_land { terrain_type WATER land_percent 100 top_border 75 bottom_border 0 right_border 75 left_border 0 } create_land { terrain_type WATER land_percent 100 top_border 75 bottom_border 0 right_border 0 left_border 75 } create_land { terrain_type WATER land_percent 100 top_border 0 bottom_border 75 right_border 75 left_border 0 } create_land { terrain_type WATER land_percent 100 top_border 0 bottom_border 75 right_border 0 left_border 75 } create_elevation 2 { base_terrain DIRT number_of_tiles 2500 number_of_clumps 32 set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DIRT land_percent 12 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain DESERT { base_terrain DIRT land_percent 12 number_of_clumps 24 set_scale_by_groups } create_terrain GRASS3 { base_terrain DIRT land_percent 8 number_of_clumps 18 set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 5 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 10 } if TINY_MAP min_number_of_cliffs 5 max_number_of_cliffs 7 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif SMALL_MAP min_number_of_cliffs 9 max_number_of_cliffs 11 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif MEDIUM_MAP min_number_of_cliffs 13 max_number_of_cliffs 15 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif LARGE_MAP min_number_of_cliffs 17 max_number_of_cliffs 19 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif HUGE_MAP min_number_of_cliffs 21 max_number_of_cliffs 23 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif GIGANTIC_MAP min_number_of_cliffs 25 max_number_of_cliffs 27 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 endif endif endif /* ****************************************************** */ if GIGA_PACK13 if CROP_CIRCLES /* ****************************************************** */ #const FARM1 7 #const FARM2 8 base_terrain GRASS3 create_player_lands { terrain_type GRASS3 land_percent 15 base_size 9 } create_land { terrain_type BAMBOO land_percent 100 top_border 25 bottom_border 25 right_border 25 left_border 25 } create_elevation 2 { base_terrain GRASS3 number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain DIRT3 { base_terrain BAMBOO land_percent 7 number_of_clumps 3 set_scale_by_groups } create_terrain DIRT3 { base_terrain BAMBOO land_percent 5 number_of_clumps 5 set_scale_by_groups } create_terrain GRASS { base_terrain DIRT3 land_percent 100 number_of_clumps 1000 set_scale_by_groups spacing_to_other_terrain_types 2 } create_terrain BAMBOO { base_terrain GRASS land_percent 100 number_of_clumps 1000 } create_terrain FARM2 { base_terrain DIRT3 land_percent 100 number_of_clumps 1000 } create_terrain FOREST { base_terrain GRASS3 land_percent 10 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 5 } create_terrain FARM1 { base_terrain GRASS3 land_percent 10 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas } /* ****************************************************** */ elseif DEADLY_FOREST /* ****************************************************** */ start_random percent_chance 50 #define PINEMAP percent_chance 50 #define OAKMAP end_random if PINEMAP #const GROUND 3 /* dirt with grass */ #const WOODS 19 /* pine */ #const MIDTERR 9 /* more grass less dirt */ #const MIDPATCH 3 /* dirt with grass */ elseif OAKMAP #const GROUND 9 /* more grass less dirt */ #const WOODS 10 /* oak */ #const MIDTERR 12 /* greener grass */ #const MIDPATCH 9 /* more grass less dirt */ endif base_terrain GROUND create_player_lands { terrain_type GROUND left_border 5 right_border 5 top_border 5 bottom_border 5 land_percent 25 base_size 9 if TINY_MAP other_zone_avoidance_distance 15 else other_zone_avoidance_distance 25 endif } create_land { terrain_type MIDTERR left_border 35 right_border 35 top_border 35 bottom_border 35 land_percent 25 } create_land { terrain_type WATER left_border 45 right_border 45 top_border 45 bottom_border 45 land_percent 8 } create_elevation 1 { number_of_tiles 1250 number_of_clumps 14 base_terrain MIDTERR set_scale_by_size } create_terrain WOODS { base_terrain GROUND set_avoid_player_start_areas land_percent 30 number_of_clumps 5000 set_scale_by_groups } create_terrain LEAVES { base_terrain GROUND land_percent 15 number_of_clumps 24 set_scale_by_size } create_terrain MIDPATCH { base_terrain MIDTERR land_percent 2 number_of_clumps 12 set_scale_by_size } /* ****************************************************** */ elseif DOUBLE_ARENA /* ****************************************************** */ start_random percent_chance 20 #define TEMPERATE percent_chance 20 #define TROPIC percent_chance 20 #define ALPINE percent_chance 20 #define FROZEN percent_chance 20 #define HOT end_random if TEMPERATE #const GROUND 0 #const WOODS 10 #const PATCH1 6 #const PATCH2 9 #const TREE 349 elseif TROPIC #const GROUND 12 #const WOODS 17 #const PATCH1 6 #const PATCH2 9 #const TREE 414 elseif ALPINE #const GROUND 9 #const WOODS 19 #const PATCH1 6 #const PATCH2 3 #const TREE 350 elseif FROZEN #const GROUND 32 #const WOODS 21 #const PATCH1 33 #const PATCH2 34 #const TREE 413 elseif HOT #const GROUND 6 #const WOODS 13 #const PATCH1 14 #const PATCH2 9 #const TREE 351 endif base_terrain WOODS create_land { terrain_type PATCH1 land_percent 60 base_size 10 top_border 18 bottom_border 18 right_border 18 left_border 18 zone 1 } create_player_lands { terrain_type GROUND land_percent 20 base_size 12 top_border 3 bottom_border 3 right_border 3 left_border 3 border_fuzziness 1 other_zone_avoidance_distance 30 } create_terrain WOODS { base_terrain PATCH1 spacing_to_other_terrain_types 5 land_percent 1 number_of_clumps 3 set_scale_by_groups set_avoid_player_start_areas } create_terrain GROUND { base_terrain PATCH1 land_percent 50 number_of_clumps 100 set_scale_by_groups } create_terrain PATCH2 { base_terrain GROUND land_percent 10 number_of_clumps 24 set_scale_by_groups } /* ****************************************************** */ elseif DROUGHT /* ****************************************************** */ nomad_resources start_random percent_chance 50 #define HOT percent_chance 50 #define NOT end_random base_terrain BEACH create_player_lands { terrain_type DIRT land_percent 15 top_border 5 bottom_border 5 right_border 5 left_border 5 } create_elevation 7 { base_terrain BEACH if TINY_MAP number_of_tiles 1296 number_of_clumps 24 elseif SMALL_MAP number_of_tiles 2304 number_of_clumps 28 elseif MEDIUM_MAP number_of_tiles 3600 number_of_clumps 32 elseif LARGE_MAP number_of_tiles 5184 number_of_clumps 36 elseif HUGE_MAP number_of_tiles 10000 number_of_clumps 40 elseif GIGANTIC_MAP number_of_tiles 15506 number_of_clumps 44 endif } create_terrain DIRT { base_terrain BEACH land_percent 100 number_of_clumps 1000 height_limits 1 7 } create_terrain DIRT { base_terrain BEACH land_percent 35 number_of_clumps 32 set_scale_by_groups height_limits 0 0 } if HOT create_terrain PALM_DESERT else create_terrain JUNGLE endif { base_terrain DIRT land_percent 15 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 2 } create_terrain WATER { base_terrain BEACH land_percent 2 number_of_clumps 12 set_scale_by_groups height_limits 0 0 set_flat_terrain_only set_avoid_player_start_areas } /* ****************************************************** */ elseif DRY_CROSS /* ****************************************************** */ base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 100 top_border 10 bottom_border 10 right_border 10 left_border 10 base_size 9 } create_land { terrain_type WATER land_percent 100 top_border 75 bottom_border 0 right_border 75 left_border 0 } create_land { terrain_type WATER land_percent 100 top_border 75 bottom_border 0 right_border 0 left_border 75 } create_land { terrain_type WATER land_percent 100 top_border 0 bottom_border 75 right_border 75 left_border 0 } create_land { terrain_type WATER land_percent 100 top_border 0 bottom_border 75 right_border 0 left_border 75 } create_elevation 2 { base_terrain DIRT number_of_tiles 2500 number_of_clumps 32 set_scale_by_groups } create_terrain BEACH { base_terrain WATER land_percent 100 number_of_clumps 100 } create_terrain PALM_DESERT { base_terrain DIRT land_percent 12 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain DESERT { base_terrain DIRT land_percent 12 number_of_clumps 24 set_scale_by_groups } create_terrain GRASS3 { base_terrain DIRT land_percent 8 number_of_clumps 18 set_scale_by_groups } create_terrain SHALLOW { base_terrain BEACH land_percent 2 number_of_clumps 12 set_scale_by_groups } create_terrain PALM_DESERT { base_terrain BEACH land_percent 2 number_of_clumps 12 set_scale_by_groups } if TINY_MAP min_number_of_cliffs 5 max_number_of_cliffs 7 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif SMALL_MAP min_number_of_cliffs 9 max_number_of_cliffs 11 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif MEDIUM_MAP min_number_of_cliffs 13 max_number_of_cliffs 15 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif LARGE_MAP min_number_of_cliffs 17 max_number_of_cliffs 19 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif HUGE_MAP min_number_of_cliffs 21 max_number_of_cliffs 23 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif GIGANTIC_MAP min_number_of_cliffs 25 max_number_of_cliffs 27 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 endif /* ****************************************************** */ elseif DRY_RIVER /* ****************************************************** */ base_terrain BEACH create_player_lands { terrain_type DIRT land_percent 100 set_zone_by_team other_zone_avoidance_distance 25 base_size 9 base_elevation 1 } create_elevation 2 { base_terrain DIRT number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain FOREST { base_terrain DIRT land_percent 10 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas } create_terrain GRASS3 { base_terrain DIRT land_percent 20 number_of_clumps 24 set_scale_by_groups } create_terrain SHALLOW { base_terrain BEACH land_percent 3 number_of_clumps 24 set_scale_by_groups spacing_to_other_terrain_types 2 } /* ****************************************************** */ elseif ENSNARED_ARENA /* ****************************************************** */ start_random percent_chance 20 #define TEMPERATE percent_chance 20 #define TROPIC percent_chance 20 #define ALPINE percent_chance 20 #define FROZEN percent_chance 20 #define HOT end_random if TEMPERATE #const GROUND 0 #const WOODS 10 #const PATCH1 6 #const TREE 349 elseif TROPIC #const GROUND 12 #const WOODS 17 #const PATCH1 6 #const TREE 414 elseif ALPINE #const GROUND 9 #const WOODS 19 #const PATCH1 6 #const TREE 350 elseif FROZEN #const GROUND 32 #const WOODS 21 #const PATCH1 33 #const TREE 413 elseif HOT #const GROUND 6 #const WOODS 13 #const PATCH1 14 #const TREE 351 endif base_terrain WOODS create_player_lands { terrain_type GROUND land_percent 10 top_border 5 bottom_border 5 right_border 5 left_border 5 base_size 15 } create_land { terrain_type GROUND land_percent 100 top_border 15 bottom_border 15 right_border 15 left_border 15 } create_terrain PATCH1 { base_terrain WOODS land_percent 100 number_of_clumps 100 if TINY_MAP spacing_to_other_terrain_types 3 elseif SMALL_MAP spacing_to_other_terrain_types 3 elseif MEDIUM_MAP spacing_to_other_terrain_types 4 elseif LARGE_MAP spacing_to_other_terrain_types 4 elseif HUGE_MAP spacing_to_other_terrain_types 5 elseif GIGANTIC_MAP spacing_to_other_terrain_types 5 endif } start_random percent_chance 60 create_terrain WOODS { base_terrain PATCH1 land_percent 100 number_of_clumps 100 if TINY_MAP spacing_to_other_terrain_types 16 elseif SMALL_MAP spacing_to_other_terrain_types 18 elseif MEDIUM_MAP spacing_to_other_terrain_types 17 elseif LARGE_MAP spacing_to_other_terrain_types 19 elseif HUGE_MAP spacing_to_other_terrain_types 20 elseif GIGANTIC_MAP spacing_to_other_terrain_types 22 endif } end_random create_terrain LEAVES { base_terrain GROUND land_percent 8 number_of_clumps 8 set_scale_by_groups set_avoid_player_start_areas } create_terrain WOODS { base_terrain LEAVES land_percent 100 number_of_clumps 1000 set_scale_by_groups } /* ****************************************************** */ elseif EPICENTER /* ****************************************************** */ base_terrain BEACH create_land { terrain_type DIRT land_percent 100 top_border 38 bottom_border 38 right_border 38 left_border 38 zone 1 other_zone_avoidance_distance 5 } create_player_lands { terrain_type GRASS land_percent 100 top_border 5 bottom_border 5 right_border 5 left_border 5 base_size 9 base_elevation 3 other_zone_avoidance_distance 5 } create_elevation 4 { base_terrain GRASS number_of_tiles 2500 number_of_clumps 32 set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS land_percent 15 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain GRASS2 { base_terrain GRASS land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain WATER { base_terrain DIRT land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 5 } create_terrain MED_WATER { base_terrain WATER land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 2 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 2 } /* ****************************************************** */ elseif EXCAVATED_ARENA /* ****************************************************** */ #const FUNGUS 39 #const ROCKS 40 base_terrain PALM_DESERT create_land { terrain_type DIRT land_percent 100 top_border 15 bottom_border 15 right_border 15 left_border 15 } create_player_lands { terrain_type DIRT land_percent 20 top_border 2 bottom_borde 2 right_border 2 left_border 2 base_size 15 base_elevation 5 } create_elevation 3 { base_terrain DIRT number_of_tiles 2500 number_of_clumps 24 set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DIRT land_percent 5 number_of_clumps 12 set_scale_by_groups set_avoid_player_start_areas } create_terrain SHALLOW { base_terrain DIRT land_percent 1 number_of_clumps 16 set_scale_by_groups set_avoid_player_start_areas height_limits 3 3 } create_terrain DIRT2 { base_terrain DIRT land_percent 1 number_of_clumps 6 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 1 height_limits 0 5 } create_terrain ROCKS { base_terrain DIRT2 land_percent 100 number_of_clumps 1000 set_scale_by_groups spacing_to_other_terrain_types 1 } create_terrain DESERT { base_terrain DIRT land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain FUNGUS { base_terrain DIRT land_percent 5 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas } /* ****************************************************** */ elseif FJORDS /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS land_percent 30 top_border 8 bottom_border 8 right_border 8 left_border 8 base_size 9 base_elevation 7 other_zone_avoidance_distance 17 } create_land { terrain_type WATER land_percent 50 top_border 30 bottom_border 30 right_border 30 left_border 30 } create_terrain GRASS { base_terrain WATER land_percent 100 number_of_clumps 1000 height_limits 1 7 } create_terrain PINE_FOREST { base_terrain GRASS land_percent 10 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain GRASS_SNOW { base_terrain GRASS land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 2 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 4 } /* ****************************************************** */ elseif FLOODED_BEACHES /* ****************************************************** */ base_terrain BEACH create_player_lands { terrain_type DESERT land_percent 45 top_border 5 bottom_border 5 right_border 5 left_border 5 base_size 9 set_zone_by_team other_zone_avoidance_distance 23 } create_terrain WATER { base_terrain BEACH land_percent 100 number_of_clumps 1000 set_scale_by_groups spacing_to_other_terrain_types 9 } create_terrain WATER { base_terrain BEACH land_percent 10 number_of_clumps 100 set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DESERT land_percent 10 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } /* ****************************************************** */ elseif FLOODPLAINS /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type DESERT land_percent 100 top_border 30 bottom_border 30 left_border 30 right_border 30 base_size 9 } create_terrain JUNGLE { base_terrain DESERT land_percent 100 set_avoid_player_start_areas spacing_to_other_terrain_types 10 } create_terrain DIRT { base_terrain GRASS land_percent 100 if TINY_MAP spacing_to_other_terrain_types 25 elseif SMALL_MAP spacing_to_other_terrain_types 30 elseif MEDIUM_MAP spacing_to_other_terrain_types 35 elseif LARGE_MAP spacing_to_other_terrain_types 40 elseif HUGE_MAP spacing_to_other_terrain_types 45 elseif GIGANTIC_MAP spacing_to_other_terrain_types 50 endif } create_terrain DESERT { base_terrain GRASS land_percent 100 number_of_clumps 1000 } create_terrain PALM_DESERT { base_terrain DESERT land_percent 5 number_of_clumps 50 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain WATER { base_terrain DESERT land_percent 5 number_of_clumps 50 set_scale_by_groups set_avoid_player_start_areas } create_terrain FOREST { base_terrain DIRT land_percent 10 number_of_clumps 24 set_scale_by_groups spacing_to_other_terrain_types 2 } /* ****************************************************** */ elseif FOREST_ROAD /* ****************************************************** */ start_random percent_chance 25 #define OAK percent_chance 25 #define FROZEN percent_chance 25 #define PINE percent_chance 25 #define WET end_random if OAK #const GROUND 0 #const PATCH1 25 #const PATCH2 9 #const PATCH3 6 #const PATCH4 6 #const WOODS 10 #const TREEE 349 elseif FROZEN #const GROUND 32 #const PATCH1 38 #const PATCH2 34 #const PATCH3 33 #const PATCH4 37 #const WOODS 21 #const TREEE 413 elseif PINE #const GROUND 9 #const PATCH1 25 #const PATCH2 3 #const PATCH3 6 #const PATCH4 6 #const WOODS 19 #const TREEE 350 elseif WET #const GROUND 12 #const PATCH1 39 #const PATCH2 9 #const PATCH3 6 #const PATCH4 4 #const WOODS 17 #const TREEE 414 endif base_terrain PATCH3 create_player_lands { terrain_type GROUND land_percent 100 set_zone_by_team other_zone_avoidance_distance 12 base_size 9 } create_elevation 2 { base_terrain GROUND number_of_tiles 2500 number_of_clumps 24 set_scale_by_groups } create_terrain PATCH1 { base_terrain PATCH3 land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 4 } create_terrain WOODS { base_terrain GROUND land_percent 25 number_of_clumps 250 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 2 } create_terrain PATCH2 { base_terrain GROUND land_percent 15 number_of_clumps 24 set_scale_by_groups } create_terrain PATCH4 { base_terrain PATCH1 land_percent 1 number_of_clumps 8 set_scale_by_groups spacing_to_other_terrain_types 0 } if WET create_terrain WATER { base_terrain GROUND land_percent 1 number_of_clumps 3 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 2 set_flat_terrain_only height_limits 0 0 } endif if FROZEN create_terrain PATCH4 { base_terrain PATCH3 land_percent 2 number_of_clumps 8 set_scale_by_groups } endif /* ****************************************************** */ elseif GOLDEN_ATOLL /* ****************************************************** */ base_terrain WATER create_land { terrain_type MED_WATER land_percent 100 top_border 30 bottom_border 30 right_border 30 left_border 30 other_zone_avoidance_distance 15 } create_player_lands { terrain_type DIRT land_percent 50 top_border 5 bottom_border 5 right_border 5 left_border 5 base_size 9 other_zone_avoidance_distance 10 } create_elevation 2 { base_terrain DIRT number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain WATER { base_terrain DIRT2 land_percent 100 number_of_clumps 1000 set_scale_by_groups } create_terrain DESERT { base_terrain MED_WATER land_percent 100 number_of_clumps 1000 set_scale_by_groups spacing_to_other_terrain_types 3 } create_terrain PALM_DESERT { base_terrain DIRT land_percent 12 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain GRASS3 { base_terrain DIRT land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER land_percent 100 number_of_clumps 1000 set_scale_by_groups spacing_to_other_terrain_types 5 } /* ****************************************************** */ elseif GOLDEN_GHOST /* ****************************************************** */ #const ICY_BEACH 37 base_terrain SNOW create_player_lands { terrain_type SNOW land_percent 1 top_border 2 bottom_border 2 right_border 2 left_border 2 base_size 6 other_zone_avoidance_distance 10 } create_land { terrain_type ICY_BEACH land_percent 100 top_border 25 bottom_border 25 right_border 25 left_border 25 } create_elevation 2 { base_terrain SNOW number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain DIRT_SNOW { base_terrain ICY_BEACH land_percent 100 if TINY_MAP spacing_to_other_terrain_types 15 elseif SMALL_MAP spacing_to_other_terrain_types 19 elseif MEDIUM_MAP spacing_to_other_terrain_types 23 elseif LARGE_MAP spacing_to_other_terrain_types 27 elseif HUGE_MAP spacing_to_other_terrain_types 31 elseif GIGANTIC_MAP spacing_to_other_terrain_types 35 endif } create_terrain SNOW_FOREST { base_terrain SNOW land_percent 12 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas } create_terrain WATER { base_terrain ICY_BEACH land_percent 2 number_of_clumps 4 set_scale_by_groups spacing_to_other_terrain_types 1 } /* ****************************************************** */ elseif GORGE /* ****************************************************** */ #const ROCKS 40 start_random percent_chance 50 #define HOT percent_chance 50 #define NOT end_random if HOT #const GROUND 6 #const WOODS 13 #const PATCH1 9 #const PATCH2 11 else #const GROUND 12 #const WOODS 17 #const PATCH1 9 #const PATCH2 6 endif base_terrain ROCKS create_player_lands { terrain_type GROUND land_percent 100 base_size 9 base_elevation 7 other_zone_avoidance_distance 20 } create_terrain WOODS { base_terrain GROUND land_percent 15 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas } create_terrain PATCH1 { base_terrain GROUND land_percent 15 number_of_clumps 24 set_scale_by_groups } create_terrain PATCH2 { base_terrain ROCKS land_percent 100 height_limits 0 0 spacing_to_other_terrain_types 7 } create_terrain SHALLOW { base_terrain PATCH2 number_of_clumps 8 set_scale_by_groups land_percent 2 } create_terrain WATER { base_terrain SHALLOW number_of_clumps 8 set_scale_by_groups number_of_tiles 50 } /* ****************************************************** */ elseif ICE_CAPS /* ****************************************************** */ #const ICY_BEACH 37 base_terrain WATER create_player_lands { terrain_type SNOW land_percent 40 top_border 5 bottom_border 5 right_border 5 left_border 5 base_size 9 clumping_factor 15 border_fuzziness 99 other_zone_avoidance_distance 15 } create_elevation 1 { base_terrain SNOW number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 3 } create_terrain ICE { base_terrain MED_WATER land_percent 10 number_of_clumps 24 set_scale_by_groups spacing_to_other_terrain_types 2 } create_terrain SNOW_FOREST { base_terrain SNOW land_percent 7 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 2 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 5 } /* ****************************************************** */ elseif ICE_MOUND /* ****************************************************** */ base_terrain SHALLOW create_player_lands { terrain_type GRASS3 land_percent 100 top_border 8 bottom_border 8 right_border 8 left_border 8 base_size 9 set_zone_by_team other_zone_avoidance_distance 9 } create_land { terrain_type ICE land_percent 100 top_border 37 bottom_border 37 right_border 37 left_border 37 } create_elevation 7 { base_terrain ICE number_of_tiles 9999 } create_terrain PINE_FOREST { base_terrain GRASS3 land_percent 12 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain GRASS { base_terrain GRASS3 land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain WATER { base_terrain SHALLOW land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 3 } create_terrain MED_WATER { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 5 } /* ****************************************************** */ elseif INFERNO /* ****************************************************** */ #const ROCKS 40 #const LAVA 15 base_terrain GRASS create_land { terrain_type ROCKS land_percent 100 top_border 40 bottom_border 40 right_border 40 left_border 40 } create_player_lands { terrain_type GRASS2 land_percent 100 set_zone_by_team other_zone_avoidance_distance 5 base_size 9 base_elevation 7 top_border 7 bottom_border 7 right_border 7 left_border 7 } create_elevation 7 { base_terrain GRASS number_of_tiles 10000 number_of_clumps 100 set_scale_by_groups } create_elevation 7 { base_terrain GRASS2 number_of_tiles 10000 number_of_clumps 1000 set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS land_percent 100 number_of_clumps 1000 height_limits 7 7 } create_terrain JUNGLE { base_terrain GRASS2 land_percent 10 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain ROCKS { base_terrain GRASS2 land_percent 100 number_of_clumps 100 height_limits 0 6 } create_terrain ROCKS { base_terrain GRASS land_percent 100 number_of_clumps 1000 set_scale_by_groups height_limits 0 6 } create_terrain LAVA { base_terrain ROCKS land_percent 100 spacing_to_other_terrain_types 7 } create_terrain DIRT { base_terrain GRASS2 land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain GRASS3 { base_terrain GRASS2 land_percent 10 number_of_clumps 24 set_scale_by_groups } /* ****************************************************** */ elseif ISLA_AURORA /* ****************************************************** */ #const ROCKS 40 #const LAVA 15 base_terrain GRASS create_player_lands { terrain_type DESERT land_percent 3 base_size 12 other_zone_avoidance_distance 3 } create_land { terrain_type WATER land_percent 100 top_border 20 bottom_border 20 right_border 20 left_border 20 other_zone_avoidance_distance 3 } create_elevation 7 { base_terrain WATER number_of_tiles 10000 number_of_clumps 1000 set_scale_by_groups if MEDIUM_MAP spacing 2 elseif LARGE_MAP spacing 2 elseif HUGE_MAP spacing 3 elseif GIGANTIC_MAP spacing 3 endif } create_terrain GRASS { base_terrain DESERT land_percent 100 number_of_clumps 100 set_scale_by_groups spacing_to_other_terrain_types 3 } create_terrain JUNGLE { base_terrain GRASS land_percent 15 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain DESERT { base_terrain WATER land_percent 100 number_of_clumps 100 if TINY_MAP spacing_to_other_terrain_types 10 elseif SMALL_MAP spacing_to_other_terrain_types 14 elseif MEDIUM_MAP spacing_to_other_terrain_types 18 elseif LARGE_MAP spacing_to_other_terrain_types 22 elseif HUGE_MAP spacing_to_other_terrain_types 26 elseif GIGANTIC_MAP spacing_to_other_terrain_types 30 endif } create_terrain JUNGLE { base_terrain DESERT land_percent 1 number_of_clumps 8 set_scale_by_groups spacing_to_other_terrain_types 3 } create_terrain GRASS2 { base_terrain DESERT land_percent 1 number_of_clumps 8 set_scale_by_groups } create_terrain GRASS2 { base_terrain GRASS land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain ROCKS { base_terrain GRASS land_percent 3 number_of_clumps 8 set_scale_by_groups set_avoid_player_start_areas } create_terrain LAVA { base_terrain ROCKS land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 1 } /* ****************************************************** */ elseif ISOLATED_RIVERS /* ****************************************************** */ base_terrain WATER create_land { terrain_type WATER land_percent 100 top_border 37 bottom_border 37 right_border 37 left_border 37 } create_player_lands { terrain_type GRASS3 land_percent 75 base_size 9 set_zone_by_team if TINY_MAP other_zone_avoidance_distance 20 elseif SMALL_MAP other_zone_avoidance_distance 25 elseif MEDIUM_MAP other_zone_avoidance_distance 30 elseif LARGE_MAP other_zone_avoidance_distance 35 elseif HUGE_MAP other_zone_avoidance_distance 40 elseif GIGANTIC_MAP other_zone_avoidance_distance 45 endif } create_elevation 1 { base_terrain GRASS3 number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain GRASS { base_terrain WATER land_percent 100 number_of_clumps 100 if TINY_MAP spacing_to_other_terrain_types 7 elseif SMALL_MAP spacing_to_other_terrain_types 8 elseif MEDIUM_MAP spacing_to_other_terrain_types 9 elseif LARGE_MAP spacing_to_other_terrain_types 10 elseif HUGE_MAP spacing_to_other_terrain_types 11 elseif GIGANTIC_MAP spacing_to_other_terrain_types 12 endif } create_terrain PINE_FOREST { base_terrain GRASS3 land_percent 8 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain PINE_FOREST { base_terrain GRASS land_percent 7 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } /* ****************************************************** */ elseif LAGOON /* ****************************************************** */ base_terrain SHALLOW create_land { terrain_type WATER land_percent 100 top_border 35 bottom_border 35 right_border 35 left_border 35 zone 1 other_zone_avoidance_distance 5 } create_player_lands { terrain_type DESERT land_percent 100 other_zone_avoidance_distance 5 base_size 12 } create_elevation 3 { base_terrain DESERT number_of_tiles 10000 number_of_clumps 1000 set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DESERT land_percent 22 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas } create_terrain JUNGLE { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 5 } /* ****************************************************** */ elseif JUNGLE_SWAMP /* ****************************************************** */ base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 3 base_size 12 } create_land { terrain_type SHALLOW land_percent 100 top_border 25 bottom_border 25 right_border 25 left_border 25 zone 1 } create_elevation 2 { base_terrain GRASS number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain WATER { base_terrain SHALLOW land_percent 100 if TINY_MAP spacing_to_other_terrain_types 10 elseif SMALL_MAP spacing_to_other_terrain_types 15 elseif MEDIUM_MAP spacing_to_other_terrain_types 20 elseif LARGE_MAP spacing_to_other_terrain_types 25 elseif HUGE_MAP spacing_to_other_terrain_types 30 elseif GIGANTIC_MAP spacing_to_other_terrain_types 35 endif } create_terrain GRASS2 { base_terrain SHALLOW land_percent 100 number_of_clumps 10000 set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 5 } create_terrain JUNGLE { base_terrain GRASS land_percent 5 number_of_clumps 8 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 5 } create_terrain JUNGLE { base_terrain GRASS2 land_percent 8 number_of_clumps 150 set_scale_by_groups } create_terrain SHALLOW { base_terrain GRASS land_percent 5 number_of_clumps 8 set_scale_by_groups set_avoid_player_start_areas set_flat_terrain_only height_limits 0 0 spacing_to_other_terrain_types 3 } create_terrain GRASS3 { base_terrain GRASS land_percent 5 number_of_clumps 12 set_scale_by_groups } create_terrain DIRT { base_terrain GRASS land_percent 5 number_of_clumps 12 set_scale_by_groups } if TINY_MAP min_number_of_cliffs 5 max_number_of_cliffs 7 elseif SMALL_MAP min_number_of_cliffs 9 max_number_of_cliffs 11 elseif MEDIUM_MAP min_number_of_cliffs 13 max_number_of_cliffs 15 elseif LARGE_MAP min_number_of_cliffs 17 max_number_of_cliffs 19 elseif HUGE_MAP min_number_of_cliffs 21 max_number_of_cliffs 23 elseif GIGANTIC_MAP min_number_of_cliffs 25 max_number_of_cliffs 27 endif min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 /* ****************************************************** */ elseif LANDSLIDE /* ****************************************************** */ start_random percent_chance 40 #define ALPINE_MAP percent_chance 30 #define JUNGLE_MAP percent_chance 30 #define FROZEN_MAP end_random if ALPINE_MAP #const GROUND 9 #const WOODS 19 #const PATCH1 5 #const PATCH2 6 #const TREE 350 elseif JUNGLE_MAP #const GROUND 12 #const WOODS 17 #const PATCH1 5 #const PATCH2 6 #const TREE 414 elseif FROZEN_MAP #const GROUND 32 #const WOODS 21 #const PATCH1 34 #const PATCH2 33 #const TREE 413 endif base_terrain WOODS create_player_lands { terrain_type GROUND land_percent 100 set_zone_by_team other_zone_avoidance_distance 15 base_size 9 } create_elevation 1 { base_terrain GROUND number_of_tiles 625 number_of_clumps 24 number_of_groups set_scale_by_groups } create_terrain PATCH1 { base_terrain WOODS land_percent 100 number_of_clumps 100 set_scale_by_groups spacing_to_other_terrain_types 5 } create_terrain WOODS { base_terrain GROUND land_percent 15 number_of_clumps 12 set_scale_by_groups set_avoid_player_start_areas } /* ****************************************************** */ elseif LOCH_NESS /* ****************************************************** */ base_terrain GRASS3 create_land { terrain_type WATER land_percent 100 top_border 20 bottom_border 20 right_border 20 left_border 20 } create_player_lands { terrain_type GRASS3 land_percent 15 base_size 9 base_elevation 3 } create_elevation 3 { base_terrain GRASS3 number_of_tiles 10000 number_of_clumps 1000 set_scale_by_groups } create_elevation 5 { base_terrain GRASS3 number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain GRASS3 { base_terrain WATER land_percent 100 number_of_clumps 1000 set_scale_by_groups height_limits 1 5 } create_terrain MED_WATER { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 2 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain PINE_FOREST { base_terrain GRASS3 land_percent 17 number_of_clumps 95 set_scale_by_groups set_avoid_player_start_areas } create_terrain DIRT3 { base_terrain GRASS3 land_percent 20 number_of_clumps 32 set_scale_by_groups } endif endif /* ****************************************************** */ if GIGA_PACK14 if LAVA_LAKES /* ****************************************************** */ #const ROCKS 40 #const LAVA 15 base_terrain GRASS2 create_player_lands { terrain_type GRASS2 land_percent 100 top_border 15 bottom_border 15 right_border 15 left_border 15 base_size 9 base_elevation 1 } create_land { terrain_type ROCKS land_percent 100 top_border 30 bottom_border 30 right_border 0 left_border 80 } create_land { terrain_type ROCKS land_percent 100 top_border 30 bottom_border 30 right_border 80 left_border 0 } create_land { terrain_type ROCKS land_percent 100 top_border 80 bottom_border 0 right_border 30 left_border 30 } create_land { terrain_type ROCKS land_percent 100 top_border 0 bottom_border 80 right_border 30 left_border 30 } create_elevation 1 { base_terrain GRASS2 number_of_tiles 99999 number_of_clumps 999 set_scale_by_groups } create_elevation 3 { base_terrain GRASS2 number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS2 land_percent 15 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain LAVA { base_terrain ROCKS land_percent 100 number_of_clumps 100 set_scale_by_groups spacing_to_other_terrain_types 2 } create_terrain GRASS3 { base_terrain GRASS2 land_percent 10 number_of_clumps 24 set_scale_by_groups } /* ****************************************************** */ elseif MAELSTROM /* ****************************************************** */ base_terrain GRASS create_land { terrain_type WATER land_percent 100 top_border 40 bottom_border 40 right_border 40 left_border 40 } create_player_lands { terrain_type GRASS land_percent 10 base_size 12 base_elevation 7 } create_elevation 7 { base_terrain GRASS number_of_tiles 10000 number_of_clumps 1000 set_scale_by_groups if TINY_MAP spacing 2 elseif SMALL_MAP spacing 2 elseif MEDIUM_MAP spacing 3 elseif LARGE_MAP spacing 3 elseif HUGE_MAP spacing 4 elseif GIGANTIC_MAP spacing 4 endif } create_terrain WATER { base_terrain GRASS land_percent 100 number_of_clumps 100 set_scale_by_groups height_limits 0 6 set_avoid_player_start_areas } create_terrain PALM_DESERT { base_terrain GRASS land_percent 15 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain DIRT { base_terrain GRASS land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER land_percent 100 number_of_clumps 100 set_scale_by_groups spacing_to_other_terrain_types 5 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 100 height_limits 0 0 spacing_to_other_terrain_types 1 } /* ****************************************************** */ elseif MINERAL_RING /* ****************************************************** */ base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 10 base_size 9 if TINY_MAP other_zone_avoidance_distance 5 else other_zone_avoidance_distance 15 endif } create_land { terrain_type DESERT land_percent 100 top_border 25 bottom_border 25 right_border 25 left_border 25 if TINY_MAP other_zone_avoidance_distance 5 else other_zone_avoidance_distance 15 endif } create_elevation 4 { base_terrain DESERT number_of_tiles 100000 spacing 2 } create_terrain GRASS { base_terrain DIRT land_percent 100 spacing_to_other_terrain_types 8 } create_terrain BAMBOO { base_terrain GRASS land_percent 5 number_of_clumps 16 set_scale_by_groups set_avoid_player_start_areas } create_terrain JUNGLE { base_terrain GRASS land_percent 7 number_of_clumps 16 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain DIRT { base_terrain GRASS land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain BEACH { base_terrain DESERT land_percent 100 height_limits 4 4 } create_terrain PALM_DESERT { base_terrain BEACH land_percent 1 number_of_clumps 32 set_scale_by_groups } create_terrain WATER { base_terrain BEACH land_percent 1 number_of_clumps 32 set_scale_by_groups } /* ****************************************************** */ elseif MOUNT_FUJI /* ****************************************************** */ base_terrain GRASS3 create_player_lands { terrain_type GRASS3 land_percent 5 base_size 9 } create_land { terrain_type GRASS_SNOW land_percent 100 top_border 20 bottom_border 20 right_border 20 left_border 20 } create_elevation 7 { base_terrain GRASS_SNOW number_of_tiles 10000 set_scale_by_groups spacing 3 } create_terrain WATER { base_terrain GRASS3 land_percent 3 number_of_clumps 4 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 2 height_limits 0 0 } create_terrain PINE_FOREST { base_terrain GRASS3 land_percent 15 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain SNOW { base_terrain GRASS_SNOW land_percent 100 height_limits 7 7 } create_terrain DIRT3 { base_terrain GRASS3 land_percent 5 number_of_clumps 24 set_scale_by_groups } create_terrain SNOW_FOREST { base_terrain GRASS_SNOW land_percent 3 number_of_clumps 75 set_scale_by_groups } /* ****************************************************** */ elseif OASIS_ISLAND /* ****************************************************** */ #const ROCKS 40 base_terrain WATER create_player_lands { terrain_type DIRT land_percent 5 base_size 9 other_zone_avoidance_distance 10 } create_land { terrain_type GRASS land_percent 100 top_border 32 bottom_border 32 right_border 32 left_border 32 other_zone_avoidance_distance 10 } create_elevation 7 { base_terrain GRASS number_of_tiles 100000 spacing 3 } create_terrain DIRT { base_terrain WATER land_percent 100 number_of_clumps 100 if TINY_MAP spacing_to_other_terrain_types 15 elseif SMALL_MAP spacing_to_other_terrain_types 17 elseif MEDIUM_MAP spacing_to_other_terrain_types 19 elseif LARGE_MAP spacing_to_other_terrain_types 21 elseif HUGE_MAP spacing_to_other_terrain_types 23 elseif GIGANTIC_MAP spacing_to_other_terrain_types 25 endif } create_terrain PALM_DESERT { base_terrain DIRT land_percent 5 number_of_clumps 24 set_Scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain JUNGLE { base_terrain GRASS land_percent 100 number_of_clumps 32 set_scale_by_groups spacing_to_other_terrain_types 4 } create_terrain BEACH { base_terrain DIRT land_percent 1 number_of_clumps 4 set_scale_by_groups spacing_to_other_terrain_types 3 set_avoid_player_start_areas } create_terrain WATER { base_terrain BEACH land_percent 100 number_of_clumps 1000 set_scale_by_groups spacing_to_other_terrain_types 1 } create_terrain DESERT { base_terrain DIRT land_percent 8 number_of_clumps 12 set_scale_by_groups } create_terrain GRASS3 { base_terrain DIRT land_percent 5 number_of_clumps 12 set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER land_percent 50 number_of_clumps 12 set_scale_by_groups spacing_to_other_terrain_types 3 } create_terrain ROCKS { base_terrain JUNGLE land_percent 100 height_limits 7 7 } create_terrain GRASS2 { base_terrain DIRT land_percent 2 number_of_clumps 2 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain JUNGLE { base_terrain GRASS2 land_percent 1 number_of_clumps 4 set_scale_by_groups } /* ****************************************************** */ elseif PLATEAU /* ****************************************************** */ base_terrain GRASS3 create_player_lands { terrain_type DIRT3 land_percent 100 base_elevation 7 top_border 25 bottom_border 25 right_border 25 left_border 25 base_size 9 } create_elevation 1 { base_terrain GRASS3 number_of_tiles 2500 number_of_clumps 24 set_scale_by_size } create_terrain PINE_FOREST { base_terrain DIRT3 land_percent 2 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas } create_terrain PINE_FOREST { base_terrain GRASS3 land_percent 12 number_of_clumps 24 set_scale_by_groups spacing_to_other_terrain_types 5 } create_terrain GRASS3 { base_terrain DIRT3 land_percent 5 number_of_clumps 12 set_scale_by_groups } create_terrain DIRT3 { base_terrain GRASS3 land_percent 10 number_of_clumps 24 set_scale_by_groups } /* ****************************************************** */ elseif POND_ARENA /* ****************************************************** */ start_random percent_chance 50 #define OAK percent_chance 50 #define PINE end_random if OAK #const GROUND 0 #const WOODS 10 #const PATCH 6 elseif PINE #const GROUND 9 #const WOODS 19 #const PATCH 3 endif base_terrain GROUND create_player_lands { terrain_type GROUND land_percent 5 top_border 5 bottom_border 5 right_border 5 left_border 5 base_size 15 other_zone_avoidance_distance 5 } create_land { terrain_type WATER land_percent 100 top_border 35 bottom_border 35 right_border 35 left_border 35 } create_terrain WOODS { base_terrain GROUND land_percent 100 number_of_clumps 100 set_scale_by_groups if TINY_MAP spacing_to_other_terrain_types 30 elseif SMALL_MAP spacing_to_other_terrain_types 35 elseif MEDIUM_MAP spacing_to_other_terrain_types 40 elseif LARGE_MAP spacing_to_other_terrain_types 45 elseif HUGE_MAP spacing_to_other_terrain_types 50 elseif GIGANTIC_MAP spacing_to_other_terrain_types 55 endif set_avoid_player_start_areas } create_terrain MED_WATER { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 3 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 100 spacing_to_other_terrain_types 5 } create_terrain WOODS { base_terrain GROUND land_percent 5 number_of_clumps 12 set_scale_by_groups set_avoid_player_start_areas } create_terrain PATCH { base_terrain GROUND land_percent 15 number_of_clumps 24 set_scale_by_groups } /* ****************************************************** */ elseif SAHARA /* ****************************************************** */ #const GROUND 6 /* dirt1 */ #const WOODS 13 /* palm */ #const MIDTERR 14 /* desert */ #const PATCH 9 /* more grass less dirt */ base_terrain GROUND create_player_lands { terrain_type GROUND left_border 1 right_border 1 top_border 1 bottom_border 1 land_percent 25 base_size 9 other_zone_avoidance_distance 35 } create_land /* middle */ { terrain_type MIDTERR land_percent 50 left_border 20 right_border 20 top_border 20 bottom_border 20 zone 1 } create_elevation 1 { base_terrain MIDTERR number_of_tiles 625 number_of_clumps 24 set_scale_by_groups } create_elevation 3 { base_terrain MIDTERR number_of_tiles 625 number_of_clumps 24 set_scale_by_groups } create_elevation 5 { base_terrain MIDTERR number_of_tiles 625 number_of_clumps 24 set_scale_by_groups } create_terrain WOODS { set_flat_terrain_only base_terrain MIDTERR land_percent 1 number_of_clumps 6 set_scale_by_groups } create_terrain WOODS { base_terrain GROUND land_percent 12 number_of_clumps 12 set_scale_by_groups set_avoid_player_start_areas } create_terrain PATCH { base_terrain GROUND land_percent 8 number_of_clumps 16 set_scale_by_size } create_terrain GROUND { base_terrain MIDTERR land_percent 8 number_of_clumps 24 set_scale_by_groups } /* ****************************************************** */ elseif SHOALS /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type DESERT land_percent 40 top_border 5 bottom_border 5 right_border 5 left_border 5 base_size 9 clumping_factor 15 border_fuzziness 99 other_zone_avoidance_distance 15 } create_elevation 1 { base_terrain DESERT number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain BEACH { base_terrain WATER land_percent 10 number_of_clumps 24 set_scale_by_groups spacing_to_other_terrain_types 5 } create_terrain GRASS2 { base_terrain DESERT land_percent 100 number_of_clumps 1000 set_scale_by_groups spacing_to_other_terrain_types 4 } create_terrain PALM_DESERT { base_terrain GRASS2 land_percent 7 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas } create_terrain MED_WATER { base_terrain WATER land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 5 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 10 } /* ****************************************************** */ elseif SWALLET /* ****************************************************** */ start_random percent_chance 50 #define TROPIC percent_chance 50 #define HOT end_random if TROPIC #const GROUND 12 #const WOODS 17 #const PATCH1 9 #const PATCH2 6 elseif HOT #const GROUND 6 #const WOODS 13 #const PATCH1 14 #const PATCH2 9 endif #const ROCKS 40 base_terrain GROUND create_player_lands { terrain_type GROUND land_percent 5 base_size 15 base_elevation 7 top_border 2 bottom_border 2 right_border 2 left_border 2 } create_land { terrain_type WATER land_percent 100 top_border 40 bottom_border 40 right_border 40 left_border 40 } create_elevation 3 { base_terrain GROUND number_of_tiles 10000 number_of_clumps 10000 set_scale_by_groups } create_elevation 7 { base_terrain GROUND number_of_tiles 10000 number_of_clumps 48 set_scale_by_groups if TINY_MAP spacing 2 elseif SMALL_MAP spacing 3 elseif MEDIUM_MAP spacing 4 elseif LARGE_MAP spacing 5 elseif HUGE_MAP spacing 6 elseif GIGANTIC_MAP spacing 7 endif } create_terrain ROCKS { base_terrain GROUND land_percent 100 height_limits 0 2 } create_terrain MED_WATER { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 2 } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 100 spacing_to_other_terrain_types 2 } create_terrain WOODS { base_terrain GROUND land_percent 23 number_of_clumps 250 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain PATCH1 { base_terrain GROUND land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain PATCH2 { base_terrain GROUND land_percent 10 number_of_clumps 24 set_scale_by_groups } /* ****************************************************** */ elseif RAVINES /* ****************************************************** */ #const WALKWATER 28 base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 100 top_border 15 bottom_border 15 right_border 15 left_border 15 base_elevation 5 other_zone_avoidance_distance 12 } create_terrain WALKWATER { base_terrain GRASS land_percent 100 number_of_clumps 1000 height_limits 0 0 } create_terrain GRASS3 { base_terrain WALKWATER land_percent 100 spacing_to_other_terrain_types 2 } create_terrain PINE_FOREST { base_terrain GRASS land_percent 5 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain PINE_FOREST { base_terrain GRASS3 land_percent 100 spacing_to_other_terrain_types 4 } /* ****************************************************** */ elseif RIPPLE /* ****************************************************** */ start_random percent_chance 20 #define TEMPERATE percent_chance 20 #define TROPIC percent_chance 20 #define ALPINE percent_chance 20 #define FROZEN percent_chance 20 #define HOT end_random if TEMPERATE #const GROUND 0 #const WOODS 10 #const PATCH1 6 #const PATCH2 9 #const TREE 349 elseif TROPIC #const GROUND 12 #const WOODS 17 #const PATCH1 6 #const PATCH2 9 #const TREE 414 elseif ALPINE #const GROUND 9 #const WOODS 19 #const PATCH1 6 #const PATCH2 3 #const TREE 350 elseif FROZEN #const GROUND 32 #const WOODS 21 #const PATCH1 33 #const PATCH2 34 #const TREE 413 elseif HOT #const GROUND 6 #const WOODS 13 #const PATCH1 14 #const PATCH2 9 #const TREE 351 endif base_terrain WATER create_player_lands { terrain_type GROUND land_percent 100 base_size 9 other_zone_avoidance_distance 2 } create_land { terrain_type MED_WATER land_percent 100 top_border 45 bottom_border 45 right_border 45 left_border 45 } create_elevation 1 { base_terrain GROUND number_of_tiles 2500 number_of_clumps 24 set_scale_by_groups } create_terrain GROUND { base_terrain WATER land_percent 100 number_of_clumps 1000 if TINY_MAP spacing_to_other_terrain_types 40 elseif SMALL_MAP spacing_to_other_terrain_types 51 elseif MEDIUM_MAP spacing_to_other_terrain_types 62 elseif LARGE_MAP spacing_to_other_terrain_types 73 elseif HUGE_MAP spacing_to_other_terrain_types 84 elseif GIGANTIC_MAP spacing_to_other_terrain_types 95 endif } create_terrain PATCH2 { base_terrain GROUND land_percent 15 number_of_clumps 32 set_scale_by_groups spacing_to_other_terrain_types 5 set_avoid_player_start_areas } create_terrain WOODS { base_terrain PATCH2 land_percent 100 number_of_clumps 1000 } create_terrain PATCH1 { base_terrain GROUND land_percent 10 number_of_clumps 24 set_scale_by_groups } /* ****************************************************** */ elseif OUTBACK /* ****************************************************** */ base_terrain DIRT3 create_land { terrain_type GRASS land_percent 100 top_border 45 bottom_border 45 right_border 45 left_border 45 } create_player_lands { terrain_type DIRT3 land_percent 25 top_border 2 bottom_border 2 right_border 2 left_border 2 base_size 9 other_zone_avoidance_distance 40 } create_elevation 2 { base_terrain DIRT3 number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain FOREST { base_terrain DIRT3 land_percent 8 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain DESERT { base_terrain DIRT3 land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain GRASS3 { base_terrain DIRT3 land_percent 10 number_of_clumps 24 set_scale_by_groups } if TINY_MAP min_number_of_cliffs 9 max_number_of_cliffs 11 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 30 elseif SMALL_MAP min_number_of_cliffs 13 max_number_of_cliffs 15 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 03 elseif MEDIUM_MAP min_number_of_cliffs 17 max_number_of_cliffs 19 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 30 elseif LARGE_MAP min_number_of_cliffs 21 max_number_of_cliffs 23 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 30 elseif HUGE_MAP min_number_of_cliffs 25 max_number_of_cliffs 27 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 30 elseif GIGANTIC_MAP min_number_of_cliffs 29 max_number_of_cliffs 31 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 30 endif /* ****************************************************** */ elseif PACIFIC_BEACH /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type DESERT land_percent 100 top_border 17 bottom_border 17 right_border 17 left_border 17 base_size 9 } create_terrain GRASS2 { base_terrain DESERT land_percent 100 if TINY_MAP spacing_to_other_terrain_types 10 elseif SMALL_MAP spacing_to_other_terrain_types 12 elseif MEDIUM_MAP spacing_to_other_terrain_types 14 elseif LARGE_MAP spacing_to_other_terrain_types 16 elseif HUGE_MAP spacing_to_other_terrain_types 18 elseif GIGANTIC_MAP spacing_to_other_terrain_types 20 endif } create_terrain PALM_DESERT { base_terrain DESERT land_percent 2 number_of_clumps 12 set_scale_by_groups set_avoid_player_start_areas } create_terrain JUNGLE { base_terrain GRASS2 land_percent 5 number_of_clumps 32 set_scale_by_groups spacing_to_other_terrain_types 2 set_avoid_player_start_areas } create_terrain MED_WATER { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 20 } create_terrain DIRT { base_terrain DESERT land_percent 2 number_of_clumps 32 set_scale_by_groups } create_terrain DIRT { base_terrain GRASS2 land_percent 3 number_of_clumps 32 set_scale_by_groups } /* ****************************************************** */ elseif SERPENTINE /* ****************************************************** */ base_terrain BEACH create_player_lands { terrain_type GRASS land_percent 100 right_border 12 left_border 12 base_size 9 other_zone_avoidance_distance 3 } create_elevation 1 { base_terrain GRASS number_of_tiles 1250 number_of_clumps 32 set_scale_by_groups } create_terrain JUNGLE { base_terrain GRASS land_percent 15 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain GRASS2 { base_terrain GRASS land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain WATER { base_terrain BEACH land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 2 } /* ****************************************************** */ elseif WOODEN_CROSS /* ****************************************************** */ base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 100 top_border 10 bottom_border 10 right_border 10 left_border 10 base_size 9 } create_land { terrain_type WATER land_percent 100 top_border 75 bottom_border 0 right_border 75 left_border 0 } create_land { terrain_type WATER land_percent 100 top_border 75 bottom_border 0 right_border 0 left_border 75 } create_land { terrain_type WATER land_percent 100 top_border 0 bottom_border 75 right_border 75 left_border 0 } create_land { terrain_type WATER land_percent 100 top_border 0 bottom_border 75 right_border 0 left_border 75 } create_elevation 2 { base_terrain DIRT number_of_tiles 2500 number_of_clumps 32 set_scale_by_groups } create_terrain PALM_DESERT { base_terrain WATER land_percent 100 number_of_clumps 100 } create_terrain PALM_DESERT { base_terrain DIRT land_percent 8 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain DESERT { base_terrain DIRT land_percent 12 number_of_clumps 24 set_scale_by_groups } create_terrain GRASS3 { base_terrain DIRT land_percent 8 number_of_clumps 18 set_scale_by_groups } if TINY_MAP min_number_of_cliffs 5 max_number_of_cliffs 7 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif SMALL_MAP min_number_of_cliffs 9 max_number_of_cliffs 11 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif MEDIUM_MAP min_number_of_cliffs 13 max_number_of_cliffs 15 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif LARGE_MAP min_number_of_cliffs 17 max_number_of_cliffs 19 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif HUGE_MAP min_number_of_cliffs 21 max_number_of_cliffs 23 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 elseif GIGANTIC_MAP min_number_of_cliffs 25 max_number_of_cliffs 27 min_length_of_cliff 5 max_length_of_cliff 8 min_distance_cliff 20 endif /* ****************************************************** */ elseif MELTING_FJORDS /* ****************************************************** */ #const ICY_BEACH 37 base_terrain WATER create_player_lands { terrain_type GRASS_SNOW land_percent 30 top_border 8 bottom_border 8 right_border 8 left_border 8 base_size 9 other_zone_avoidance_distance 17 base_elevation 7 } create_land { terrain_type WATER land_percent 50 top_border 30 bottom_border 30 right_border 30 left_border 30 } create_terrain GRASS_SNOW { base_terrain WATER land_percent 100 number_of_clumps 1000 height_limits 1 7 } create_terrain SNOW_FOREST { base_terrain GRASS_SNOW land_percent 10 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain SNOW { base_terrain GRASS_SNOW land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain GRASS { base_terrain GRASS_SNOW land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain ICE { base_terrain WATER land_percent 10 number_of_clumps 12 set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER land_percent 100 number_of_clumps 1000 spacing_to_other_terrain_types 2 } /* ****************************************************** */ elseif RIVAL_CITIES /* ****************************************************** */ start_random percent_chance 50 #define HOT percent_chance 50 #define NOT end_random if HOT #const GROUND 6 #const WOODS 13 #const PATCH 14 else #const GROUND 32 #const WOODS 21 #const PATCH 34 endif base_terrain WATER create_player_lands { terrain_type GROUND land_percent 100 if TINY_MAP base_size 15 elseif SMALL_MAP base_size 21 elseif MEDIUM_MAP base_size 22 elseif LARGE_MAP base_size 23 elseif HUGE_MAP base_size 24 elseif GIGANTIC_MAP base_size 25 endif set_zone_by_team other_zone_avoidance_distance 7 } create_elevation 2 { base_terrain GROUND number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER land_percent 100 number_of_clumps 100 spacing_to_other_terrain_types 2 } create_terrain WOODS { base_terrain GROUND land_percent 12 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 2 } create_terrain PATCH { base_terrain GROUND land_percent 15 number_of_clumps 24 set_scale_by_groups } /* ****************************************************** */ elseif ROCKY_POUND /* ****************************************************** */ #const CLIFF_GRASS 16 base_terrain DIRT create_player_lands { terrain_type DIRT land_percent 10 base_size 9 } create_land { terrain_type WATER land_percent 100 top_border 35 bottom_border 35 right_border 35 left_border 35 other_zone_avoidance_distance 5 } create_elevation 3 { base_terrain DIRT number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } if TINY_MAP min_number_of_cliffs 24 max_number_of_cliffs 28 elseif SMALL_MAP min_number_of_cliffs 32 max_number_of_cliffs 36 elseif MEDIUM_MAP min_number_of_cliffs 40 max_number_of_cliffs 44 elseif LARGE_MAP min_number_of_cliffs 48 max_number_of_cliffs 52 elseif HUGE_MAP min_number_of_cliffs 56 max_number_of_cliffs 60 elseif GIGANTIC_MAP min_number_of_cliffs 64 max_number_of_cliffs 68 endif min_length_cliff 10 max_length_cliff 12 min_distance_cliff 15 create_terrain PINE_FOREST { base_terrain DIRT land_percent 15 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain DIRT_SNOW { base_terrain DIRT land_percent 10 number_of_clumps 24 set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 5 } create_terrain DIRT { base_terrain CLIFF_GRASS land_percent 100 number_of_clumps 1000 set_scale_by_groups } /* ****************************************************** */ elseif VALLEY_OF_KINGS /* ****************************************************** */ #const FUNGUS 39 base_terrain GRASS2 create_player_lands { terrain_type GRASS2 land_percent 10 base_size 5 base_elevation 6 } create_land { terrain_type DIRT land_percent 100 top_border 20 bottom_border 20 right_border 20 left_border 20 } create_elevation 6 { base_terrain GRASS2 number_of_tiles 10000 number_of_clumps 1000 set_scale_by_groups } create_elevation 7 { base_terrain GRASS2 number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_elevation 2 { base_terrain DIRT number_of_tiles 625 number_of_clumps 24 set_scale_by_groups } create_terrain DIRT { base_terrain GRASS2 land_percent 100 number_of_clumps 100 height_limits 0 5 } create_terrain JUNGLE { base_terrain GRASS2 land_percent 12 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas } create_terrain GRASS3 { base_terrain GRASS2 land_percent 8 number_of_clumps 24 set_scale_by_groups } create_terrain FUNGUS { base_terrain DIRT land_percent 8 number_of_clumps 32 set_scale_by_groups } create_terrain DESERT { base_terrain DIRT land_percent 8 number_of_clumps 24 set_scale_by_groups } create_terrain PALM_DESERT { base_terrain DIRT land_percent 1 number_of_clumps 16 set_scale_by_groups } create_terrain SHALLOW { base_terrain DIRT land_percent 1 number_of_clumps 16 set_scale_by_groups set_flat_terrain_only height_limits 0 0 } /* ****************************************************** */ elseif VOLCANO /* ****************************************************** */ #const ROCKS 40 #const LAVA 15 base_terrain GRASS2 create_player_lands { terrain_type GRASS2 land_percent 5 top_border 10 bottom_border 10 right_border 10 left_border 10 base_size 9 } create_land { terrain_type ROCKS land_percent 100 top_border 35 bottom_border 35 right_border 35 left_border 35 } create_elevation 7 { base_terrain ROCKS number_of_tiles 99999 number_of_clumps 24 set_scale_by_size spacing 2 } create_terrain WATER { base_terrain GRASS2 land_percent 100 if TINY_MAP spacing_to_other_terrain_types 22 elseif SMALL_MAP spacing_to_other_terrain_types 29 elseif MEDIUM_MAP spacing_to_other_terrain_types 36 elseif LARGE_MAP spacing_to_other_terrain_types 43 elseif HUGE_MAP spacing_to_other_terrain_types 56 elseif GIGANTIC_MAP spacing_to_other_terrain_types 64 endif } create_terrain JUNGLE { base_terrain GRASS2 land_percent 13 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain LAVA { base_terrain ROCKS land_percent 100 number_of_clumps 100 height_limits 7 7 } create_terrain JUNGLE { base_terrain ROCKS land_percent 1 number_of_clumps 8 set_scale_by_groups spacing_to_other_terrain_types 3 } create_terrain MED_WATER { base_terrain WATER land_percent 100 spacing_to_other_terrain_types 5 } /* ****************************************************** */ elseif AQUAPOLIS /* ****************************************************** */ #const ROCKS 40 base_terrain WATER create_player_lands { terrain_type GRASS land_percent 30 base_elevation 7 top_border 5 bottom_border 5 right_border 5 left_boorder 5 base_size 9 other_zone_avoidance_distance 10 } create_land { terrain_type GRASS2 land_percent 100 top_border 40 bottom_border 40 right_border 40 left_border 40 other_zone_avoidance_distance 10 } create_land { terrain_type DESERT land_percent 100 top_border 85 bottom_border 0 right_border 0 left_border 85 } create_land { terrain_type DESERT land_percent 100 top_border 0 bottom_border 85 right_border 85 left_border 0 } create_land { terrain_type DESERT land_percent 100 top_border 85 bottom_border 0 right_border 85 left_border 0 } create_land { terrain_type DESERT land_percent 100 top_border 0 bottom_border 85 right_border 0 left_border 85 } create_elevation 7 { base_terrain GRASS2 number_of_tiles 9999 spacing 2 } create_terrain JUNGLE { base_terrain GRASS2 land_percent 100 spacing_to_other_terrain_types 4 } create_terrain ROCKS { base_terrain JUNGLE land_percent 100 spacing_to_other_terrain_types 10 } create_terrain PALM_DESERT { base_terrain DESERT land_percent 1 number_of_clumps 12 set_scale_by_groups } create_terrain MED_WATER { base_terrain WATER land_percent 100 number_of_clumps 1000 height_limits 0 0 spacing_to_other_terrain_types 2 } create_terrain PALM_DESERT { base_terrain GRASS land_percent 10 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas } create_terrain DEEP_WATER { base_terrain MED_WATER land_percent 15 number_of_clumps 8 set_scale_by_groups spacing_to_other_terrain_types 7 } /* ****************************************************** */ elseif ARCTIC_CIRCLE /* ****************************************************** */ #const ICY_BEACH 37 base_terrain ICY_BEACH create_player_lands { terrain_type SNOW land_percent 100 set_zone_by_team base_size 9 if TINY_MAP other_zone_avoidance_distance 20 elseif SMALL_MAP other_zone_avoidance_distance 22 elseif MEDIUM_MAP other_zone_avoidance_distance 24 elseif LARGE_MAP other_zone_avoidance_distance 26 elseif HUGE_MAP other_zone_avoidance_distance 28 elseif GIGANTIC_MAP other_zone_avoidance_distance 30 endif } create_land { terrain_type DEEP_WATER land_percent 100 top_border 40 bottom_border 40 right_border 40 left_border 40 } create_elevation 1 { base_terrain SNOW number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain WATER { base_terrain ICY_BEACH land_percent 3 number_of_clumps 8 set_scale_by_groups spacing_to_other_terrain_types 1 } create_terrain SNOW_FOREST { base_terrain SNOW land_percent 8 number_of_clumps 24 set_scale_by_groups set_avoid_player_start_areas } /* ****************************************************** */ elseif MANGROVE_SWAMP /* ****************************************************** */ base_terrain SHALLOW create_land { terrain_type SHALLOW land_percent 100 top_border 30 bottom_border 30 right_border 30 left_border 30 } create_player_lands { terrain_type DIRT land_percent 100 base_size 9 other_zone_avoidance_distance 2 } create_elevation 1 { base_terrain DIRT number_of_tiles 1250 number_of_clumps 24 set_scale_by_groups } create_terrain WATER { base_terrain SHALLOW land_percent 100 number_of_clumps 1000 set_scale_by_groups spacing_to_other_terrain_types 1 } create_terrain JUNGLE { base_terrain DIRT land_percent 15 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 3 } create_terrain JUNGLE { base_terrain WATER if TINY_MAP land_percent 6 elseif SMALL_MAP land_percent 6 elseif MEDIUM_MAP land_percent 5 elseif LARGE_MAP land_percent 5 elseif HUGE_MAP land_percent 4 elseif GIGANTIC_MAP land_percent 4 endif number_of_clumps 50 set_scale_by_groups spacing_to_other_terrain_types 2 } create_terrain GRASS { base_terrain DIRT land_percent 10 number_of_clumps 24 set_Scale_by_groups } /* ****************************************************** */ elseif GREAT_WALL /* ****************************************************** */ base_terrain WATER create_player_lands { terrain_type GRASS3 base_size 9 land_percent 100 set_zone_by_team other_zone_avoidance_distance 10 } create_elevation 3 { base_terrain GRASS3 number_of_tiles 3500 number_of_clumps 24 set_scale_by_groups } create_elevation 3 { base_terrain WATER number_of_tiles 100000 } create_terrain DIRT2 { base_terrain WATER land_percent 100 number_of_clumps 1000 } create_terrain ROAD2 { base_terrain DIRT2 land_percent 100 set_scale_by_size spacing_to_other_terrain_types 3 number_of_clumps 1000 } create_terrain PINE_FOREST { base_terrain GRASS3 land_percent 8 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 2 } create_terrain BAMBOO { base_terrain GRASS3 land_percent 8 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas spacing_to_other_terrain_types 2 } create_terrain DIRT3 { base_terrain GRASS3 land_percent 10 number_of_clumps 32 set_scale_by_groups set_avoid_player_start_areas } endif endif /* ****************** NORMAL RES ************************ */ if EL_DORADO_V4 start_random percent_chance 100 #define STANDARD_RESOURCES end_random else start_random percent_chance 0 #define STANDARD_RESOURCES end_random endif /* ****************************************************** */ /* GROUPED BY TEAM SECTION */ /* ****************************************************** */ /* ****************** STANDARD ************************** */ /* IF STANDARD RESOURCES */ if GIGA_PACK4 if TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif AOFE_HILL_FORT start_random percent_chance 100 #define TEAM_GROUPED end_random elseif AOFE_LOMBARDIA start_random percent_chance 100 #define TEAM_GROUPED end_random elseif AOFE_TEAM_ARENA start_random percent_chance 100 #define TEAM_GROUPED end_random endif endif /* IF STANDARD RESOURCES */ if GIGA_PACK5 if TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SEIZE_THE_HUMP start_random percent_chance 100 #define TEAM_GROUPED end_random endif endif /* IF STANDARD RESOURCES */ if GIGA_PACK6 if TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TEAM_MIGRATION start_random percent_chance 100 #define TEAM_GROUPED end_random endif endif /* IF STANDARD RESOURCES */ if GIGA_PACK7 if TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TREE_FORTS start_random percent_chance 100 #define TEAM_GROUPED end_random elseif CHICKEN_BALL start_random percent_chance 100 #define TEAM_GROUPED end_random elseif TEAM_ISLAND_HOPPING start_random percent_chance 100 #define TEAM_GROUPED end_random endif endif /* IF STANDARD RESOURCES */ if GIGA_PACK11 if TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TEAM_ACROPOLIS start_random percent_chance 100 #define TEAM_GROUPED end_random endif endif /* IF STANDARD RESOURCES */ if GIGA_PACK14 if TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif RIVAL_CITIES start_random percent_chance 100 #define TEAM_GROUPED end_random endif endif /* ******************* RANDOM ************************ */ if GIGA_PACK1 if STANDARD_RESOURCES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ARCHIPELAGO_ start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ARENA_ start_random percent_chance 100 #define TEAM_RANDOM end_random elseif HIGHLAND_ start_random percent_chance 100 #define TEAM_RANDOM end_random elseif FORTRESS_ start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SALTMARSH_ start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ISLANDS_ start_random percent_chance 100 #define TEAM_RANDOM end_random elseif RIVERS_ start_random percent_chance 100 #define TEAM_RANDOM end_random elseif YUCATAN_ start_random percent_chance 100 #define TEAM_RANDOM end_random elseif CONTINENTAL_ start_random percent_chance 100 #define TEAM_RANDOM end_random elseif NOMAD_ start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MIGRATION_ start_random percent_chance 100 #define TEAM_RANDOM end_random elseif CRATER_LAKE_ start_random percent_chance 100 #define TEAM_RANDOM end_random elseif LAND_NOMAD start_random percent_chance 100 #define TEAM_RANDOM end_random else start_random percent_chance 85 #define TEAM_RANDOM percent_chance 15 #define TEAM_GROUPED end_random endif endif if GIGA_PACK2 if STANDARD_RESOURCES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif RAFT_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif QUICKSAND_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif LOCK_WASHER_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif WOODEN_WEB_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif GLACIER_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ROAD_TO_VICTORY_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif CARIBBEAN_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TWO_RIVERS_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MELTING_ICE_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MIXTURE_STYLE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MODE__4 start_random percent_chance 100 #define TEAM_RANDOM end_random elseif FORT_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif FLOOD_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif FROSTY_ISLANDS_AP start_random percent_chance 100 #define TEAM_RANDOM end_random else start_random percent_chance 85 #define TEAM_RANDOM percent_chance 15 #define TEAM_GROUPED end_random endif endif if GIGA_PACK3 if STANDARD_RESOURCES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ENSNARED_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ISLAND_MODE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif CONFLICT_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif HALLUCINATION_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SPLIT_ISLANDS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ATARONCHRONON_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif WATER_MAP /* DOUBLE_DANGER_AP */ if LARGE_MAP start_random percent_chance 100 #define TEAM_GROUPED end_random elseif HUGE_MAP start_random percent_chance 100 #define TEAM_GROUPED end_random elseif GIGANTIC_MAP start_random percent_chance 100 #define TEAM_GROUPED end_random else start_random percent_chance 100 #define TEAM_RANDOM end_random endif elseif GRASS_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif LAND_MAP2 /* DOUBLE_DANGER_AP */ if LARGE_MAP start_random percent_chance 100 #define TEAM_GROUPED end_random elseif HUGE_MAP start_random percent_chance 100 #define TEAM_GROUPED end_random elseif GIGANTIC_MAP start_random percent_chance 100 #define TEAM_GROUPED end_random else start_random percent_chance 100 #define TEAM_RANDOM end_random endif elseif JÁRNVIÐR_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SAND_OCEAN_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SAND_RIVER_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif LEAF_LAKES_AP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif FLUCTUATE_AP start_random percent_chance 100 #define TEAM_RANDOM end_random else start_random percent_chance 85 #define TEAM_RANDOM percent_chance 15 #define TEAM_GROUPED end_random endif endif if GIGA_PACK4 if STANDARD_RESOURCES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif BEDOUINS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif AOFE_ACROPOLIS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif AOFE_BUDAPEST start_random percent_chance 100 #define TEAM_RANDOM end_random elseif AOFE_GOLDEN_PIT start_random percent_chance 100 #define TEAM_RANDOM end_random elseif AOFE_HILL_FORT start_random percent_chance 100 #define TEAM_GROUPED end_random elseif AOFE_LOMBARDIA start_random percent_chance 100 #define TEAM_GROUPED end_random elseif AOFE_TEAM_ARENA start_random percent_chance 100 #define TEAM_GROUPED end_random elseif AOFE_VALLEY start_random percent_chance 100 #define TEAM_RANDOM end_random elseif HAMBURGER start_random percent_chance 100 #define TEAM_RANDOM end_random elseif GOLDENHILL start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TSUNAMI start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SLIPPERY_SPRINGS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ROOSTER start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SEALED_ISLANDS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif STARDOM start_random percent_chance 100 #define TEAM_RANDOM end_random elseif BIGFOOT start_random percent_chance 100 #define TEAM_RANDOM end_random elseif PAVEDHIGHLAND start_random percent_chance 100 #define TEAM_RANDOM end_random else start_random percent_chance 85 #define TEAM_RANDOM percent_chance 15 #define TEAM_GROUPED end_random endif endif if GIGA_PACK5 if STANDARD_RESOURCES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ATLANTEAN_RELICS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif DOUBLE_MIGRATION start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SAND_MAZE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TENTACLEISLE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif BORDER_DISPUTE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ANATOLIA start_random percent_chance 100 #define TEAM_RANDOM end_random elseif GREAT_LAKE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif PARALLEL_WORLDS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SEIZE_THE_HUMP start_random percent_chance 100 #define TEAM_GROUPED end_random elseif ZERO start_random percent_chance 100 #define TEAM_RANDOM end_random elseif CLIFFY_ARENA start_random percent_chance 100 #define TEAM_RANDOM end_random elseif RIPPLES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MFOPLATEAU start_random percent_chance 100 #define TEAM_RANDOM end_random elseif DUNES_ start_random percent_chance 100 #define TEAM_RANDOM end_random else start_random percent_chance 85 #define TEAM_RANDOM percent_chance 15 #define TEAM_GROUPED end_random endif endif if GIGA_PACK6 if STANDARD_RESOURCES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif CHAOS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif COASTAL_GOLDRUSH start_random percent_chance 100 #define TEAM_RANDOM end_random elseif GANDALF_CANYONLANDS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif FOCAL_POINT start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MIGRATION_PLUS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MOATS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif PRECUT_MICHI start_random percent_chance 100 #define TEAM_RANDOM end_random elseif VALLEY_OF_GOLD start_random percent_chance 100 #define TEAM_RANDOM end_random elseif HOMELAND start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TEAM_MIGRATION start_random percent_chance 100 #define TEAM_GROUPED end_random elseif TEAM_CONTINENTS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif EL_DORADO_V4 start_random percent_chance 100 #define TEAM_RANDOM end_random elseif VITAL_RIVER start_random percent_chance 100 #define TEAM_RANDOM end_random elseif HIGH_SEAS start_random percent_chance 100 #define TEAM_RANDOM end_random else start_random percent_chance 85 #define TEAM_RANDOM percent_chance 15 #define TEAM_GROUPED end_random endif endif if GIGA_PACK7 if STANDARD_RESOURCES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif NC_DECENTRING start_random percent_chance 100 #define TEAM_RANDOM end_random elseif NC_FAIR_SALTMARSH start_random percent_chance 100 #define TEAM_RANDOM end_random elseif NC_GOLDEN_ISLAND start_random percent_chance 100 #define TEAM_RANDOM end_random elseif NC_RING_FOREST start_random percent_chance 100 #define TEAM_RANDOM end_random elseif NC_WIDE_RIVERS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif NC_WIDE_RIVERS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MERRY_GO_ROUND start_random percent_chance 100 #define TEAM_RANDOM end_random elseif POND_INSPECTION start_random percent_chance 100 #define TEAM_RANDOM end_random elseif PYRAMID__ start_random percent_chance 100 #define TEAM_RANDOM end_random elseif STRANDED start_random percent_chance 100 #define TEAM_RANDOM end_random else start_random percent_chance 85 #define TEAM_RANDOM percent_chance 15 #define TEAM_GROUPED end_random endif endif if GIGA_PACK8 if STANDARD_RESOURCES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ARCHIPEL start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ARTIFICIAL start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ATLANTIC start_random percent_chance 100 #define TEAM_RANDOM end_random elseif CONTINENT start_random percent_chance 100 #define TEAM_RANDOM end_random elseif FAIR_RIVERS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif LAKES_ start_random percent_chance 100 #define TEAM_RANDOM end_random elseif PIZZA start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TREASURE_ISLANDS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TERRA_PANGEA start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TERRA_CONTINENTS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SOLIDCONTINENT start_random percent_chance 100 #define TEAM_RANDOM end_random elseif NEWTRILAKE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif HINTERLAND start_random percent_chance 100 #define TEAM_RANDOM end_random elseif LANDBRIDGE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif HUGERIVERS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif VANISHED_LAKES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif THEGOLDENNILE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif NICESLICE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif AMAZONAS start_random percent_chance 100 #define TEAM_RANDOM end_random else start_random percent_chance 85 #define TEAM_RANDOM percent_chance 15 #define TEAM_GROUPED end_random endif endif if GIGA_PACK9 if STANDARD_RESOURCES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif CONNECTED_ISLANDS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif EMIGRATION start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ULTIMA1 start_random percent_chance 100 #define TEAM_RANDOM end_random elseif KILLINGFIELDS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SEAHAVEN start_random percent_chance 100 #define TEAM_RANDOM end_random elseif RIVER_PIRATES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif CANALS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif DUNES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TEAM_GLACIERS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SEASONS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SEA__ start_random percent_chance 100 #define TEAM_RANDOM end_random elseif AMAZONWIDE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif PROMONTORIES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif BEACHBEACH_ start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMICHI start_random percent_chance 100 #define TEAM_RANDOM end_random elseif METROPOLIS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif OUTWARDBOUND start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SCATTEREDISLETS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SHOSHOLOZA start_random percent_chance 100 #define TEAM_RANDOM end_random elseif DEADLYCRACK start_random percent_chance 100 #define TEAM_RANDOM end_random else start_random percent_chance 85 #define TEAM_RANDOM percent_chance 15 #define TEAM_GROUPED end_random endif endif if GIGA_PACK10 if STANDARD_RESOURCES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif LOCKEDTREASURES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SENNHEISER start_random percent_chance 100 #define TEAM_RANDOM end_random elseif BANANAISLANDS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SILENT start_random percent_chance 100 #define TEAM_RANDOM end_random elseif URBANISLANDS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif THEDIVIDE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif FARMISHING start_random percent_chance 100 #define TEAM_RANDOM end_random elseif LOSTINBOGS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif BRAZILIAN start_random percent_chance 100 #define TEAM_RANDOM end_random elseif FAKESAFETY start_random percent_chance 100 #define TEAM_RANDOM end_random elseif BIGMAC start_random percent_chance 100 #define TEAM_RANDOM end_random elseif HIMALAYAS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SHELLSHOCKED start_random percent_chance 100 #define TEAM_RANDOM end_random elseif DARKBRIDGE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif CASPIAN start_random percent_chance 100 #define TEAM_RANDOM end_random else start_random percent_chance 85 #define TEAM_RANDOM percent_chance 15 #define TEAM_GROUPED end_random endif endif if GIGA_PACK11 if STANDARD_RESOURCES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif NORMALALIGATOR start_random percent_chance 100 #define TEAM_RANDOM end_random elseif GLUEDWITHWOOD start_random percent_chance 100 #define TEAM_RANDOM end_random elseif VERSACE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif DESERTDOTS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif DIAMONDFIELD start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TEAM_ACROPOLIS start_random percent_chance 100 #define TEAM_GROUPED end_random elseif MFO_TWOSEAS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif EYE_OF_SAURON start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MFO_OVERTHERIVER start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MFO_DESERTCARAVANS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MFO_DOUBLERIVERS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MFO_DOUBLECOASTAL start_random percent_chance 100 #define TEAM_RANDOM end_random elseif HOUSE_BOAT start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SHORELANDS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif GREENCIRCLE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif NC_COLD_RIVERS start_random percent_chance 100 #define TEAM_RANDOM end_random else start_random percent_chance 85 #define TEAM_RANDOM percent_chance 15 #define TEAM_GROUPED end_random endif endif if GIGA_PACK12 if STANDARD_RESOURCES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MFO_DOUBLEHIGHLAND start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MFO_DOUBLEMEDI start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MFO_DOUBLEYUCATAN start_random percent_chance 100 #define TEAM_RANDOM end_random elseif AMBUSH start_random percent_chance 100 #define TEAM_RANDOM end_random elseif BLACK_GOLDRUSH start_random percent_chance 100 #define TEAM_RANDOM end_random elseif CALDERA start_random percent_chance 100 #define TEAM_RANDOM end_random elseif CANOPY start_random percent_chance 100 #define TEAM_RANDOM end_random elseif CHASM start_random percent_chance 100 #define TEAM_RANDOM end_random elseif CLUSTER start_random percent_chance 100 #define TEAM_RANDOM end_random elseif CORAL_REEF start_random percent_chance 100 #define TEAM_RANDOM end_random elseif COUNTRYSIDE_ start_random percent_chance 100 #define TEAM_RANDOM end_random else start_random percent_chance 85 #define TEAM_RANDOM percent_chance 15 #define TEAM_GROUPED end_random endif endif if GIGA_PACK13 if STANDARD_RESOURCES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif DROUGHT start_random percent_chance 100 #define TEAM_RANDOM end_random elseif DRY_RIVER start_random percent_chance 100 #define TEAM_RANDOM end_random elseif EPICENTER start_random percent_chance 100 #define TEAM_RANDOM end_random elseif FJORDS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif FLOODED_BEACHES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif FOREST_ROAD start_random percent_chance 100 #define TEAM_RANDOM end_random elseif GOLDEN_ATOLL start_random percent_chance 100 #define TEAM_RANDOM end_random elseif GORGE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ICE_CAPS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ISOLATED_RIVERS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif LAGOON start_random percent_chance 100 #define TEAM_RANDOM end_random elseif LANDSLIDE start_random percent_chance 100 #define TEAM_RANDOM end_random else start_random percent_chance 85 #define TEAM_RANDOM percent_chance 15 #define TEAM_GROUPED end_random endif endif if GIGA_PACK14 if STANDARD_RESOURCES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif TINY_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SMALL_MAP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SHOALS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif RAVINES start_random percent_chance 100 #define TEAM_RANDOM end_random elseif RIPPLE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif SERPENTINE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MELTING_FJORDS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MELTING_FJORDS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif AQUAPOLIS start_random percent_chance 100 #define TEAM_RANDOM end_random elseif ARCTIC_CIRCLE start_random percent_chance 100 #define TEAM_RANDOM end_random elseif MANGROVE_SWAMP start_random percent_chance 100 #define TEAM_RANDOM end_random elseif GREAT_WALL start_random percent_chance 100 #define TEAM_RANDOM end_random else start_random percent_chance 85 #define TEAM_RANDOM percent_chance 15 #define TEAM_GROUPED end_random endif endif if TEAM_GROUPED grouped_by_team elseif TEAM_RANDOM endif /* ****************************************************** */ /* ****************************************************** */ /* Engine Made by HJ and Prophet. */ /* ****************************************************** */ /* TOWN CENTER SECTION */ /* ****************************************************** */ if GIGA_PACK1 /* ****************************************************** */ if NOMAD_ start_random percent_chance 100 #define NOTCMODE end_random elseif LAND_NOMAD start_random percent_chance 100 #define NOTCMODE end_random elseif ARENA_ start_random percent_chance 100 #define TCMODE end_random elseif FORTRESS_ start_random percent_chance 100 #define TCMODE end_random elseif ISLANDS_ start_random percent_chance 100 #define TCMODE end_random elseif SALTMARSH_ start_random percent_chance 100 #define TCMODE end_random elseif CRATER_LAKE_ start_random percent_chance 100 #define TCMODE end_random elseif MIGRATION_ start_random percent_chance 100 #define TCMODE end_random elseif BALTIC_ start_random percent_chance 100 #define TCMODE end_random elseif CONTINENTAL_ start_random percent_chance 100 #define TCMODE end_random elseif SCANDINAVIA_ start_random percent_chance 100 #define TCMODE end_random elseif GHOSTLAKE_ start_random percent_chance 100 #define TCMODE end_random elseif MEDITERRANEAN_ start_random percent_chance 100 #define TCMODE end_random elseif RIVERS_ start_random percent_chance 100 #define TCMODE end_random elseif ARCHIPELAGO_ start_random percent_chance 100 #define TCMODE end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define TCMODE end_random elseif TEAM_GROUPED start_random percent_chance 100 #define TCMODE end_random elseif COASTAL_ start_random percent_chance 100 #define TCMODE end_random elseif TEAM_ISLANDS_ start_random percent_chance 100 #define TCMODE end_random else start_random percent_chance 90 #define TCMODE percent_chance 10 #define NOTCMODE end_random endif endif /* ****************************************************** */ if GIGA_PACK2 /* ****************************************************** */ if RAFT_AP start_random percent_chance 100 #define TCMODE end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define TCMODE end_random elseif TEAM_GROUPED start_random percent_chance 100 #define TCMODE end_random elseif BOARDS_OF_CANADA_AP start_random percent_chance 100 #define TCMODE end_random elseif GLACIER_AP start_random percent_chance 100 #define TCMODE end_random elseif RAFT_AP start_random percent_chance 100 #define TCMODE end_random elseif CARIBBEAN_AP start_random percent_chance 100 #define TCMODE end_random elseif MODE__4 start_random percent_chance 100 #define TCMODE end_random elseif FORT_AP start_random percent_chance 100 #define TCMODE end_random elseif RELIC_PONDS_AP start_random percent_chance 100 #define TCMODE end_random elseif FLOOD_AP start_random percent_chance 100 #define TCMODE end_random elseif FROSTY_ISLANDS_AP start_random percent_chance 100 #define TCMODE end_random else start_random percent_chance 90 #define TCMODE percent_chance 10 #define NOTCMODE end_random endif endif /* ****************************************************** */ if GIGA_PACK3 /* ****************************************************** */ if ISLAND_MODE start_random percent_chance 100 #define TCMODE end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define TCMODE end_random elseif TEAM_GROUPED start_random percent_chance 100 #define TCMODE end_random elseif ENSNARED_AP start_random percent_chance 100 #define TCMODE end_random elseif ANCIENT_LAKE_AP start_random percent_chance 100 #define TCMODE end_random elseif INNOVATION_AP start_random percent_chance 100 #define TCMODE end_random elseif HALLUCINATION_AP start_random percent_chance 100 #define TCMODE end_random elseif CONFLICT_AP start_random percent_chance 100 #define TCMODE end_random elseif RAINFOREST_AP start_random percent_chance 100 #define TCMODE end_random elseif DOUBLE_DANGER_AP start_random percent_chance 100 #define TCMODE end_random elseif DOUBLEARABIA start_random percent_chance 100 #define TCMODE end_random elseif JÁRNVIÐR_AP start_random percent_chance 100 #define TCMODE end_random elseif LEAF_LAKES_AP start_random percent_chance 100 #define TCMODE end_random elseif SAND_OCEAN_AP start_random percent_chance 100 #define TCMODE end_random elseif HYDROLOGY_AP start_random percent_chance 100 #define TCMODE end_random elseif FLUCTUATE_AP start_random percent_chance 100 #define TCMODE end_random else start_random percent_chance 90 #define TCMODE percent_chance 10 #define NOTCMODE end_random endif endif /* ****************************************************** */ if GIGA_PACK4 /* ****************************************************** */ if BEDOUINS start_random percent_chance 100 #define NOTCMODE end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define TCMODE end_random elseif TEAM_GROUPED start_random percent_chance 100 #define TCMODE end_random elseif AOFE_ACROPOLIS start_random percent_chance 100 #define TCMODE end_random elseif AOFE_BUDAPEST start_random percent_chance 100 #define TCMODE end_random elseif AOFE_HILL_FORT start_random percent_chance 100 #define TCMODE end_random elseif GOLDENHILL start_random percent_chance 100 #define TCMODE end_random elseif HILLS start_random percent_chance 100 #define TCMODE end_random elseif TSUNAMI start_random percent_chance 100 #define TCMODE end_random elseif HAMBURGER start_random percent_chance 100 #define TCMODE end_random elseif MEATBALLS start_random percent_chance 100 #define TCMODE end_random elseif ATACAMA start_random percent_chance 100 #define TCMODE end_random elseif STARDOM start_random percent_chance 100 #define TCMODE end_random elseif BIGFOOT start_random percent_chance 100 #define TCMODE end_random else start_random percent_chance 90 #define TCMODE percent_chance 10 #define NOTCMODE end_random endif endif /* ****************************************************** */ if GIGA_PACK5 /* ****************************************************** */ if ATLANTEAN_RELICS start_random percent_chance 100 #define TCMODE end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define TCMODE end_random elseif TEAM_GROUPED start_random percent_chance 100 #define TCMODE end_random elseif DOUBLE_MIGRATION start_random percent_chance 100 #define TCMODE end_random elseif BORDER_DISPUTE start_random percent_chance 100 #define TCMODE end_random elseif PARALLEL_WORLDS start_random percent_chance 100 #define TCMODE end_random elseif CLIFFY_ARENA start_random percent_chance 100 #define TCMODE end_random elseif MFOPLATEAU start_random percent_chance 100 #define TCMODE end_random elseif DUNES_ start_random percent_chance 100 #define TCMODE end_random else start_random percent_chance 90 #define TCMODE percent_chance 10 #define NOTCMODE end_random endif endif /* ****************************************************** */ if GIGA_PACK6 /* ****************************************************** */ if CHAOS start_random percent_chance 100 #define TCMODE end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define TCMODE end_random elseif TEAM_GROUPED start_random percent_chance 100 #define TCMODE end_random elseif MIGRATION_PLUS start_random percent_chance 100 #define TCMODE end_random elseif MOATS start_random percent_chance 100 #define TCMODE end_random elseif BULTROMAP start_random percent_chance 100 #define TCMODE end_random elseif TEAM_CONTINENTS start_random percent_chance 100 #define TCMODE end_random elseif EL_DORADO_V4 start_random percent_chance 100 #define TCMODE end_random elseif EL_DORADO_V5 start_random percent_chance 100 #define TCMODE end_random elseif BCC3_FORTRESS start_random percent_chance 100 #define TCMODE end_random elseif HIGH_SEAS start_random percent_chance 100 #define TCMODE end_random else start_random percent_chance 90 #define TCMODE percent_chance 10 #define NOTCMODE end_random endif endif /* ****************************************************** */ if GIGA_PACK7 /* ****************************************************** */ if NC_DECENTRING start_random percent_chance 100 #define NOTCMODE end_random elseif POND_INSPECTION start_random percent_chance 100 #define NOTCMODE end_random elseif PYRAMID__ start_random percent_chance 100 #define NOTCMODE end_random elseif STRANDED start_random percent_chance 100 #define NOTCMODE end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define TCMODE end_random elseif TEAM_GROUPED start_random percent_chance 100 #define TCMODE end_random elseif NC_FAIR_SALTMARSH start_random percent_chance 100 #define TCMODE end_random elseif NC_INVERTED_ARENA start_random percent_chance 100 #define TCMODE end_random elseif POPPYFIELD start_random percent_chance 100 #define TCMODE end_random elseif SAVANNA start_random percent_chance 100 #define TCMODE end_random elseif WATER_HORSE start_random percent_chance 100 #define TCMODE end_random elseif RESERVOIR2 start_random percent_chance 100 #define TCMODE end_random elseif LOW_COUNTRIES start_random percent_chance 100 #define TCMODE end_random else start_random percent_chance 90 #define TCMODE percent_chance 10 #define NOTCMODE end_random endif endif /* ****************************************************** */ if GIGA_PACK8 /* ****************************************************** */ if GREEN_ARABIA start_random percent_chance 100 #define TCMODE end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define TCMODE end_random elseif TEAM_GROUPED start_random percent_chance 100 #define TCMODE end_random elseif ARCHIPEL start_random percent_chance 100 #define TCMODE end_random elseif ARTIFICIAL start_random percent_chance 100 #define TCMODE end_random elseif ATLANTIC start_random percent_chance 100 #define TCMODE end_random elseif CONTINENT start_random percent_chance 100 #define TCMODE end_random elseif FAIR_RIVERS start_random percent_chance 100 #define TCMODE end_random elseif PIZZA start_random percent_chance 100 #define TCMODE end_random elseif TREASURE_ISLANDS start_random percent_chance 100 #define TCMODE end_random elseif HUGERIVERS start_random percent_chance 100 #define TCMODE end_random else start_random percent_chance 90 #define TCMODE percent_chance 10 #define NOTCMODE end_random endif endif /* ****************************************************** */ if GIGA_PACK9 /* ****************************************************** */ if CONNECTED_ISLANDS start_random percent_chance 100 #define TCMODE end_random elseif OUTWARDBOUND start_random percent_chance 100 #define NOTCMODE end_random elseif SCATTEREDISLETS start_random percent_chance 100 #define NOTCMODE end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define TCMODE end_random elseif TEAM_GROUPED start_random percent_chance 100 #define TCMODE end_random elseif EMIGRATION start_random percent_chance 100 #define TCMODE end_random elseif DUNES start_random percent_chance 100 #define TCMODE end_random elseif ULTIMA1 start_random percent_chance 100 #define TCMODE end_random elseif SEAHAVEN start_random percent_chance 100 #define TCMODE end_random elseif BAMBOOWORLD start_random percent_chance 100 #define TCMODE end_random elseif RIVER_PIRATES start_random percent_chance 100 #define TCMODE end_random elseif AMAZONWIDE start_random percent_chance 100 #define TCMODE end_random elseif SMICHI start_random percent_chance 100 #define TCMODE end_random elseif METROPOLIS start_random percent_chance 100 #define TCMODE end_random elseif SURROUNDED start_random percent_chance 100 #define TCMODE end_random elseif DEADLYCRACK start_random percent_chance 100 #define TCMODE end_random else start_random percent_chance 90 #define TCMODE percent_chance 10 #define NOTCMODE end_random endif endif /* ****************************************************** */ if GIGA_PACK10 /* ****************************************************** */ if LOCKEDTREASURES start_random percent_chance 100 #define TCMODE end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define TCMODE end_random elseif TEAM_GROUPED start_random percent_chance 100 #define TCMODE end_random elseif BANANAISLANDS start_random percent_chance 100 #define TCMODE end_random elseif LOSTINBOGS start_random percent_chance 100 #define TCMODE end_random elseif BRAZILIAN start_random percent_chance 100 #define TCMODE end_random elseif LANTERN start_random percent_chance 100 #define TCMODE end_random elseif BIGMAC start_random percent_chance 100 #define TCMODE end_random elseif SHELLSHOCKED start_random percent_chance 100 #define TCMODE end_random elseif SIDEWOOD start_random percent_chance 100 #define TCMODE end_random else start_random percent_chance 90 #define TCMODE percent_chance 10 #define NOTCMODE end_random endif endif /* ****************************************************** */ if GIGA_PACK11 /* ****************************************************** */ if ALIGATOR start_random percent_chance 100 #define TCMODE end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define TCMODE end_random elseif TEAM_GROUPED start_random percent_chance 100 #define TCMODE end_random elseif KINGF start_random percent_chance 100 #define TCMODE end_random elseif VERSACE start_random percent_chance 100 #define TCMODE end_random elseif DESERTSTRIPES start_random percent_chance 100 #define TCMODE end_random elseif EYE_OF_SAURON start_random percent_chance 100 #define TCMODE end_random elseif MFO_CENTRALSEA start_random percent_chance 100 #define TCMODE end_random elseif MFO_DOUBLERIVERS start_random percent_chance 100 #define TCMODE end_random elseif MFO_DOUBLEBF start_random percent_chance 100 #define TCMODE end_random elseif MFO_DOUBLECOASTAL start_random percent_chance 100 #define TCMODE end_random elseif NC_XMAS_TREE start_random percent_chance 100 #define TCMODE end_random elseif HOUSE_BOAT start_random percent_chance 100 #define TCMODE end_random elseif GREENCIRCLE start_random percent_chance 100 #define TCMODE end_random elseif NC_COLD_RIVERS start_random percent_chance 100 #define TCMODE end_random else start_random percent_chance 90 #define TCMODE percent_chance 10 #define NOTCMODE end_random endif endif /* ****************************************************** */ if GIGA_PACK12 /* ****************************************************** */ if MFO_DOUBLEHIGHLAND start_random percent_chance 100 #define TCMODE end_random elseif CANOPY start_random percent_chance 100 #define NOTCMODE end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define TCMODE end_random elseif TEAM_GROUPED start_random percent_chance 100 #define TCMODE end_random elseif MFO_DOUBLEARABIA start_random percent_chance 100 #define TCMODE end_random elseif MFO_TRIPLEARABIA start_random percent_chance 100 #define TCMODE end_random elseif MFO_DOUBLEHIGHLAND start_random percent_chance 100 #define TCMODE end_random elseif MFO_DOUBLEMEDI start_random percent_chance 100 #define TCMODE end_random elseif MFO_DOUBLEYUCATAN start_random percent_chance 100 #define TCMODE end_random elseif SHERWOOD_FOREST start_random percent_chance 100 #define TCMODE end_random elseif BLACK_GOLDRUSH start_random percent_chance 100 #define TCMODE end_random elseif CHAOS_PIT start_random percent_chance 100 #define TCMODE end_random elseif CORAL_REEF start_random percent_chance 100 #define TCMODE end_random elseif CRISS_CROSS start_random percent_chance 100 #define TCMODE end_random else start_random percent_chance 90 #define TCMODE percent_chance 10 #define NOTCMODE end_random endif endif /* ****************************************************** */ if GIGA_PACK13 /* ****************************************************** */ if CROP_CIRCLES start_random percent_chance 100 #define TCMODE end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define TCMODE end_random elseif TEAM_GROUPED start_random percent_chance 100 #define TCMODE end_random elseif DOUBLE_ARENA start_random percent_chance 100 #define TCMODE end_random elseif ENSNARED_ARENA start_random percent_chance 100 #define TCMODE end_random elseif EXCAVATED_ARENA start_random percent_chance 100 #define TCMODE end_random elseif FJORDS start_random percent_chance 100 #define TCMODE end_random elseif FLOODED_BEACHES start_random percent_chance 100 #define TCMODE end_random elseif FLOODPLAINS start_random percent_chance 100 #define TCMODE end_random elseif GOLDEN_ATOLL start_random percent_chance 100 #define TCMODE end_random elseif ICE_CAPS start_random percent_chance 100 #define TCMODE end_random elseif ISOLATED_RIVERS start_random percent_chance 100 #define TCMODE end_random else start_random percent_chance 90 #define TCMODE percent_chance 10 #define NOTCMODE end_random endif endif /* ****************************************************** */ if GIGA_PACK14 /* ****************************************************** */ if LAVA_LAKES start_random percent_chance 100 #define TCMODE end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define TCMODE end_random elseif TEAM_GROUPED start_random percent_chance 100 #define TCMODE end_random elseif OASIS_ISLAND start_random percent_chance 100 #define TCMODE end_random elseif PLATEAU start_random percent_chance 100 #define TCMODE end_random elseif SHOALS start_random percent_chance 100 #define TCMODE end_random elseif SAHARA start_random percent_chance 100 #define TCMODE end_random elseif RAVINES start_random percent_chance 100 #define TCMODE end_random elseif PACIFIC_BEACH start_random percent_chance 100 #define TCMODE end_random elseif MELTING_FJORDS start_random percent_chance 100 #define TCMODE end_random elseif VALLEY_OF_KINGS start_random percent_chance 100 #define TCMODE end_random elseif VOLCANO start_random percent_chance 100 #define TCMODE end_random elseif AQUAPOLIS start_random percent_chance 100 #define TCMODE end_random elseif GREAT_WALL start_random percent_chance 100 #define TCMODE end_random else start_random percent_chance 90 #define TCMODE percent_chance 10 #define NOTCMODE end_random endif endif if TCMODE create_object TOWN_CENTER { set_place_for_every_player group_placement_radius 18 min_distance_to_players 0 max_distance_to_players 0 } elseif NOTCMODE endif /* ****************************************************** */ /* DETAILS ON MAPS */ /* ****************************************************** */ if NOTCMODE elseif STANDARD_RESOURCES start_random percent_chance 100 #define INGENTING end_random else start_random percent_chance 2 #define FLAG_1 percent_chance 2 #define FLAG_2 percent_chance 2 #define FLAG_3 percent_chance 2 #define FLAG_4 percent_chance 2 #define FLAG_5 percent_chance 2 #define SIGN_ percent_chance 2 #define STATUE_ percent_chance 2 #define NINE_BANDS_ percent_chance 2 #define TORCHES percent_chance 82 #define INGENTING end_random endif if FLAG_1 create_object FLAG_A { number_of_objects 1 set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 } elseif FLAG_2 create_object FLAG_B { number_of_objects 1 set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 } elseif FLAG_3 create_object FLAG_C { number_of_objects 1 set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 } elseif FLAG_4 create_object FLAG_D { number_of_objects 1 set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 } elseif FLAG_5 create_object FLAG_E { number_of_objects 1 set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 } elseif STATUE_ create_object STATUE { start_random percent_chance 60 number_of_objects 1 percent_chance 20 number_of_objects 2 percent_chance 20 number_of_objects 3 end_random set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 min_distance_group_placement 4 } elseif SIGN_ create_object SIGN { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 } elseif NINE_BANDS_ create_object NINE_BANDS { number_of_objects 1 set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 } elseif TORCHES create_object TORCH { start_random percent_chance 34 number_of_objects 1 percent_chance 33 number_of_objects 2 percent_chance 33 number_of_objects 3 end_random set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 min_distance_group_placement 4 } elseif INGENTING endif /* ****************************************************** */ /* VILLAGER SECTION */ /* ****************************************************** */ if GIGA_PACK1 if NOMAD_ elseif LAND_NOMAD else if FORTRESS_ start_random percent_chance 50 #define MOREVILLS percent_chance 50 #define NORMALVILLS end_random elseif NOTCMODE start_random percent_chance 100 #define NORMALVILLS end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define NORMALVILLS end_random else start_random percent_chance 10 #define MOREVILLS percent_chance 90 #define NORMALVILLS end_random endif endif endif if GIGA_PACK2 if NOTCMODE start_random percent_chance 100 #define NORMALVILLS end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define NORMALVILLS end_random else start_random percent_chance 10 #define MOREVILLS percent_chance 90 #define NORMALVILLS end_random endif endif if GIGA_PACK3 if NOTCMODE start_random percent_chance 100 #define NORMALVILLS end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define NORMALVILLS end_random else start_random percent_chance 10 #define MOREVILLS percent_chance 90 #define NORMALVILLS end_random endif endif if GIGA_PACK4 if BEDOUINS else if NOTCMODE start_random percent_chance 100 #define NORMALVILLS end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define NORMALVILLS end_random else start_random percent_chance 10 #define MOREVILLS percent_chance 90 #define NORMALVILLS end_random endif endif endif if GIGA_PACK5 if NOTCMODE start_random percent_chance 100 #define NORMALVILLS end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define NORMALVILLS end_random else start_random percent_chance 10 #define MOREVILLS percent_chance 90 #define NORMALVILLS end_random endif endif if GIGA_PACK6 if NOTCMODE start_random percent_chance 100 #define NORMALVILLS end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define NORMALVILLS end_random else start_random percent_chance 10 #define MOREVILLS percent_chance 90 #define NORMALVILLS end_random endif endif if GIGA_PACK7 if POND_INSPECTION elseif NC_DECENTRING elseif PYRAMID__ elseif STRANDED else if NOTCMODE start_random percent_chance 100 #define NORMALVILLS end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define NORMALVILLS end_random else start_random percent_chance 10 #define MOREVILLS percent_chance 90 #define NORMALVILLS end_random endif endif endif if GIGA_PACK8 if NOTCMODE start_random percent_chance 100 #define NORMALVILLS end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define NORMALVILLS end_random else start_random percent_chance 10 #define MOREVILLS percent_chance 90 #define NORMALVILLS end_random endif endif if GIGA_PACK9 if OUTWARDBOUND elseif SCATTEREDISLETS else if NOTCMODE start_random percent_chance 100 #define NORMALVILLS end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define NORMALVILLS end_random else start_random percent_chance 10 #define MOREVILLS percent_chance 90 #define NORMALVILLS end_random endif endif endif if GIGA_PACK10 if NOTCMODE start_random percent_chance 100 #define NORMALVILLS end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define NORMALVILLS end_random else start_random percent_chance 10 #define MOREVILLS percent_chance 90 #define NORMALVILLS end_random endif endif if GIGA_PACK11 if NOTCMODE start_random percent_chance 100 #define NORMALVILLS end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define NORMALVILLS end_random else start_random percent_chance 10 #define MOREVILLS percent_chance 90 #define NORMALVILLS end_random endif endif if GIGA_PACK12 if CANOPY else if NOTCMODE start_random percent_chance 100 #define NORMALVILLS end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define NORMALVILLS end_random else start_random percent_chance 10 #define MOREVILLS percent_chance 90 #define NORMALVILLS end_random endif endif endif if GIGA_PACK13 if NOTCMODE start_random percent_chance 100 #define NORMALVILLS end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define NORMALVILLS end_random elseif DOUBLE_ARENA start_random percent_chance 100 #define NORMALVILLS end_random else start_random percent_chance 10 #define MOREVILLS percent_chance 90 #define NORMALVILLS end_random endif endif if GIGA_PACK14 if NOTCMODE start_random percent_chance 100 #define NORMALVILLS end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define NORMALVILLS end_random else start_random percent_chance 10 #define MOREVILLS percent_chance 90 #define NORMALVILLS end_random endif endif if MOREVILLS create_object VILLAGER { set_place_for_every_player if NOTCMODE if VEZICKA min_distance_to_players 6 max_distance_to_players 6 elseif BUMVEZICKA min_distance_to_players 6 max_distance_to_players 6 elseif MODERNIVEZICKA min_distance_to_players 6 max_distance_to_players 6 else min_distance_to_players 6 max_distance_to_players 15 endif else min_distance_to_players 6 max_distance_to_players 6 endif } create_object VILLAGER { number_of_objects 3 set_place_for_every_player if NOTCMODE if VEZICKA min_distance_to_players 6 max_distance_to_players 6 elseif BUMVEZICKA min_distance_to_players 6 max_distance_to_players 6 elseif MODERNIVEZICKA min_distance_to_players 6 max_distance_to_players 6 else min_distance_to_players 6 max_distance_to_players 15 endif else min_distance_to_players 6 max_distance_to_players 6 endif } elseif NORMALVILLS create_object VILLAGER { set_place_for_every_player if NOTCMODE if VEZICKA min_distance_to_players 6 max_distance_to_players 6 elseif BUMVEZICKA min_distance_to_players 6 max_distance_to_players 6 elseif MODERNIVEZICKA min_distance_to_players 6 max_distance_to_players 6 else min_distance_to_players 6 max_distance_to_players 15 endif else min_distance_to_players 6 max_distance_to_players 6 endif } endif endif /* ****************************************************** */ /* SCOUTS SECTION */ /* ****************************************************** */ if STANDARD_RESOURCES else if PARALLEL_WORLDS start_random percent_chance 100 #define IWANTSC end_random else start_random percent_chance 60 #define IWANTSC percent_chance 3 #define NOSCFORME /* 3% if AoC */ percent_chance 5 #define DOUBLESCOUTING percent_chance 2 #define DRUSH percent_chance 2 #define SPEARS percent_chance 2 #define SCYTHIAN_WOMAN percent_chance 3 #define FASTKING percent_chance 2 #define ANIMAL percent_chance 3 #define EWSC percent_chance 2 #define VMDL percent_chance 2 #define THROWER percent_chance 3 #define ROR_CART percent_chance 2 #define ROR_INFANTRY /* Can turn invisible */ percent_chance 2 #define TRADE percent_chance 2 #define MAA percent_chance 2 #define ARCH percent_chance 2 #define WOLF_ percent_chance 2 #define BERSERKER end_random endif endif if IWANTSC create_object SCOUT { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif DOUBLESCOUTING create_object SCOUT { if NOTCMODE number_of_objects 0 else number_of_objects 2 endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif NOSCFORME elseif DRUSH create_object MILITIA { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif SPEARS create_object SPEARMAN { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif SCYTHIAN_WOMAN create_object SCYTHIAN_WILD_WOMAN { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif FASTKING start_random percent_chance 50 create_object KING percent_chance 50 create_object SHAH end_random if REGICIDE create_object SCOUT endif { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif ANIMAL create_object HORSE { if NOTCMODE number_of_objects 0 else start_random percent_chance 60 number_of_objects 1 percent_chance 40 number_of_objects 2 end_random endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif EWSC create_object EAGLE_WARRIOR { if NOTCMODE number_of_objects 0 else start_random percent_chance 60 number_of_objects 1 percent_chance 40 number_of_objects 2 end_random endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif VMDL #const ROR3 785 create_object ROR3 { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif THROWER create_object SKIRMISHER { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif TRADE create_object TRADE_CART { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif ROR_INFANTRY #const ROR 76 create_object ROR { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif ROR_CART #const CART 159 create_object CART { if NOTCMODE number_of_objects 0 else start_random percent_chance 50 number_of_objects 1 percent_chance 50 number_of_objects 2 end_random endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif ARCH create_object ARCHER { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif WOLF_ create_object HUNTING_WOLF { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif MAA create_object MAN_AT_ARMS { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif BERSERKER #const ROR2 94 create_object ROR2 { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif OMTBO #const ROR3 436 create_object ROR3 { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 3 max_distance_to_players 4 } elseif MEMORIES /* Can only be used in AoFE. If AoC version is used, you'll get no scout. */ #const LEGIONARY 1 create_object LEGIONARY { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } elseif CAMEL_ANIMAL #const CAMEL_ 897 create_object CAMEL_ { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } endif endif /* GET BACK TO LATER */ /* ****************************************************** */ /* TOWERS SECTION */ /* ****************************************************** */ if NOTCMODE start_random percent_chance 100 #define NIC end_random elseif FORTRESS_ start_random percent_chance 100 #define NIC end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define NIC end_random else start_random percent_chance 2 #define VEZICKA percent_chance 1 #define BUMVEZICKA percent_chance 90 #define NIC percent_chance 2 #define MALAVEZICKA percent_chance 1 #define MODERNIVEZICKA percent_chance 1 #define GUARDVEZICKA percent_chance 2 #define SEAVEZICKA end_random endif start_random percent_chance 50 #define JUSTONE percent_chance 30 #define JUSTTWO percent_chance 20 #define JUSTTHREE end_random if VEZICKA create_object WATCH_TOWER { if JUSTONE number_of_objects 1 elseif JUSTTWO number_of_objects 2 elseif JUSTTHREE number_of_objects 3 endif set_place_for_every_player min_distance_to_players 13 max_distance_to_players 15 min_distance_group_placement 3 } elseif BUMVEZICKA create_object BOMBARD_TOWER { if JUSTONE number_of_objects 1 elseif JUSTTWO number_of_objects 2 elseif JUSTTHREE number_of_objects 3 endif set_place_for_every_player min_distance_to_players 13 max_distance_to_players 15 min_distance_group_placement 3 } elseif NIC elseif MALAVEZICKA create_object OUTPOST { if JUSTONE number_of_objects 1 elseif JUSTTWO number_of_objects 2 elseif JUSTTHREE number_of_objects 3 endif set_place_for_every_player min_distance_to_players 13 max_distance_to_players 15 min_distance_group_placement 3 } elseif GUARDVEZICKA #const GUARD_TOWER 234 create_object GUARD_TOWER { if JUSTONE number_of_objects 1 elseif JUSTTWO number_of_objects 2 elseif JUSTTHREE number_of_objects 3 endif set_place_for_every_player min_distance_to_players 13 max_distance_to_players 15 min_distance_group_placement 3 } elseif SEAVEZICKA #const SEA_TOWER 785 create_object SEA_TOWER { if JUSTONE number_of_objects 1 elseif JUSTTWO number_of_objects 2 elseif JUSTTHREE number_of_objects 3 endif set_place_for_every_player min_distance_to_players 13 max_distance_to_players 15 min_distance_group_placement 3 } elseif MODERNIVEZICKA create_object KEEP { if JUSTONE number_of_objects 1 elseif JUSTTWO number_of_objects 2 elseif JUSTTHREE number_of_objects 3 endif set_place_for_every_player min_distance_to_players 13 max_distance_to_players 15 min_distance_group_placement 3 } endif /* ****************************************************** */ /* DIFFERENT WALLS */ /* ****************************************************** */ if GIGA_PACK1 if STANDARD_RESOURCES start_random percent_chance 100 #define HOVINKO end_random elseif NOTCMODE start_random percent_chance 100 #define HOVINKO end_random elseif ARCHIPELAGO_ start_random percent_chance 100 #define HOVINKO end_random elseif ARENA_ start_random percent_chance 100 #define HOVINKO end_random elseif HIGHLAND_ start_random percent_chance 100 #define HOVINKO end_random elseif BLACKFOREST_ start_random percent_chance 100 #define HOVINKO end_random elseif FORTRESS_ start_random percent_chance 100 #define HOVINKO end_random elseif SALTMARSH_ start_random percent_chance 100 #define HOVINKO end_random elseif ISLANDS_ start_random percent_chance 100 #define HOVINKO end_random elseif NOMAD_ start_random percent_chance 100 #define HOVINKO end_random elseif MIGRATION_ start_random percent_chance 100 #define HOVINKO end_random elseif COASTAL_ start_random percent_chance 100 #define HOVINKO end_random elseif TEAM_ISLANDS_ start_random percent_chance 100 #define HOVINKO end_random elseif CRATER_LAKE_ start_random percent_chance 100 #define HOVINKO end_random elseif LAND_NOMAD start_random percent_chance 100 #define HOVINKO end_random elseif NOTCMODE start_random percent_chance 100 #define HOVINKO end_random else start_random percent_chance 3 #define PALISADKA percent_chance 2 #define ZIDKA percent_chance 1 #define SUPER_WALLS percent_chance 94 #define HOVINKO end_random endif endif if GIGA_PACK2 if WOODEN_WEB_AP start_random percent_chance 100 #define HOVINKO end_random elseif MAZE_AP start_random percent_chance 100 #define HOVINKO end_random elseif CARIBBEAN_AP start_random percent_chance 100 #define HOVINKO end_random elseif TWO_RIVERS_AP start_random percent_chance 100 #define HOVINKO end_random elseif MELTING_ICE_AP start_random percent_chance 100 #define HOVINKO end_random elseif FORT_AP start_random percent_chance 100 #define HOVINKO end_random elseif RAFT_AP start_random percent_chance 100 #define HOVINKO end_random elseif MODE__4 start_random percent_chance 100 #define HOVINKO end_random elseif FLOOD_AP start_random percent_chance 100 #define HOVINKO end_random elseif BIG_BLUE_AP start_random percent_chance 100 #define HOVINKO end_random elseif BOARDS_OF_CANADA_AP start_random percent_chance 100 #define HOVINKO end_random elseif RELIC_PONDS_AP start_random percent_chance 100 #define HOVINKO end_random elseif FROSTY_ISLANDS_AP start_random percent_chance 100 #define HOVINKO end_random elseif MIXTURE_AP start_random percent_chance 100 #define HOVINKO end_random elseif NOTCMODE start_random percent_chance 100 #define HOVINKO end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define HOVINKO end_random else start_random percent_chance 3 #define PALISADKA percent_chance 2 #define ZIDKA percent_chance 1 #define SUPER_WALLS percent_chance 94 #define HOVINKO end_random endif endif if GIGA_PACK3 if WOOD_MODE /* EMSNARED_AP */ start_random percent_chance 100 #define HOVINKO end_random elseif FULL_LAND_MODE /* EASTER_ISLAND_AP */ start_random percent_chance 100 #define HOVINKO end_random elseif ANCIENT_LAKE_AP start_random percent_chance 100 #define HOVINKO end_random elseif GHOST_FOREST_AP start_random percent_chance 100 #define HOVINKO end_random elseif INNOVATION_AP start_random percent_chance 100 #define HOVINKO end_random elseif HALLUCINATION_AP start_random percent_chance 100 #define HOVINKO end_random elseif CONFLICT_AP start_random percent_chance 100 #define HOVINKO end_random elseif BAZAAR_WAR_AP start_random percent_chance 100 #define HOVINKO end_random elseif DOUBLE_DANGER_AP start_random percent_chance 100 #define HOVINKO end_random elseif SPLIT_ISLANDS start_random percent_chance 100 #define HOVINKO end_random elseif SAND_OCEAN_AP start_random percent_chance 100 #define HOVINKO end_random elseif NEW_PLANET_AP start_random percent_chance 100 #define HOVINKO end_random elseif LEAF_LAKES_AP start_random percent_chance 100 #define HOVINKO end_random elseif BARREN_LAND_AP start_random percent_chance 100 #define HOVINKO end_random elseif SCYTHIA_AP start_random percent_chance 100 #define HOVINKO end_random elseif NOTCMODE start_random percent_chance 100 #define HOVINKO end_random elseif STANDARD_RESOURCES start_random percent_chance 100 #define HOVINKO end_random else start_random percent_chance 3 #define PALISADKA percent_chance 2 #define ZIDKA percent_chance 1 #define SUPER_WALLS percent_chance 94 #define HOVINKO end_random endif endif if GIGA_PACK4 if STANDARD_RESOURCES start_random percent_chance 100 #define HOVINKO end_random elseif NOTCMODE start_random percent_chance 100 #define HOVINKO end_random elseif BEDOUINS start_random percent_chance 100 #define HOVINKO end_random elseif AOFE_BUDAPEST start_random percent_chance 100 #define HOVINKO end_random elseif AOFE_HILL_FORT start_random percent_chance 100 #define HOVINKO end_random elseif AOFE_TEAM_ARENA start_random percent_chance 100 #define HOVINKO end_random elseif TSUNAMI start_random percent_chance 100 #define HOVINKO end_random elseif HAMBURGER start_random percent_chance 100 #define HOVINKO end_random elseif MEATBALLS start_random percent_chance 100 #define HOVINKO end_random elseif LAND_OF_LAKES start_random percent_chance 100 #define HOVINKO end_random elseif SEALED_ISLANDS start_random percent_chance 100 #define HOVINKO end_random elseif STARDOM start_random percent_chance 100 #define HOVINKO end_random elseif BIGFOOT start_random percent_chance 100 #define HOVINKO end_random elseif PAVEDHIGHLAND start_random percent_chance 100 #define HOVINKO end_random else start_random percent_chance 3 #define PALISADKA percent_chance 2 #define ZIDKA percent_chance 1 #define SUPER_WALLS percent_chance 94 #define HOVINKO end_random endif endif if GIGA_PACK5 if STANDARD_RESOURCES start_random percent_chance 100 #define HOVINKO end_random elseif NOTCMODE start_random percent_chance 100 #define HOVINKO end_random elseif DOUBLE_MIGRATION start_random percent_chance 100 #define HOVINKO end_random elseif BORDER_DISPUTE start_random percent_chance 100 #define HOVINKO end_random elseif PARALLEL_WORLDS start_random percent_chance 100 #define HOVINKO end_random elseif HIPPOS_BELLY start_random percent_chance 100 #define HOVINKO end_random elseif CLIFFY_ARENA start_random percent_chance 100 #define HOVINKO end_random elseif RIPPLES start_random percent_chance 100 #define HOVINKO end_random else start_random percent_chance 3 #define PALISADKA percent_chance 2 #define ZIDKA percent_chance 1 #define SUPER_WALLS percent_chance 94 #define HOVINKO end_random endif endif if GIGA_PACK6 if STANDARD_RESOURCES start_random percent_chance 100 #define HOVINKO end_random elseif NOTCMODE start_random percent_chance 100 #define HOVINKO end_random elseif CHAOS start_random percent_chance 100 #define HOVINKO end_random elseif FOCAL_POINT start_random percent_chance 100 #define HOVINKO end_random elseif ICY_FOREST start_random percent_chance 100 #define HOVINKO end_random elseif MIGRATION_PLUS start_random percent_chance 100 #define HOVINKO end_random elseif MOATS start_random percent_chance 100 #define HOVINKO end_random elseif PRECUT_MICHI start_random percent_chance 100 #define HOVINKO end_random elseif REVERSE_ARENA start_random percent_chance 100 #define HOVINKO end_random elseif BULTROMAP start_random percent_chance 100 #define HOVINKO end_random elseif VALLEY_OF_GOLD start_random percent_chance 100 #define HOVINKO end_random elseif DUOPOLY start_random percent_chance 100 #define HOVINKO end_random elseif TEAM_MIGRATION start_random percent_chance 100 #define HOVINKO end_random elseif BCC3_FORTRESS start_random percent_chance 100 #define HOVINKO end_random elseif HIGH_SEAS start_random percent_chance 100 #define HOVINKO end_random else start_random percent_chance 3 #define PALISADKA percent_chance 2 #define ZIDKA percent_chance 1 #define SUPER_WALLS percent_chance 94 #define HOVINKO end_random endif endif if GIGA_PACK7 if STANDARD_RESOURCES start_random percent_chance 100 #define HOVINKO end_random elseif NOTCMODE start_random percent_chance 100 #define HOVINKO end_random elseif NC_DECENTRING start_random percent_chance 100 #define HOVINKO end_random elseif NC_INVERTED_ARENA start_random percent_chance 100 #define HOVINKO end_random elseif NC_RING_FOREST start_random percent_chance 100 #define HOVINKO end_random elseif CHEESE start_random percent_chance 100 #define HOVINKO end_random elseif CHICKEN_BALL start_random percent_chance 100 #define HOVINKO end_random elseif MERRY_GO_ROUND start_random percent_chance 100 #define HOVINKO end_random elseif POPPYFIELD start_random percent_chance 100 #define HOVINKO end_random elseif POND_INSPECTION start_random percent_chance 100 #define HOVINKO end_random elseif PYRAMID__ start_random percent_chance 100 #define HOVINKO end_random elseif STRANDED start_random percent_chance 100 #define HOVINKO end_random elseif TEAM_ISLAND_HOPPING start_random percent_chance 100 #define HOVINKO end_random elseif JUNGLE_DIVE start_random percent_chance 100 #define HOVINKO end_random else start_random percent_chance 3 #define PALISADKA percent_chance 2 #define ZIDKA percent_chance 1 #define SUPER_WALLS percent_chance 94 #define HOVINKO end_random endif endif if GIGA_PACK8 if STANDARD_RESOURCES start_random percent_chance 100 #define HOVINKO end_random elseif NOTCMODE start_random percent_chance 100 #define HOVINKO end_random elseif ARCHIPEL start_random percent_chance 100 #define HOVINKO end_random elseif ARTIFICIAL start_random percent_chance 100 #define HOVINKO end_random elseif TREASURE_ISLANDS start_random percent_chance 100 #define HOVINKO end_random elseif THEGOLDENNILE start_random percent_chance 100 #define HOVINKO end_random elseif NICESLICE start_random percent_chance 100 #define HOVINKO end_random elseif AMAZONAS start_random percent_chance 100 #define HOVINKO end_random else start_random percent_chance 3 #define PALISADKA percent_chance 2 #define ZIDKA percent_chance 1 #define SUPER_WALLS percent_chance 94 #define HOVINKO end_random endif endif if GIGA_PACK9 if STANDARD_RESOURCES start_random percent_chance 100 #define HOVINKO end_random elseif NOTCMODE start_random percent_chance 100 #define HOVINKO end_random elseif CONNECTED_ISLANDS start_random percent_chance 100 #define HOVINKO end_random elseif EMIGRATION start_random percent_chance 100 #define HOVINKO end_random elseif ULTIMA1 start_random percent_chance 100 #define HOVINKO end_random elseif KILLINGFIELDS start_random percent_chance 100 #define HOVINKO end_random elseif SEAHAVEN start_random percent_chance 100 #define HOVINKO end_random elseif RIVER_PIRATES start_random percent_chance 100 #define HOVINKO end_random elseif SHIPWRECK_ start_random percent_chance 100 #define HOVINKO end_random elseif AMAZONWIDE start_random percent_chance 100 #define HOVINKO end_random elseif BEACHBEACH_ start_random percent_chance 100 #define HOVINKO end_random elseif SMICHI start_random percent_chance 100 #define HOVINKO end_random elseif METROPOLIS start_random percent_chance 100 #define HOVINKO end_random elseif OUTWARDBOUND start_random percent_chance 100 #define HOVINKO end_random elseif SCATTEREDISLETS start_random percent_chance 100 #define HOVINKO end_random elseif SURROUNDED start_random percent_chance 100 #define HOVINKO end_random elseif SHOSHOLOZA start_random percent_chance 100 #define HOVINKO end_random elseif DEADLYCRACK start_random percent_chance 100 #define HOVINKO end_random else start_random percent_chance 3 #define PALISADKA percent_chance 2 #define ZIDKA percent_chance 1 #define SUPER_WALLS percent_chance 94 #define HOVINKO end_random endif endif if GIGA_PACK10 if STANDARD_RESOURCES start_random percent_chance 100 #define HOVINKO end_random elseif NOTCMODE start_random percent_chance 100 #define HOVINKO end_random elseif SENNHEISER start_random percent_chance 100 #define HOVINKO end_random elseif BANANAISLANDS start_random percent_chance 100 #define HOVINKO end_random elseif THEDIVIDE start_random percent_chance 100 #define HOVINKO end_random elseif FARMISHING start_random percent_chance 100 #define HOVINKO end_random elseif LOSTINBOGS start_random percent_chance 100 #define HOVINKO end_random elseif BRAZILIAN start_random percent_chance 100 #define HOVINKO end_random elseif FAKESAFETY start_random percent_chance 100 #define HOVINKO end_random elseif BIGMAC start_random percent_chance 100 #define HOVINKO end_random elseif DARKBRIDGE start_random percent_chance 100 #define HOVINKO end_random elseif BASIN start_random percent_chance 100 #define HOVINKO end_random else start_random percent_chance 3 #define PALISADKA percent_chance 2 #define ZIDKA percent_chance 1 #define SUPER_WALLS percent_chance 94 #define HOVINKO end_random endif endif if GIGA_PACK11 if STANDARD_RESOURCES start_random percent_chance 100 #define HOVINKO end_random elseif NOTCMODE start_random percent_chance 100 #define HOVINKO end_random elseif NORMALALIGATOR start_random percent_chance 100 #define HOVINKO end_random elseif DESERTDOTS start_random percent_chance 100 #define HOVINKO end_random elseif DIAMONDFIELD start_random percent_chance 100 #define HOVINKO end_random elseif BUTTON start_random percent_chance 100 #define HOVINKO end_random elseif TWINPUDDLES start_random percent_chance 100 #define HOVINKO end_random elseif EYE_OF_SAURON start_random percent_chance 100 #define HOVINKO end_random elseif MFO_CENTRALSEA start_random percent_chance 100 #define HOVINKO end_random elseif MFO_DOUBLERIVERS start_random percent_chance 100 #define HOVINKO end_random elseif MFO_DOUBLEBF start_random percent_chance 100 #define HOVINKO end_random elseif MFO_DOUBLECOASTAL start_random percent_chance 100 #define HOVINKO end_random elseif HOUSE_BOAT start_random percent_chance 100 #define HOVINKO end_random elseif GREENCIRCLE start_random percent_chance 100 #define HOVINKO end_random else start_random percent_chance 3 #define PALISADKA percent_chance 2 #define ZIDKA percent_chance 1 #define SUPER_WALLS percent_chance 94 #define HOVINKO end_random endif endif if GIGA_PACK12 if STANDARD_RESOURCES start_random percent_chance 100 #define HOVINKO end_random elseif NOTCMODE start_random percent_chance 100 #define HOVINKO end_random elseif MFO_DOUBLEHIGHLAND start_random percent_chance 100 #define HOVINKO end_random elseif MFO_DOUBLEARABIA start_random percent_chance 100 #define HOVINKO end_random elseif MFO_DOUBLEMEDI start_random percent_chance 100 #define HOVINKO end_random elseif MFO_DOUBLEYUCATAN start_random percent_chance 100 #define HOVINKO end_random elseif MFO_TRIPLEARABIA start_random percent_chance 100 #define HOVINKO end_random elseif AGGRESSION start_random percent_chance 100 #define HOVINKO end_random elseif ATOLL start_random percent_chance 100 #define HOVINKO end_random elseif BASIN_ start_random percent_chance 100 #define HOVINKO end_random elseif CALDERA start_random percent_chance 100 #define HOVINKO end_random elseif CANYON start_random percent_chance 100 #define HOVINKO end_random elseif CANOPY start_random percent_chance 100 #define HOVINKO end_random elseif CHAOS_PIT start_random percent_chance 100 #define HOVINKO end_random elseif CIVIL_NOMAD start_random percent_chance 100 #define HOVINKO end_random elseif CIVIL_WAR start_random percent_chance 100 #define HOVINKO end_random elseif CORAL_REEF start_random percent_chance 100 #define HOVINKO end_random else start_random percent_chance 3 #define PALISADKA percent_chance 2 #define ZIDKA percent_chance 1 #define SUPER_WALLS percent_chance 94 #define HOVINKO end_random endif endif if GIGA_PACK13 if STANDARD_RESOURCES start_random percent_chance 100 #define HOVINKO end_random elseif NOTCMODE start_random percent_chance 100 #define HOVINKO end_random elseif DOUBLE_ARENA start_random percent_chance 100 #define HOVINKO end_random elseif ENSNARED_ARENA start_random percent_chance 100 #define HOVINKO end_random elseif EXCAVATED_ARENA start_random percent_chance 100 #define HOVINKO end_random elseif FJORDS start_random percent_chance 100 #define HOVINKO end_random elseif FLOODED_BEACHES start_random percent_chance 100 #define HOVINKO end_random elseif FLOODPLAINS if TEAM_GROUPED start_random percent_chance 3 #define PALISADKA percent_chance 2 #define ZIDKA percent_chance 1 #define SUPER_WALLS percent_chance 94 #define HOVINKO end_random else start_random percent_chance 100 #define HOVINKO end_random endif elseif GOLDEN_ATOLL start_random percent_chance 100 #define HOVINKO end_random elseif ICE_CAPS start_random percent_chance 100 #define HOVINKO end_random elseif INFERNO start_random percent_chance 100 #define HOVINKO end_random elseif LANDSLIDE start_random percent_chance 100 #define HOVINKO end_random else start_random percent_chance 3 #define PALISADKA percent_chance 2 #define ZIDKA percent_chance 1 #define SUPER_WALLS percent_chance 94 #define HOVINKO end_random endif endif if GIGA_PACK14 if STANDARD_RESOURCES start_random percent_chance 100 #define HOVINKO end_random elseif NOTCMODE start_random percent_chance 100 #define HOVINKO end_random elseif LAVA_LAKES start_random percent_chance 100 #define HOVINKO end_random elseif PLATEAU start_random percent_chance 100 #define HOVINKO end_random elseif POND_ARENA start_random percent_chance 100 #define HOVINKO end_random elseif SHOALS start_random percent_chance 100 #define HOVINKO end_random elseif RAVINES start_random percent_chance 100 #define HOVINKO end_random elseif PACIFIC_BEACH start_random percent_chance 100 #define HOVINKO end_random elseif RIVAL_CITIES start_random percent_chance 100 #define HOVINKO end_random elseif VOLCANO start_random percent_chance 100 #define HOVINKO end_random elseif AQUAPOLIS start_random percent_chance 100 #define HOVINKO end_random elseif GREAT_WALL start_random percent_chance 100 #define HOVINKO end_random else start_random percent_chance 3 #define PALISADKA percent_chance 2 #define ZIDKA percent_chance 1 #define SUPER_WALLS percent_chance 94 #define HOVINKO end_random endif endif if PALISADKA create_object PALISADE_WALL { number_of_objects 9999 set_place_for_every_player min_distance_to_players 18 max_distance_to_players 22 } elseif ZIDKA create_object STONE_WALL { number_of_objects 9999 set_place_for_every_player min_distance_to_players 18 max_distance_to_players 22 } elseif SUPER_WALLS #const REINFORCED_WALL 155 create_object REINFORCED_WALL { number_of_objects 9999 set_place_for_every_player min_distance_to_players 18 max_distance_to_players 22 } elseif HOVINKO endif /* ****************************************************** */ /* OBJECTS ON MAPS */ /* ****************************************************** */ if GIGA_PACK1 if NOMAD_ /* ****************************************************** */ create_object VILLAGER { set_place_for_every_player min_distance_group_placement 15 } /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 6 } /* BAA BAA */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 5 } create_object SHEEP { number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 5 } create_object SHEEP { number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 5 } create_object DEER { number_of_objects 6 group_variance 2 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 4 } create_object BOAR { number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } /* NEAR GOLD */ create_object GOLD { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 11 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 } /* RESOURCES BY NUMBER OF PLAYERS */ create_object STONE { number_of_groups 1 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_player_number min_distance_group_placement 7 } create_object GOLD { number_of_groups 1 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_player_number min_distance_group_placement 7 } /* RESOURCES BY MAP */ if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 7 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 7 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 7 } endif if LARGE_MAP create_object STONE { number_of_groups 1 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 7 } endif if HUGE_MAP create_object STONE { number_of_groups 2 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 7 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 3 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 7 } endif if SMALL_MAP create_object GOLD { number_of_groups 1 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 2 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif create_object DEER { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 35 min_distance_group_placement 5 } /* ****************************************************** */ elseif RIVERS_ /* ****************************************************** */ /* BONUS ISLAND RESOURCES */ create_object GOLD { number_of_groups 2 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 20 } /* ****************************************************** */ elseif ISLANDS_ /* ****************************************************** */ /* ************************************** */ /* BONUS RESOURCES */ create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 20 } create_object STONE { number_of_objects 2 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 23 } /* ======================= MEDIUM */ if MEDIUM_MAP create_object GOLD { number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 20 } create_object GOLD { number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 21 } create_object STONE { number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 23 } endif /* =========================== LARGE */ if LARGE_MAP create_object GOLD { number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 20 } create_object GOLD { number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 21 } create_object STONE { number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 23 } create_object STONE { number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 24 } endif /* ====================== HUGE */ if HUGE_MAP create_object GOLD { number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 20 } create_object GOLD { number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 21 } create_object GOLD { number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 22 } create_object STONE { number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 23 } create_object STONE { number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 24 } endif /* ====================== GIGANTIC */ if GIGANTIC_MAP create_object GOLD { number_of_objects 7 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 20 } create_object GOLD { number_of_objects 7 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 21 } create_object GOLD { number_of_objects 7 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 22 } create_object STONE { number_of_objects 8 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 23 } create_object STONE { number_of_objects 8 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 24 } endif /* ================================= END */ /* ****************************************************** */ elseif ARCHIPELAGO_ /* ****************************************************** */ /* ************************************** */ /* BONUS RESOURCES */ create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 20 } create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 23 } /* ======================= MEDIUM */ if MEDIUM_MAP create_object GOLD { number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 20 } create_object GOLD { number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 21 } create_object STONE { number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 23 } endif /* =========================== LARGE */ if LARGE_MAP create_object GOLD { number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 20 } create_object GOLD { number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 21 } create_object STONE { number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 23 } create_object STONE { number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 24 } endif /* ====================== HUGE */ if HUGE_MAP create_object GOLD { number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 20 } create_object GOLD { number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 21 } create_object GOLD { number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 22 } create_object STONE { number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 23 } create_object STONE { number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 24 } endif /* ====================== GIGANTIC */ if GIGANTIC_MAP create_object GOLD { number_of_objects 7 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 20 } create_object GOLD { number_of_objects 7 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 21 } create_object GOLD { number_of_objects 7 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 22 } create_object STONE { number_of_objects 8 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 23 } create_object STONE { number_of_objects 8 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 24 } endif /* ================================= END */ /* ****************************************************** */ elseif LAND_NOMAD /* ****************************************************** */ create_object VILLAGER { set_place_for_every_player min_distance_to_players 8 max_distance_to_players 70 } /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 55 min_distance_group_placement 10 } /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 56 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* BAA BAA */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_objects 3 number_of_groups 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 50 } create_object DEER { number_of_objects 8 group_variance 1 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 11 max_distance_to_players 16 } create_object JAVELINA /* or JAVELINA */ { number_of_objects 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 13 max_distance_to_players 30 } create_object BOAR /* or JAVELINA */ { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 } /* *****EXTRA RESOURCES BY MAP***** */ if LARGE_MAP create_object FORAGE { number_of_groups 3 number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif /* EXTRA GOLD */ if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 4 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 6 number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 8 number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 10 number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 12 number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 6 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 8 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 10 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 12 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* Fish to be placed on the water. */ create_object DORADO { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object TUNA { number_of_objects 9 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 9 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SHORE_FISH { number_of_objects 30 set_scaling_to_map_size min_distance_group_placement 3 set_gaia_object_only } create_object MARLIN1 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object MARLIN2 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } /* ****************************************************** */ elseif GOLD_RUSH_ /* ****************************************************** */ #include_drs std_resources.inc 54101 create_object SKELETON { number_of_objects 14 set_scaling_to_map_size set_gaia_object_only terrain_to_place_on DIRT } /* RESOURCES IN THE MIDDLE */ create_object GOLD { terrain_to_place_on DIRT number_of_objects 12 number_of_groups 6 group_variance 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 place_on_specific_land_id 22 max_distance_to_players 14 } /* ****************************************************** */ elseif CRATER_LAKE_ /* ****************************************************** */ #include_drs std_resources.inc 54101 /* RESOURCES IN THE MIDDLE */ create_object GOLD { terrain_to_place_on GRASS2 number_of_objects 12 number_of_groups 3 group_variance 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 } /* ****************************************************** */ elseif MIGRATION_ /* ****************************************************** */ /* GOLD MINE */ create_object GOLD { number_of_objects 8 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 7 max_distance_to_other_zones 5 } /* STONE MINE */ create_object STONE { number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 7 max_distance_to_other_zones 5 } create_object GOLD { number_of_groups 1 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_player_number min_distance_group_placement 10 min_distance_to_players 25 place_on_specific_land_id 21 } create_object STONE { number_of_groups 1 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_player_number min_distance_to_players 25 min_distance_group_placement 10 place_on_specific_land_id 21 } create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_scaling_to_player_number min_distance_group_placement 7 min_distance_to_players 25 place_on_specific_land_id 21 } /* RESOURCES BY MAP */ if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 place_on_specific_land_id 21 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 place_on_specific_land_id 21 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 place_on_specific_land_id 21 } endif if LARGE_MAP create_object GOLD { number_of_groups 1 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 place_on_specific_land_id 21 } endif if HUGE_MAP create_object GOLD { number_of_groups 2 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 place_on_specific_land_id 21 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 3 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 place_on_specific_land_id 21 } endif if LARGE_MAP create_object STONE { number_of_groups 1 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 place_on_specific_land_id 21 } endif if HUGE_MAP create_object STONE { number_of_groups 2 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 place_on_specific_land_id 21 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 3 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 place_on_specific_land_id 21 } endif /* ****************************************************** */ elseif FORTRESS_ /* ****************************************************** */ create_object WATCH_TOWER { number_of_objects 4 set_place_for_every_player min_distance_to_players 13 max_distance_to_players 15 min_distance_group_placement 6 } create_object WALL { number_of_objects 9999 set_place_for_every_player min_distance_to_players 16 max_distance_to_players 20 } create_object HOUSE { number_of_objects 4 set_loose_grouping set_place_for_every_player min_distance_to_players 12 max_distance_to_players 12 } create_object BARRACKS { set_place_for_every_player min_distance_to_players 8 max_distance_to_players 14 } create_object FARM { number_of_objects 5 set_place_for_every_player group_placement_radius min_distance_to_players 4 max_distance_to_players 4 } /* ****************************************************** */ elseif ARENA_ /* ****************************************************** */ create_object WALL { number_of_objects 9999 set_place_for_every_player min_distance_to_players 18 max_distance_to_players 22 } endif endif endif /* endif */ /* ****************************************************** */ if GIGA_PACK2 if MAZE_AP /* ****************************************************** */ create_object ROCK { number_of_objects 100 if TINY_MAP number_of_objects 35 elseif SMALL_MAP number_of_objects 45 elseif MEDIUM_MAP number_of_objects 55 endif set_gaia_object_only terrain_to_place_on GRASS min_distance_to_players 10 min_distance_group_placement 10 max_distance_group_placement 20 } /* ****************************************************** */ elseif RELIC_PONDS_AP /* ****************************************************** */ create_object RELIC { number_of_objects 1 start_random percent_chance 20 number_of_groups 10 percent_chance 80 number_of_groups 25 end_random group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 25 temp_min_distance_group_placement 20 terrain_to_place_on SHALLOW } /* ****************************************************** */ elseif CARIBBEAN_AP /* ****************************************************** */ start_random percent_chance 50 #define DETAIL_SHIPS percent_chance 50 #define NO_DETAILS end_random if DETAIL_SHIPS start_random percent_chance 33 #define SHIP1 percent_chance 33 #define SHIP2 percent_chance 34 #define BOTH end_random start_random percent_chance 34 #define FOUR_OBJ percent_chance 33 #define EIGHT_OBJ percent_chance 33 #define TEN_OBJ end_random elseif NO_SHIPS endif if SHIP1 create_object SHIPWRECK { if FOUR_OBJ number_of_objects 4 elseif EIGHT_OBJ number_of_objects 8 elseif TEN_OBJ number_of_objects 10 endif set_gaia_object_only set_scaling_to_map_size terrain_to_place_on BEACH min_distance_to_players 10 min_distance_group_placement 10 max_distance_group_placement 20 } elseif SHIP2 create_object SHIPWRECK2 { if FOUR_OBJ number_of_objects 4 elseif EIGHT_OBJ number_of_objects 8 elseif TEN_OBJ number_of_objects 10 endif set_gaia_object_only set_scaling_to_map_size terrain_to_place_on BEACH min_distance_to_players 10 min_distance_group_placement 10 max_distance_group_placement 20 } elseif BOTH create_object SHIPWRECK2 { if FOUR_OBJ number_of_objects 4 elseif EIGHT_OBJ number_of_objects 8 elseif TEN_OBJ number_of_objects 10 endif set_gaia_object_only set_scaling_to_map_size terrain_to_place_on BEACH min_distance_to_players 10 min_distance_group_placement 10 max_distance_group_placement 20 } create_object SHIPWRECK { if FOUR_OBJ number_of_objects 4 elseif EIGHT_OBJ number_of_objects 8 elseif TEN_OBJ number_of_objects 10 endif set_gaia_object_only set_scaling_to_map_size terrain_to_place_on BEACH min_distance_to_players 10 min_distance_group_placement 10 max_distance_group_placement 20 } endif /* ****************************************************** */ elseif AGRICULTURAL_AP /* ****************************************************** */ start_random percent_chance 50 #define FARMER_DETAILS percent_chance 50 #define NO_FARMING_DETAILS end_random if FARMER_DETAILS create_object HAY_STACK { number_of_objects 100 if TINY_MAP number_of_objects 35 elseif SMALL_MAP number_of_objects 45 elseif MEDIUM_MAP number_of_objects 55 endif set_gaia_object_only terrain_to_place_on GRASS min_distance_group_placement 5 max_distance_group_placement 15 } create_object PLANT { number_of_objects 100 if TINY_MAP number_of_objects 35 elseif SMALL_MAP number_of_objects 45 elseif MEDIUM_MAP number_of_objects 55 endif set_gaia_object_only terrain_to_place_on GRASS min_distance_group_placement 5 max_distance_group_placement 15 } elseif NO_FARMING_DETAILS endif /* ****************************************************** */ elseif TRADE_ROUTE_AP /* ****************************************************** */ start_random percent_chance 40 #define NO_TRADE_CARTS percent_chance 60 #define TRADE_ROUTE_WITH_CARTS end_random if TRADE_ROUTE_WITH_CARTS create_object BROKEN_CART { number_of_objects 20 set_gaia_object_only if ROAD_STYLE_1 terrain_to_place_on FUNGUSROAD elseif ROAD_STYLE_2 terrain_to_place_on ROAD_SNOW elseif ROAD_STYLE_3 terrain_to_place_on ROAD2 endif min_distance_group_placement 6 max_distance_group_placement 15 } elseif NO_TRADE_CARTS endif /* ****************************************************** */ elseif FORT_AP /* ****************************************************** */ create_object PALISADE_WALL { number_of_objects 9999 set_place_for_every_player min_distance_to_players 10 max_distance_to_players 10 } /* ****************************************************** */ elseif BOARDS_OF_CANADA_AP /* ****************************************************** */ start_random percent_chance 50 #define FORTRESS_STYLE percent_chance 50 #define WHAT_DO_I_DO_NOW end_random if FORTRESS_STYLE create_object WATCH_TOWER { number_of_objects 4 set_place_for_every_player min_distance_to_players 13 max_distance_to_players 15 min_distance_group_placement 6 } /* Old WALL was 16 min and 20 max distance, lets try these new sizes */ create_object WALL { number_of_objects 9999 set_place_for_every_player min_distance_to_players 18 max_distance_to_players 22 } create_object BARRACKS { set_place_for_every_player min_distance_to_players 8 max_distance_to_players 14 } create_object HOUSE { number_of_objects 3 set_loose_grouping set_place_for_every_player min_distance_to_players 8 start_random percent_chance 50 max_distance_to_players 10 percent_chance 50 max_distance_to_players 11 end_random } create_object FARM { number_of_objects 3 set_place_for_every_player group_placement_radius min_distance_to_players 4 max_distance_to_players 4 } start_random percent_chance 100 #define MORE end_random if MORE create_object VILLAGER { number_of_objects 7 set_place_for_every_player min_distance_to_players 6 max_distance_to_players 6 } endif elseif WHAT_DO_I_DO_NOW endif endif endif /* ****************************************************** */ if GIGA_PACK3 if EASTER_ISLAND_AP /* ****************************************************** */ create_object STATUE { number_of_objects 10 set_gaia_object_only terrain_to_place_on GRASS3 start_random percent_chance 45 set_tight_grouping percent_chance 55 end_random min_distance_group_placement 1 max_distance_group_placement 1 } create_object PLANT { number_of_objects 50 if TINY_MAP number_of_objects 35 elseif SMALL_MAP number_of_objects 40 elseif MEDIUM_MAP number_of_objects 50 endif set_gaia_object_only terrain_to_place_on GRASS3 min_distance_group_placement 5 max_distance_group_placement 15 } start_random percent_chance 65 create_object STATUE { if TINY_MAP number_of_objects 5 endif number_of_objects 15 set_gaia_object_only terrain_to_place_on GRASS min_distance_to_players 10 min_distance_group_placement 5 max_distance_group_placement 15 set_avoid_player_start_areas } percent_chance 35 end_random create_object STATUE { if TINY_MAP number_of_objects 5 endif number_of_objects 15 set_gaia_object_only terrain_to_place_on GRASS2 min_distance_to_players 10 min_distance_group_placement 5 max_distance_group_placement 15 set_avoid_player_start_areas } /* ****************************************************** */ elseif GHOST_FOREST_AP /* ****************************************************** */ #const FRANKERZ 862 create_object FRANKERZ { if TINY_MAP number_of_objects 3 else start_random percent_chance 50 number_of_objects 5 percent_chance 50 number_of_objects 7 end_random endif } create_object TREE_I { number_of_groups 28 if LARGE_MAP number_of_objects 30 elseif HUGE_MAP number_of_objects 32 else number_of_objects 28 endif set_gaia_object_only terrain_to_place_on GRASS temp_min_distance_group_placement 15 min_distance_to_players 15 set_tight_grouping set_scaling_to_map_size group_variance 1 group_placement_radius 30 } create_object TREE_I { number_of_groups 18 if LARGE_MAP number_of_objects 20 elseif HUGE_MAP number_of_objects 22 else number_of_objects 18 endif set_gaia_object_only terrain_to_place_on GRASS temp_min_distance_group_placement 15 min_distance_to_players 15 set_tight_grouping set_scaling_to_map_size group_variance 1 group_placement_radius 30 } create_object TREE_I { number_of_objects 150 set_gaia_object_only terrain_to_place_on GRASS min_distance_to_players 15 min_distance_group_placement 10 max_distance_group_placement 15 set_avoid_player_start_areas } /* ****************************************************** */ elseif INNOVATION_AP /* ****************************************************** */ create_object SHIPWRECK2 { number_of_objects 10 set_gaia_object_only terrain_to_place_on GRASS3 temp_min_distance_group_placement 5 max_distance_group_placement 20 } create_object SEA_ROCKS_2 { number_of_objects 15 set_gaia_object_only terrain_to_place_on GRASS3 temp_min_distance_group_placement 5 max_distance_group_placement 20 } create_object SEA_ROCKS_1 { number_of_objects 100 if TINY_MAP number_of_objects 35 elseif SMALL_MAP number_of_objects 45 elseif MEDIUM_MAP number_of_objects 55 endif set_gaia_object_only terrain_to_place_on BEACH min_distance_to_players 10 temp_min_distance_group_placement 15 max_distance_group_placement 25 } create_object ROCK { number_of_objects 100 if TINY_MAP number_of_objects 35 elseif SMALL_MAP number_of_objects 45 elseif MEDIUM_MAP number_of_objects 55 endif set_gaia_object_only terrain_to_place_on GRASS3 min_distance_to_players 10 start_random percent_chance 50 temp_min_distance_group_placement 1 percent_chance 50 temp_min_distance_group_placement 0 end_random max_distance_group_placement 20 } /* ****************************************************** */ elseif ATARONCHRONON_AP /* ****************************************************** */ start_random percent_chance 100 #define ALL end_random start_random percent_chance 34 #define FOUR_OBJ percent_chance 33 #define EIGHT_OBJ percent_chance 33 #define TEN_OBJ end_random if ALL create_object SEA_ROCKS_1 { if FOUR_OBJ number_of_objects 4 elseif EIGHT_OBJ number_of_objects 8 elseif TEN_OBJ number_of_objects 10 endif set_gaia_object_only set_scaling_to_map_size terrain_to_place_on WALKABLE_WATER temp_min_distance_group_placement 10 max_distance_group_placement 20 } create_object SEA_ROCKS_2 { if FOUR_OBJ number_of_objects 4 elseif EIGHT_OBJ number_of_objects 8 elseif TEN_OBJ number_of_objects 10 endif set_gaia_object_only set_scaling_to_map_size terrain_to_place_on WALKABLE_WATER temp_min_distance_group_placement 10 max_distance_group_placement 15 } create_object ROCK { if FOUR_OBJ number_of_objects 4 elseif EIGHT_OBJ number_of_objects 8 elseif TEN_OBJ number_of_objects 10 endif set_gaia_object_only set_scaling_to_map_size terrain_to_place_on GRASS3 temp_min_distance_group_placement 5 max_distance_group_placement 15 } endif /* ****************************************************** */ elseif BAZAAR_WAR_AP /* ****************************************************** */ create_object TRADE_WORKSHOP { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 8 max_distance_to_players 14 } create_object BROKEN_CART { number_of_objects 1 set_gaia_object_only set_place_for_every_player terrain_to_place_on DIRT min_distance_to_players 16 max_distance_to_players 20 temp_min_distance_group_placement 10 max_distance_group_placement 20 } create_object RUGS { number_of_objects 500 set_gaia_object_only terrain_to_place_on DIRT min_distance_to_players 30 temp_min_distance_group_placement 5 max_distance_group_placement 15 } create_object RUGS { group_placement_radius 2 number_of_objects 20 set_gaia_object_only set_place_for_every_player set_tight_grouping terrain_to_place_on DIRT min_distance_to_players 5 max_distance_to_players 9 temp_min_distance_group_placement 10 max_distance_group_placement 20 } create_object RUGS { group_placement_radius 2 number_of_objects 20 set_gaia_object_only set_place_for_every_player set_tight_grouping terrain_to_place_on DIRT min_distance_to_players 15 max_distance_to_players 20 temp_min_distance_group_placement 10 max_distance_group_placement 20 } create_object RUGS { group_placement_radius 2 number_of_objects 20 set_gaia_object_only set_place_for_every_player set_tight_grouping terrain_to_place_on DIRT min_distance_to_players 15 max_distance_to_players 20 temp_min_distance_group_placement 10 max_distance_group_placement 20 } /* ****************************************************** */ elseif OLD_GROWTH_AP /* ****************************************************** */ create_object ROCK { number_of_objects 100 if TINY_MAP number_of_objects 35 elseif SMALL_MAP number_of_objects 45 elseif MEDIUM_MAP number_of_objects 55 endif set_gaia_object_only terrain_to_place_on GRASS start_random percent_chance 50 temp_min_distance_group_placement 1 percent_chance 50 temp_min_distance_group_placement 0 end_random max_distance_group_placement 20 } endif endif /* ****************************************************** */ if GIGA_PACK4 if AOFE_ACROPOLIS /* ****************************************************** */ create_object SEA_ROCKS_1 { number_of_objects 1 set_gaia_object_only terrain_to_place_on DEEP_WATER } create_object SEA_ROCKS_2 { number_of_objects 1 set_gaia_object_only terrain_to_place_on DEEP_WATER } create_object ROCK { number_of_objects 2 set_gaia_object_only set_scaling_to_map_size terrain_to_place_on ROCKS } create_object ROCK { number_of_objects 1 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 20 terrain_to_place_on GRASS3 } create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } create_object SHEEP { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object DEER { number_of_objects 4 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 19 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 21 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 21 } /* ************* RESOURCES ************* */ create_object FORAGE { number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 7 max_distance_to_players 8 min_distance_group_placement 5 max_distance_to_other_zones 7 } create_object GOLD { number_of_objects 7 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 12 min_distance_group_placement 6 max_distance_to_other_zones 7 } create_object GOLD { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 12 min_distance_group_placement 5 max_distance_to_other_zones 7 } create_object GOLD { number_of_objects 4 number_of_groups 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 30 min_distance_group_placement 6 terrain_to_place_on GRASS3 } create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 12 min_distance_group_placement 5 } create_object STONE { number_of_objects 4 number_of_groups 2 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 30 min_distance_group_placement 6 terrain_to_place_on GRASS3 } create_object DEER { number_of_objects 6 set_gaia_object_only min_distance_to_players 16 terrain_to_place_on DESERT } /* ****************************************************** */ elseif AOFE_GOLDEN_PIT /* ****************************************************** */ create_object GOLD { number_of_objects 3 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 15 min_distance_group_placement 6 max_distance_to_other_zones 7 } create_object GOLD { number_of_objects 2 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 19 max_distance_to_players 25 min_distance_group_placement 6 max_distance_to_other_zones 7 } create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 15 min_distance_group_placement 6 max_distance_to_other_zones 7 } create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 24 min_distance_group_placement 6 max_distance_to_other_zones 7 } /* ****************************************************** */ elseif AOFE_HILL_FORT /* ****************************************************** */ start_random percent_chance 50 create_object STONE_WALL percent_chance 50 create_object PALISADE_WALL end_random { set_place_for_every_player min_distance_to_players 14 max_distance_to_players 14 } /* Far gold & stone */ create_object GOLD { if TINY_MAP number_of_groups 4 number_of_objects 4 elseif SMALL_MAP number_of_groups 6 number_of_objects 4 elseif MEDIUM_MAP number_of_groups 8 number_of_objects 4 elseif LARGE_MAP number_of_groups 11 number_of_objects 5 elseif HUGE_MAP number_of_groups 14 number_of_objects 6 else number_of_groups 14 number_of_objects 6 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 25 min_distance_group_placement 14 } create_object STONE { if TINY_MAP number_of_groups 2 number_of_objects 3 elseif SMALL_MAP number_of_groups 4 number_of_objects 3 elseif MEDIUM_MAP number_of_groups 6 number_of_objects 4 elseif LARGE_MAP number_of_groups 10 number_of_objects 4 elseif HUGE_MAP number_of_groups 12 number_of_objects 5 else number_of_groups 14 number_of_objects 5 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 25 min_distance_group_placement 14 } create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 9 min_distance_group_placement 3 } create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 9 min_distance_group_placement 3 } create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 23 min_distance_group_placement 6 } create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 23 min_distance_group_placement 6 } /* ****************************************************** */ elseif AOFE_TEAM_ARENA /* ****************************************************** */ create_object WALL { number_of_objects 9999 set_place_for_every_player min_distance_to_players 20 max_distance_to_players 20 } /* ****************************************************** */ elseif AOFE_VALLEY /* ****************************************************** */ create_object DEER { number_of_objects 4 number_of_groups 100 set_gaia_object_only if SMRK terrain_to_place_on DIRT3 elseif PRALES terrain_to_place_on DIRT3 elseif KAKTUS terrain_to_place_on DIRT3 elseif KOPRIVA terrain_to_place_on DIRT3 elseif RAMPOUCH terrain_to_place_on GRASS_SNOW endif min_distance_group_placement 10 } /* ****************************************************** */ elseif GOLDENHILL /* ****************************************************** */ create_object GOLD { number_of_objects 3 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 18 min_distance_group_placement 5 max_distance_to_other_zones 7 } create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 20 min_distance_group_placement 5 max_distance_to_other_zones 7 } /* ****************************************************** */ elseif HAMBURGER /* ****************************************************** */ /* FAR GOLD */ create_object GOLD { if TINY_MAP number_of_groups 3 number_of_objects 4 elseif SMALL_MAP number_of_groups 4 number_of_objects 4 elseif MEDIUM_MAP number_of_groups 5 number_of_objects 5 elseif LARGE_MAP number_of_groups 7 number_of_objects 5 elseif HUGE_MAP number_of_groups 9 number_of_objects 5 else number_of_groups 10 number_of_objects 5 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 14 min_distance_group_placement 20 max_distance_to_other_zones 2 terrain_to_place_on GRASS2 } /* FAR STONE */ create_object STONE { if TINY_MAP number_of_groups 2 number_of_objects 4 elseif SMALL_MAP number_of_groups 3 number_of_objects 4 elseif MEDIUM_MAP number_of_groups 4 number_of_objects 5 elseif LARGE_MAP number_of_groups 5 number_of_objects 5 elseif HUGE_MAP number_of_groups 7 number_of_objects 5 else number_of_groups 8 number_of_objects 5 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 14 min_distance_group_placement 20 max_distance_to_other_zones 2 terrain_to_place_on GRASS2 } /* ****************************************************** */ elseif MEATBALLS /* ****************************************************** */ /* FAR GOLD */ create_object GOLD { number_of_groups 80 number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 30 temp_min_distance_group_placement 36 max_distance_to_other_zones 7 } create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 2 max_distance_to_players 12 endif } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 4 max_distance_to_players 8 endif } create_object DEER { number_of_objects 8 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 16 } /* NEAR GOLD */ create_object GOLD { number_of_groups 1 number_of_objects 2 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 1 max_distance_to_other_zones 1 } /* NEAR STONE */ create_object STONE { number_of_groups 1 number_of_objects 2 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 1 max_distance_to_other_zones 1 } /* FAR STONE */ create_object STONE { if TINY_MAP number_of_groups 2 number_of_objects 4 elseif SMALL_MAP number_of_groups 3 number_of_objects 4 elseif MEDIUM_MAP number_of_groups 4 number_of_objects 5 elseif LARGE_MAP number_of_groups 5 number_of_objects 5 elseif HUGE_MAP number_of_groups 7 number_of_objects 5 else number_of_groups 8 number_of_objects 5 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 30 temp_min_distance_group_placement 32 max_distance_to_other_zones 7 } endif endif /* ****************************************************** */ if GIGA_PACK5 if ATLANTEAN_RELICS /* ****************************************************** */ create_object RELIC { number_of_objects 12 set_scaling_to_player_number temp_min_distance_group_placement 1 terrain_to_place_on SHALLOW } /* ****************************************************** */ elseif CLIFFY_ARENA /* ****************************************************** */ create_object WALL { number_of_objects 9999 set_place_for_every_player min_distance_to_players 18 max_distance_to_players 22 } /* ****************************************************** */ elseif BORDER_DISPUTE /* ****************************************************** */ if TINY_MAP create_object BOAR { number_of_objects 4 set_gaia_object_only terrain_to_place_on LEAVES } endif if SMALL_MAP create_object BOAR { number_of_objects 6 set_gaia_object_only terrain_to_place_on LEAVES } endif if MEDIUM_MAP create_object BOAR { number_of_objects 8 set_gaia_object_only terrain_to_place_on LEAVES } endif if LARGE_MAP create_object BOAR { number_of_objects 12 set_gaia_object_only terrain_to_place_on LEAVES } endif if HUGE_MAP create_object BOAR { number_of_objects 16 set_gaia_object_only terrain_to_place_on LEAVES } endif if GIGANTIC_MAP create_object BOAR { number_of_objects 16 set_gaia_object_only terrain_to_place_on LEAVES } endif /* ****************************************************** */ elseif DESERT__ /* ****************************************************** */ /* DESERT RESCOURCES */ create_object GOLD { number_of_objects 5 number_of_groups 16 group_placement_radius 3 group_variance 1 set_tight_grouping set_gaia_object_only min_distance_group_placement 15 terrain_to_place_on DESERT } create_object STONE { number_of_objects 3 number_of_groups 10 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 8 terrain_to_place_on DESERT } /* ****************************************************** */ elseif SEIZE_THE_HUMP /* ****************************************************** */ create_object GOLD { number_of_objects 5 number_of_groups 100 group_placement_radius 3 set_tight_grouping set_gaia_object_only temp_min_distance_group_placement 18 max_distance_to_other_zones 4 terrain_to_place_on DIRT3 } create_object STONE { number_of_objects 3 number_of_groups 100 group_placement_radius 3 set_tight_grouping set_gaia_object_only temp_min_distance_group_placement 20 max_distance_to_other_zones 4 terrain_to_place_on DIRT3 } /* ****************************************************** */ elseif PARALLEL_WORLDS /* ****************************************************** */ create_object TOWN_CENTER { set_place_for_every_player min_distance_group_placement 25 min_distance_to_players 26 max_distance_to_players 29 terrain_to_place_on GRASS2 } create_object SCOUT { set_place_for_every_player min_distance_to_players 27 max_distance_to_players 36 terrain_to_place_on GRASS } create_object SHEEP { set_place_for_every_player number_of_groups 2 number_of_objects 2 set_loose_grouping set_gaia_object_only min_distance_to_players 7 max_distance_to_players 9 terrain_to_place_on DIRT3 temp_min_distance_group_placement 5 } create_object SHEEP { set_place_for_every_player number_of_objects 2 set_loose_grouping set_gaia_object_only min_distance_to_players 5 max_distance_to_players 6 terrain_to_place_on DIRT temp_min_distance_group_placement 4 } create_object FORAGE { set_place_for_every_player number_of_objects 5 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 8 max_distance_to_players 8 min_distance_group_placement 3 terrain_to_place_on DIRT } create_object GOLD { set_place_for_every_player number_of_objects 5 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 13 max_distance_to_players 16 min_distance_group_placement 7 if TINY_MAP elseif SMALL_MAP else terrain_to_place_on DIRT endif } create_object STONE { set_place_for_every_player number_of_objects 4 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 13 max_distance_to_players 16 min_distance_group_placement 7 } create_object SHEEP { number_of_groups 44 number_of_objects 2 set_loose_grouping set_gaia_object_only terrain_to_place_on GRASS temp_min_distance_group_placement 17 } create_object FORAGE { number_of_groups 55 number_of_objects 6 group_variance 1 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_group_placement 2 terrain_to_place_on GRASS temp_min_distance_group_placement 25 } create_object DEER { number_of_groups 33 number_of_objects 4 group_variance 1 group_placement_radius 3 set_loose_grouping set_gaia_object_only max_distance_to_players 36 terrain_to_place_on GRASS3 temp_min_distance_group_placement 33 } create_object BOAR { number_of_groups 44 number_of_objects 1 set_gaia_object_only max_distance_to_players 40 terrain_to_place_on GRASS3 temp_min_distance_group_placement 32 } create_object SHEEP { number_of_groups 28 number_of_objects 1 set_loose_grouping set_gaia_object_only terrain_to_place_on GRASS3 temp_min_distance_group_placement 37 } if TINY_MAP create_object GOLD { number_of_groups 4 number_of_objects 5 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_group_placement 9 terrain_to_place_on GRASS3 temp_min_distance_group_placement 25 } create_object STONE { number_of_groups 4 number_of_objects 4 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_group_placement 9 terrain_to_place_on GRASS3 temp_min_distance_group_placement 25 } else create_object GOLD { set_place_for_every_player number_of_groups 2 number_of_objects 5 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 29 max_distance_to_players 45 min_distance_group_placement 9 terrain_to_place_on GRASS3 temp_min_distance_group_placement 21 } create_object STONE { set_place_for_every_player number_of_groups 2 number_of_objects 4 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 29 max_distance_to_players 45 min_distance_group_placement 9 terrain_to_place_on GRASS3 temp_min_distance_group_placement 21 } create_object GOLD { set_place_for_every_player number_of_objects 4 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 51 max_distance_to_players 57 min_distance_group_placement 10 terrain_to_place_on GRASS3 } create_object STONE { set_place_for_every_player number_of_objects 3 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 53 max_distance_to_players 59 min_distance_group_placement 10 terrain_to_place_on GRASS3 } endif endif endif /* ****************************************************** */ if GIGA_PACK6 if REVERSE_ARENA /* ****************************************************** */ create_object WALL { set_place_for_every_player min_distance_to_players 17 max_distance_to_players 17 } /* ****************************************************** */ elseif FOCAL_POINT /* ****************************************************** */ if RELICS create_object RELIC { number_of_objects 1 number_of_groups 1 group_placement_radius 1 set_scaling_to_player_number min_distance_group_placement 9 terrain_to_place_on DIRT2 } endif if RELICS_WALL create_object RELIC { number_of_objects 1 number_of_groups 1 group_placement_radius 1 set_scaling_to_player_number min_distance_group_placement 4 terrain_to_place_on SHALLOW } endif if MID_GOLD create_object GOLD { number_of_objects 3 number_of_groups 1 set_tight_grouping set_gaia_object_only min_distance_group_placement 9 set_scaling_to_player_number terrain_to_place_on DIRT2 } endif if MID_STONE create_object STONE { number_of_objects 3 number_of_groups 1 set_tight_grouping set_gaia_object_only min_distance_group_placement 9 set_scaling_to_player_number terrain_to_place_on DIRT2 } endif /* ****************************************************** */ elseif BCC3_FORTRESS /* ****************************************************** */ create_object WATCH_TOWER { number_of_objects 4 set_place_for_every_player min_distance_to_players 13 max_distance_to_players 15 min_distance_group_placement 6 } create_object WALL { number_of_objects 9999 set_place_for_every_player min_distance_to_players 16 max_distance_to_players 20 } create_object HOUSE { number_of_objects 4 set_loose_grouping set_place_for_every_player min_distance_to_players 12 max_distance_to_players 12 } create_object BARRACKS { set_place_for_every_player min_distance_to_players 8 max_distance_to_players 14 } create_object FARM { number_of_objects 5 set_place_for_every_player group_placement_radius min_distance_to_players 4 max_distance_to_players 4 } /* ****************************************************** */ elseif VALLEY_OF_GOLD /* ****************************************************** */ create_object GOLD { number_of_objects 6 number_of_groups 2 set_tight_grouping set_gaia_object_only set_scaling_to_player_number temp_min_distance_group_placement 7 terrain_to_place_on LEAVES } /* ****************************************************** */ elseif HIGH_SEAS /* ****************************************************** */ create_object SKELETON { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 16 temp_min_distance_group_placement 8 terrain_to_place_on DESERT } create_object ROCK { number_of_objects 8 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 8 terrain_to_place_on DESERT } create_object FLOWER_BED { number_of_objects 5 set_gaia_object_only set_place_for_every_player temp_min_distance_group_placement 4 terrain_to_place_on GRASS } create_object FLOWER_BED { number_of_objects 12 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 2 temp_min_distance_group_placement 10 terrain_to_place_on DESERT } /* ****************************************************** */ elseif DUOPOLY /* ****************************************************** */ if RMS_JUNGLE create_object SKELETON { number_of_objects 2 number_of_groups 1 set_tight_grouping set_gaia_object_only terrain_to_place_on DESERT } create_object CACTUS { set_scaling_to_map_size number_of_objects 1 number_of_groups 6 set_gaia_object_only terrain_to_place_on DESERT } create_object PLANT { number_of_objects 1 number_of_groups 100 set_gaia_object_only min_distance_to_players 10 } start_random percent_chance 8 create_object SHIPWRECK { set_gaia_object_only terrain_to_place_on DESERT } percent_chance 8 create_object SHIPWRECK2 { set_gaia_object_only terrain_to_place_on DESERT } /* REST OF PERCENT IS NO SHIP */ end_random create_object ROCK { number_of_objects 1 number_of_groups 2 set_tight_grouping set_gaia_object_only terrain_to_place_on DESERT } create_object ROMAN_RUINS { number_of_objects 1 start_random percent_chance 10 number_of_groups 3 percent_chance 20 number_of_groups 2 percent_chance 50 number_of_groups 1 percent_chance 30 number_of_groups 0 end_random group_placement_radius 6 set_gaia_object_only min_distance_group_placement 3 terrain_to_place_on DIRT25 } create_object ROMAN_RUINS { number_of_objects 1 start_random percent_chance 10 number_of_groups 3 percent_chance 20 number_of_groups 2 percent_chance 50 number_of_groups 1 end_random number_of_groups 2 group_placement_radius 6 set_gaia_object_only min_distance_group_placement 3 terrain_to_place_on DIRT } endif endif endif /* ****************************************************** */ if GIGA_PACK7 if NC_VEG_ZONES /* ****************************************************** */ create_object RELIC { number_of_objects 1337 terrain_to_place_on GRASS2 } if STANDARD_RESOURCES create_object GOLD { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 14 min_distance_group_placement 7 } create_object GOLD { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 20 min_distance_group_placement 7 } create_object GOLD { number_of_objects 2 number_of_groups 10 terrain_to_place_on DESERT group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 25 min_distance_to_players 25 max_distance_to_other_zones 10 } create_object STONE { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 } create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 14 } create_object STONE { if TINY_MAP number_of_groups 1 elseif SMALL_MAP number_of_groups 1 elseif MEDIUM_MAP number_of_groups 2 elseif LARGE_MAP number_of_groups 3 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 5 endif number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 24 } create_object FORAGE { if TINY_MAP number_of_groups 0 elseif SMALL_MAP number_of_groups 0 elseif MEDIUM_MAP number_of_groups 0 elseif LARGE_MAP number_of_groups 1 elseif HUGE_MAP number_of_groups 2 elseif GIGANTIC_MAP number_of_groups 3 endif number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object BOAR { number_of_objects 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 8 } create_object SHEEP { number_of_groups 2 number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object DEER { number_of_objects 4 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 24 min_distance_group_placement 9 } create_object DEER { number_of_objects 4 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 40 min_distance_group_placement 9 } endif create_object GOLD { number_of_objects 2 number_of_groups 10 terrain_to_place_on DESERT group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 25 min_distance_to_players 25 max_distance_to_other_zones 10 } /* ****************************************************** */ elseif POND_INSPECTION /* ****************************************************** */ if TINY_MAP create_object VILLAGER { set_place_for_every_player min_distance_to_players 4 max_distance_to_players 50 temp_min_distance_group_placement 10 terrain_to_place_on GRASS } elseif MEDIUM_MAP create_object VILLAGER { set_place_for_every_player min_distance_to_players 4 max_distance_to_players 50 temp_min_distance_group_placement 20 terrain_to_place_on GRASS } else create_object VILLAGER { set_place_for_every_player min_distance_to_players 4 max_distance_to_players 50 temp_min_distance_group_placement 27 terrain_to_place_on GRASS } endif create_object SHEEP { number_of_objects 1 number_of_groups 150 set_loose_grouping set_gaia_object_only temp_min_distance_group_placement 8 terrain_to_place_on GRASS } create_object BOAR { number_of_objects 1 number_of_groups 150 group_placement_radius 3 set_loose_grouping set_gaia_object_only temp_min_distance_group_placement 22 terrain_to_place_on GRASS2 } create_object DEER { number_of_objects 3 number_of_groups 150 group_placement_radius 3 set_loose_grouping set_gaia_object_only temp_min_distance_group_placement 32 terrain_to_place_on GRASS3 } create_object GOLD { number_of_groups 100 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 temp_min_distance_group_placement 45 terrain_to_place_on GRASS2 } create_object STONE { number_of_groups 100 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 temp_min_distance_group_placement 45 terrain_to_place_on GRASS2 } create_object GOLD { number_of_groups 100 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 temp_min_distance_group_placement 35 terrain_to_place_on GRASS3 } create_object STONE { number_of_groups 100 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 temp_min_distance_group_placement 35 terrain_to_place_on GRASS3 } /* ****************************************************** */ elseif SAVANNA /* ****************************************************** */ create_object FLOWER_BED { number_of_objects 5 set_scaling_to_map_size temp_min_distance_group_placement 7 terrain_to_place_on DIRT } create_object DEER { number_of_objects 5 number_of_groups 3 set_gaia_object_only set_loose_grouping set_scaling_to_map_size temp_min_distance_group_placement 7 terrain_to_place_on DIRT } /* ****************************************************** */ elseif NC_DECENTRING /* ****************************************************** */ create_object VILLAGER { set_place_for_every_player min_distance_to_players 3 max_distance_to_players 3 } create_object TRANSPORT_SHIP { number_of_objects 1 set_place_for_every_player terrain_to_place_on BEACH max_distance_to_players 10 } create_object SHEEP { number_of_objects 4 set_place_for_every_player min_distance_to_players 6 max_distance_to_players 6 set_gaia_object_only group_placement_radius 2 set_loose_grouping } create_object SHEEP { number_of_objects 2 set_place_for_every_player min_distance_to_players 8 max_distance_to_players 12 set_gaia_object_only group_placement_radius 2 set_loose_grouping } create_object DEER { number_of_objects 4 set_place_for_every_player min_distance_to_players 8 max_distance_to_players 12 set_gaia_object_only group_placement_radius 2 set_loose_grouping } create_object GOLD { number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player max_distance_to_players 10 min_distance_group_placement 3 max_distance_to_other_zones 3 } create_object STONE { number_of_objects 2 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player max_distance_to_players 10 min_distance_group_placement 3 max_distance_to_other_zones 3 } /***** BORDER OBJECTS *****/ create_object GOLD { number_of_objects 6 number_of_groups 7 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 8 temp_min_distance_group_placement 18 max_distance_to_other_zones 3 min_distance_to_players 20 } create_object STONE { number_of_objects 6 number_of_groups 4 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 8 temp_min_distance_group_placement 32 max_distance_to_other_zones 3 min_distance_to_players 20 } create_object DEER { number_of_objects 4 number_of_groups 4 set_scaling_to_map_size set_gaia_object_only group_placement_radius 2 set_loose_grouping min_distance_to_players 20 temp_min_distance_group_placement 34 min_distance_group_placement 6 } create_object SHEEP { number_of_objects 3 number_of_groups 7 group_variance 1 min_distance_group_placement 6 set_gaia_object_only set_scaling_to_map_size group_placement_radius 2 set_loose_grouping min_distance_to_players 20 temp_min_distance_group_placement 16 min_distance_group_placement 6 } create_object FORAGE { number_of_objects 6 number_of_groups 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 20 temp_min_distance_group_placement 16 min_distance_group_placement 6 max_distance_to_other_zones 3 } /* ****************************************************** */ elseif PYRAMID__ /* ****************************************************** */ create_object VILLAGER { set_place_for_every_player terrain_to_place_on SNOW } create_object BOAR { number_of_objects 1 number_of_groups 999 set_gaia_object_only temp_min_distance_group_placement 16 } create_object SHEEP { number_of_objects 1 number_of_groups 999 set_loose_grouping set_gaia_object_only temp_min_distance_group_placement 12 } create_object DEER { number_of_objects 4 group_placement_radius 3 number_of_groups 999 set_loose_grouping set_gaia_object_only temp_min_distance_group_placement 20 terrain_to_place_on DIRT3 } create_object FORAGE { number_of_objects 6 number_of_groups 999 group_placement_radius 3 set_tight_grouping set_gaia_object_only temp_min_distance_group_placement 60 } create_object GOLD { number_of_groups 100 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only temp_min_distance_group_placement 30 } create_object STONE { number_of_groups 100 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only temp_min_distance_group_placement 30 } /* ****************************************************** */ elseif STRANDED /* ****************************************************** */ create_object VILLAGER { set_place_for_every_player min_distance_to_players 2 max_distance_to_players 2 } create_object TRANSPORT_SHIP { terrain_to_place_on WATER set_place_for_every_player min_distance_to_players 7 max_distance_to_players 7 } create_object DEER { number_of_objects 4 number_of_groups 3 group_placement_radius 4 set_tight_grouping set_gaia_object_only min_distance_to_players 5 max_distance_to_players 8 min_distance_group_placement 10 terrain_to_place_on DIRT set_scaling_to_player_number } create_object TURKEY { number_of_objects 2 number_of_groups 6 group_placement_radius 4 set_loose_grouping set_gaia_object_only min_distance_to_players 5 max_distance_to_players 8 min_distance_group_placement 5 terrain_to_place_on DIRT set_scaling_to_player_number } create_object BOAR { number_of_objects 1 number_of_groups 3 group_placement_radius 4 set_loose_grouping set_gaia_object_only min_distance_to_players 5 max_distance_to_players 8 min_distance_group_placement 5 terrain_to_place_on DIRT set_scaling_to_player_number } create_object STONE { number_of_groups 3 number_of_objects 6 group_placement_radius 10 set_tight_grouping set_gaia_object_only set_scaling_to_player_number min_distance_group_placement 10 terrain_to_place_on DIRT } create_object GOLD { number_of_groups 4 number_of_objects 6 group_placement_radius 10 set_tight_grouping set_gaia_object_only set_scaling_to_player_number min_distance_group_placement 10 terrain_to_place_on DIRT } endif endif /* ****************************************************** */ if GIGA_PACK9 if OUTWARDBOUND /* ****************************************************** */ create_object TOWN_CENTER { set_place_for_every_player min_distance_to_players 3 max_distance_to_players 3 terrain_to_place_on GRASS3 } create_object VILLAGER { set_place_for_every_player min_distance_to_players 5 max_distance_to_players 5 terrain_to_place_on GRASS3 } create_object TRANSPORT_SHIP { number_of_objects 1 set_place_for_every_player min_distance_to_players 12 max_distance_to_players 12 terrain_to_place_on WATER } /* NEAR GOLD */ create_object GOLD { number_of_objects 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player //min_distance_to_players 4 //max_distance_to_players 5 //min_distance_group_placement 3 //max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_objects 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player //min_distance_to_players 4 //max_distance_to_players 5 //min_distance_group_placement 3 //max_distance_to_other_zones 7 } /* NEAR SHEEP */ create_object SHEEP { number_of_objects 2 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player //min_distance_to_players 4 //max_distance_to_players 5 //min_distance_group_placement 3 //max_distance_to_other_zones 7 } create_object BOAR { number_of_objects 5 group_placement_radius 40 set_loose_grouping set_gaia_object_only min_distance_to_players 40 terrain_to_place_on GRASS2 } create_object TURKEY { number_of_groups 8 number_of_objects 4 group_variance 2 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 8 min_distance_to_players 25 terrain_to_place_on GRASS2 } create_object DEER { number_of_objects 4 number_of_groups 6 group_variance 1 set_loose_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 10 min_distance_to_players 25 terrain_to_place_on GRASS2 } create_object GOLD { number_of_groups 6 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 10 terrain_to_place_on GRASS2 } create_object STONE { number_of_groups 6 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 10 terrain_to_place_on GRASS2 } create_object FORAGE { number_of_groups 3 number_of_objects 2 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 16 min_distance_to_players 40 set_avoid_player_start_areas } create_object WOLF { number_of_groups 4 number_of_objects 2 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 10 terrain_to_place_on GRASS2 } /* RESOURCES BY MAP */ if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 min_distance_to_players 40 set_avoid_player_start_areas } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 min_distance_to_players 40 set_avoid_player_start_areas } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 min_distance_to_players 40 set_avoid_player_start_areas } endif if LARGE_MAP create_object GOLD { number_of_groups 1 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 16 min_distance_to_players 40 set_avoid_player_start_areas max_distance_to_other_zones 6 } endif if HUGE_MAP create_object GOLD { number_of_groups 2 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 13 min_distance_to_players 40 set_avoid_player_start_areas max_distance_to_other_zones 6 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 3 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 13 min_distance_to_players 40 set_avoid_player_start_areas max_distance_to_other_zones 6 } endif if LARGE_MAP create_object STONE { number_of_groups 1 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 13 min_distance_to_players 40 set_avoid_player_start_areas max_distance_to_other_zones 6 } endif if HUGE_MAP create_object STONE { number_of_groups 2 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 13 min_distance_to_players 40 set_avoid_player_start_areas max_distance_to_other_zones 6 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 3 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 13 min_distance_to_players 40 set_avoid_player_start_areas max_distance_to_other_zones 6 } endif /* ****************************************************** */ elseif SCATTEREDISLETS /* ****************************************************** */ create_object VILLAGER { set_place_for_every_player min_distance_to_players 1 max_distance_to_players 4 } create_object TRANSPORT_SHIP { number_of_objects 1 set_place_for_every_player min_distance_to_players 6 max_distance_to_players 15 } create_object FISHING_SHIP { number_of_objects 1 set_place_for_every_player min_distance_to_players 6 max_distance_to_players 15 } create_object TREE_F { number_of_groups 12 if LARGE_MAP number_of_objects 35 elseif HUGE_MAP number_of_objects 45 else number_of_objects 25 endif group_variance 1 set_tight_grouping terrain_to_place_on GRASS temp_min_distance_group_placement 12 } create_object PINETREE { number_of_groups 6 if LARGE_MAP number_of_objects 18 elseif HUGE_MAP number_of_objects 24 else number_of_objects 15 endif group_variance 1 set_tight_grouping terrain_to_place_on GRASS temp_min_distance_group_placement 10 } create_object TREE_E { number_of_groups 24 if LARGE_MAP number_of_objects 25 elseif HUGE_MAP number_of_objects 32 else number_of_objects 20 endif group_variance 1 set_tight_grouping terrain_to_place_on GRASS2 temp_min_distance_group_placement 8 } create_object TREE_D { number_of_groups 4 if LARGE_MAP number_of_objects 18 elseif HUGE_MAP number_of_objects 24 else number_of_objects 15 endif group_variance 1 set_tight_grouping terrain_to_place_on GRASS3 temp_min_distance_group_placement 6 } create_object PALM_FOREST_TREE { number_of_groups 4 if LARGE_MAP number_of_objects 18 elseif HUGE_MAP number_of_objects 24 else number_of_objects 14 endif group_variance 1 terrain_to_place_on DESERT temp_min_distance_group_placement 4 } create_object TREE_TD { number_of_groups 4 if LARGE_MAP number_of_objects 18 elseif HUGE_MAP number_of_objects 24 else number_of_objects 13 endif group_variance 1 min_distance_group_placement 4 terrain_to_place_on DESERT } create_object BAMBOO_TREE { number_of_groups 4 if LARGE_MAP number_of_objects 16 elseif HUGE_MAP number_of_objects 22 else number_of_objects 12 endif group_variance 1 terrain_to_place_on LEAVES temp_min_distance_group_placement 4 } create_object TREE_TD { number_of_groups 4 if LARGE_MAP number_of_objects 16 elseif HUGE_MAP number_of_objects 22 else number_of_objects 11 endif group_variance 1 terrain_to_place_on DIRT temp_min_distance_group_placement 4 } create_object TREE_TD { number_of_groups 4 if LARGE_MAP number_of_objects 16 elseif HUGE_MAP number_of_objects 22 else number_of_objects 10 endif group_variance 1 terrain_to_place_on DIRT2 temp_min_distance_group_placement 4 } create_object TREE_TD { number_of_groups 4 if LARGE_MAP number_of_objects 16 elseif HUGE_MAP number_of_objects 22 else number_of_objects 10 endif group_variance 1 terrain_to_place_on DIRT3 temp_min_distance_group_placement 4 } create_object TREE_TD { number_of_groups 10 if LARGE_MAP number_of_objects 20 elseif HUGE_MAP number_of_objects 26 else number_of_objects 15 endif group_variance 1 terrain_to_place_on DESERT temp_min_distance_group_placement 4 } create_object TREE_F { number_of_groups 4 if LARGE_MAP number_of_objects 16 elseif HUGE_MAP number_of_objects 22 else number_of_objects 10 endif group_variance 1 set_tight_grouping terrain_to_place_on SNOW temp_min_distance_group_placement 4 } create_object TREE_F { number_of_groups 3 if LARGE_MAP number_of_objects 17 elseif HUGE_MAP number_of_objects 23 else number_of_objects 12 endif group_variance 1 set_tight_grouping terrain_to_place_on GRASS_SNOW temp_min_distance_group_placement 4 } create_object PINETREE { number_of_groups 4 if LARGE_MAP number_of_objects 16 elseif HUGE_MAP number_of_objects 22 else number_of_objects 10 endif group_variance 1 set_tight_grouping terrain_to_place_on DIRT_SNOW temp_min_distance_group_placement 4 } create_object GOLD { number_of_groups 10 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 8 terrain_to_place_on GRASS } create_object GOLD { number_of_groups 10 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 8 terrain_to_place_on GRASS2 } create_object GOLD { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only terrain_to_place_on DIRT } create_object GOLD { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 8 terrain_to_place_on DESERT } create_object GOLD { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only terrain_to_place_on DIRT2 } create_object GOLD { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only terrain_to_place_on DIRT3 } create_object GOLD { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only terrain_to_place_on GRASS3 } create_object GOLD { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only terrain_to_place_on LEAVES } create_object GOLD { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 8 terrain_to_place_on DESERT } create_object GOLD { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only terrain_to_place_on SNOW } create_object GOLD { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only terrain_to_place_on GRASS_SNOW } create_object GOLD { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only terrain_to_place_on DIRT_SNOW } create_object GOLD { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 8 terrain_to_place_on DESERT } create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on GRASS } create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on GRASS2 } create_object STONE { number_of_groups 1 number_of_objects 2 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on GRASS3 } create_object STONE { number_of_groups 1 number_of_objects 2 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on DESERT } create_object STONE { number_of_groups 1 number_of_objects 2 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on DIRT } create_object STONE { number_of_groups 1 number_of_objects 2 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on DIRT2 } create_object STONE { number_of_groups 1 number_of_objects 2 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on DIRT3 } create_object STONE { number_of_groups 1 number_of_objects 2 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on DESERT } create_object STONE { number_of_groups 1 number_of_objects 2 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on DESERT } create_object STONE { number_of_groups 1 number_of_objects 2 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on LEAVES } create_object STONE { number_of_groups 1 number_of_objects 2 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on SNOW } create_object STONE { number_of_groups 1 number_of_objects 2 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on GRASS_SNOW } create_object STONE { number_of_groups 1 number_of_objects 2 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on DIRT_SNOW } create_object JAVELINA { number_of_groups 30 number_of_objects 1 group_variance 1 temp_min_distance_group_placement 12 min_distance_to_players 10 } create_object RELIC { number_of_groups 3 number_of_objects 1 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 25 terrain_to_place_on GRASS } create_object BOAR { number_of_objects 5 group_placement_radius 40 set_loose_grouping set_gaia_object_only min_distance_to_players 40 terrain_to_place_on GRASS2 } create_object TURKEY { number_of_groups 7 number_of_objects 4 group_variance 2 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 8 min_distance_to_players 25 terrain_to_place_on GRASS2 } create_object DEER { number_of_objects 4 number_of_groups 4 group_variance 1 set_loose_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 10 min_distance_to_players 25 terrain_to_place_on GRASS2 } create_object GOLD { number_of_groups 5 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 10 max_distance_to_other_zones 7 terrain_to_place_on GRASS2 } create_object STONE { number_of_groups 4 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 10 max_distance_to_other_zones 7 terrain_to_place_on GRASS2 } create_object FORAGE { number_of_groups 3 number_of_objects 2 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 16 min_distance_to_players 40 set_avoid_player_start_areas } /* ****************************************************** */ elseif SHIPWRECK_ /* ****************************************************** */ create_object SHIPWRECK { number_of_objects 1 set_place_for_every_player min_distance_to_players 7 max_distance_to_players 15 terrain_to_place_on BEACH } create_object SKELETON { number_of_objects 6 set_place_for_every_player min_distance_to_players 6 max_distance_to_players 16 terrain_to_place_on DIRT set_gaia_object_only } create_object FLOWERS_2 { number_of_objects 10 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 terrain_to_place_on GRASS3 } create_object FLOWERS_1 { number_of_objects 10 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 terrain_to_place_on GRASS3 } endif endif /* ****************************************************** */ if GIGA_PACK11 if EYE_OF_SAURON /* ****************************************************** */ if TINY_MAP create_object BOAR { number_of_objects 4 set_gaia_object_only terrain_to_place_on DIRT3 } endif if SMALL_MAP create_object BOAR { number_of_objects 6 set_gaia_object_only terrain_to_place_on DIRT3 } endif if MEDIUM_MAP create_object BOAR { number_of_objects 8 set_gaia_object_only terrain_to_place_on DIRT3 } endif if LARGE_MAP create_object BOAR { number_of_objects 12 set_gaia_object_only terrain_to_place_on DIRT3 } endif if HUGE_MAP create_object BOAR { number_of_objects 16 set_gaia_object_only terrain_to_place_on DIRT3 } endif if GIGANTIC_MAP create_object BOAR { number_of_objects 16 set_gaia_object_only terrain_to_place_on DIRT3 } endif create_object SHEEP { number_of_objects 6 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 } create_object GOLD { number_of_objects 1 group_placement_radius 1 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 5 max_distance_to_players 5 min_distance_group_placement 2 } create_object STONE { number_of_objects 1 group_placement_radius 1 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 5 max_distance_to_players 5 min_distance_group_placement 2 } if TINY_MAP create_object GOLD { number_of_groups 6 number_of_objects 1 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 6 terrain_to_place_on GRASS2 } create_object STONE { number_of_groups 6 number_of_objects 1 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 6 terrain_to_place_on GRASS2 } create_object GOLD { number_of_groups 7 number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 20 min_distance_group_placement 25 terrain_to_place_on GRASS } create_object STONE { number_of_groups 5 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 20 min_distance_group_placement 15 terrain_to_place_on GRASS } endif if SMALL_MAP create_object GOLD { number_of_groups 8 number_of_objects 1 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 6 terrain_to_place_on GRASS2 } create_object STONE { number_of_groups 8 number_of_objects 1 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 6 terrain_to_place_on GRASS2 } create_object GOLD { number_of_groups 10 number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 20 min_distance_group_placement 25 terrain_to_place_on GRASS } create_object STONE { number_of_groups 8 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 20 min_distance_group_placement 15 terrain_to_place_on GRASS } endif if MEDIUM_MAP create_object GOLD { number_of_groups 10 number_of_objects 1 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 6 terrain_to_place_on GRASS2 } create_object STONE { number_of_groups 10 number_of_objects 1 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 6 terrain_to_place_on GRASS2 } create_object GOLD { number_of_groups 12 number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 25 min_distance_group_placement 25 terrain_to_place_on GRASS } create_object STONE { number_of_groups 9 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 25 min_distance_group_placement 15 terrain_to_place_on GRASS } endif if LARGE_MAP create_object GOLD { number_of_groups 15 number_of_objects 1 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 6 terrain_to_place_on GRASS2 } create_object STONE { number_of_groups 15 number_of_objects 1 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 6 terrain_to_place_on GRASS2 } create_object GOLD { number_of_groups 18 number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 30 min_distance_group_placement 25 terrain_to_place_on GRASS } create_object STONE { number_of_groups 14 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 30 min_distance_group_placement 15 terrain_to_place_on GRASS } endif if HUGE_MAP create_object GOLD { number_of_groups 20 number_of_objects 1 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 6 terrain_to_place_on GRASS2 } create_object STONE { number_of_groups 20 number_of_objects 1 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 6 terrain_to_place_on GRASS2 } create_object GOLD { number_of_groups 22 number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 32 min_distance_group_placement 25 terrain_to_place_on GRASS } create_object STONE { number_of_groups 17 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 32 min_distance_group_placement 15 terrain_to_place_on GRASS } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 25 number_of_objects 1 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 6 terrain_to_place_on GRASS2 } create_object STONE { number_of_groups 25 number_of_objects 1 group_placement_radius 1 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 6 terrain_to_place_on GRASS2 } create_object GOLD { number_of_groups 25 number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 35 min_distance_group_placement 25 terrain_to_place_on GRASS } create_object STONE { number_of_groups 20 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 35 min_distance_group_placement 15 terrain_to_place_on GRASS } endif /* ****************************************************** */ elseif TEAM_ACROPOLIS /* ****************************************************** */ /* ************* RESOURCES ************* */ create_object FORAGE { number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 7 max_distance_to_players 8 min_distance_group_placement 5 } create_object GOLD { number_of_objects 7 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 12 min_distance_group_placement 6 max_distance_to_other_zones 7 } create_object GOLD { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 12 min_distance_group_placement 5 max_distance_to_other_zones 7 } create_object GOLD { number_of_objects 4 number_of_groups 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 30 min_distance_group_placement 6 terrain_to_place_on GRASS3 } create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 12 min_distance_group_placement 5 } create_object STONE { number_of_objects 4 number_of_groups 2 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 30 min_distance_group_placement 6 terrain_to_place_on GRASS3 } create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 2 } create_object SHEEP { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 24 temp_min_distance_group_placement 4 } create_object DEER { number_of_objects 4 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 30 min_distance_group_placement 8 } create_object DEER { number_of_objects 6 set_gaia_object_only min_distance_to_players 16 terrain_to_place_on DESERT } create_object BOAR { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 6 } start_random percent_chance 50 #define ACROPOLIS_DETAILS percent_chance 50 #define ACROPOLIS_CLEAN end_random if ACROPOLIS_DETAILS create_object SKELETON { number_of_objects 4 set_gaia_object_only set_place_for_every_player terrain_to_place_on ROAD_OTHER } create_object SEA_ROCKS_1 { number_of_objects 1 set_gaia_object_only terrain_to_place_on DEEP_WATER } create_object SEA_ROCKS_2 { number_of_objects 1 set_gaia_object_only terrain_to_place_on DEEP_WATER } create_object ROCK { number_of_objects 1 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 8 terrain_to_place_on DESERT } create_object ROCK { number_of_objects 3 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 terrain_to_place_on ROAD_OTHER } create_object ROCK { number_of_objects 4 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 20 temp_min_distance_group_placement 10 terrain_to_place_on GRASS3 } create_object FLOWER_BED { number_of_objects 5 set_gaia_object_only set_place_for_every_player temp_min_distance_group_placement 4 terrain_to_place_on GRASS } create_object FLOWER_BED { number_of_objects 12 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 temp_min_distance_group_placement 10 terrain_to_place_on GRASS3 } create_object FLOWER_BED { number_of_objects 8 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 2 temp_min_distance_group_placement 10 terrain_to_place_on DESERT } elseif ACROPOLIS_CLEAN endif /* ****************************************************** */ elseif HOUSE_BOAT /* ****************************************************** */ create_object TRANSPORT_SHIP { set_place_for_every_player min_distance_to_players 6 max_distance_to_players 9 } endif endif /* ****************************************************** */ if GIGA_PACK12 if CANOPY /* ****************************************************** */ create_object VILLAGER { set_place_for_every_player min_distance_to_players 3 max_distance_to_players 3 } create_object FORAGE { number_of_objects 100 number_of_groups 1 set_scaling_to_map_size min_distance_group_placement 3 terrain_to_place_on DIRT } create_object FLOWERS_1 { number_of_obejcts 5 set_scaling_to_map_size temp_min_distance_group_placement 5 terrain_to_place_on GRASS2 } create_object FLOWERS_2 { number_of_obejcts 5 set_scaling_to_map_size temp_min_distance_group_placement 5 terrain_to_place_on GRASS2 } create_object FLOWERS_3 { number_of_obejcts 5 set_scaling_to_map_size temp_min_distance_group_placement 5 terrain_to_place_on GRASS2 } create_object FLOWERS_4 { number_of_obejcts 5 set_scaling_to_map_size temp_min_distance_group_placement 5 terrain_to_place_on GRASS2 } create_object FLOWER_BED { number_of_obejcts 10 set_scaling_to_map_size temp_min_distance_group_placement 5 terrain_to_place_on GRASS2 } create_object FLOWERS_1 { number_of_obejcts 10 set_scaling_to_map_size temp_min_distance_group_placement 10 terrain_to_place_on GRASS } create_object FLOWERS_2 { number_of_obejcts 10 set_scaling_to_map_size temp_min_distance_group_placement 10 terrain_to_place_on GRASS } create_object FLOWERS_3 { number_of_obejcts 10 set_scaling_to_map_size temp_min_distance_group_placement 10 terrain_to_place_on GRASS } create_object FLOWERS_4 { number_of_obejcts 10 set_scaling_to_map_size temp_min_distance_group_placement 10 terrain_to_place_on GRASS } create_object FLOWER_BED { number_of_obejcts 20 set_scaling_to_map_size temp_min_distance_group_placement 10 terrain_to_place_on GRASS } create_object GOLD /* inner */ { number_of_objects 3 number_of_groups 1 set_tight_grouping set_scaling_to_map_size min_distance_to_players 7 min_distance_group_placement 5 temp_min_distance_group_placement 10 terrain_to_place_on GRASS2 } create_object STONE /* inner */ { number_of_objects 2 number_of_groups 1 set_tight_grouping set_scaling_to_map_size min_distance_to_players 7 min_distance_group_placement 5 temp_min_distance_group_placement 10 terrain_to_place_on GRASS2 } create_object GOLD /* outer */ { number_of_objects 5 number_of_groups 8 set_tight_grouping group_placement_radius 2 set_scaling_to_map_size min_distance_group_placement 7 temp_min_distance_group_placement 20 max_distance_to_other_zones 7 terrain_to_place_on GRASS } create_object STONE /* outer */ { number_of_objects 4 number_of_groups 6 set_tight_grouping group_placement_radius 2 set_scaling_to_map_size min_distance_group_placement 7 temp_min_distance_group_placement 20 max_distance_to_other_zones 7 terrain_to_place_on GRASS } if DEATH_MATCH else create_object TURKEY /* inner */ { number_of_objects 4 set_place_for_every_player set_loose_grouping min_distance_to_players 0 max_distance_to_players 0 terrain_to_place_on GRASS2 } create_object BOAR /* inner */ { number_of_objects 1 set_scaling_to_player_number set_loose_grouping set_gaia_object_only min_distance_to_players 7 temp_min_distance_group_placement 10 terrain_to_place_on GRASS2 } create_object DEER /* inner */ { number_of_objects 3 number_of_groups 1 set_scaling_to_player_number set_loose_grouping set_gaia_object_only min_distance_to_players 7 temp_min_distance_group_placement 10 terrain_to_place_on GRASS2 } create_object FORAGE /* outer */ { number_of_objects 5 number_of_groups 4 set_scaling_to_map_size set_tight_grouping group_placement_radius 2 min_distance_group_placement 15 temp_min_distance_group_placement 30 max_distance_to_other_zones 7 terrain_to_place_on GRASS } create_object TURKEY /* outer */ { number_of_objects 4 number_of_groups 4 set_scaling_to_map_size set_loose_grouping set_gaia_object_only temp_min_distance_group_placement 30 max_distance_to_other_zones 7 terrain_to_place_on GRASS } create_object BOAR /* outer */ { number_of_objects 3 number_of_groups 2 set_scaling_to_map_size set_loose_grouping set_gaia_object_only min_distance_group_placement 15 temp_min_distance_group_placement 30 max_distance_to_other_zones 7 terrain_to_place_on GRASS } create_object DEER /* outer */ { number_of_objects 5 number_of_groups 4 set_scaling_to_map_size set_loose_grouping set_gaia_object_only min_distance_group_placement 15 temp_min_distance_group_placement 30 max_distance_to_other_zones 7 terrain_to_place_on GRASS } endif /* ****************************************************** */ elseif CIVIL_NOMAD /* ****************************************************** */ create_object TRANSPORT_SHIP { set_place_for_every_player min_distance_group_placement 2 } endif endif /* ****************************************************** */ if GIGA_PACK13 if CROP_CIRCLES /* ****************************************************** */ create_object ROCK { number_of_objects 20 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 min_distance_to_players 15 terrain_to_place_on GRASS3 } create_object HAY_STACK { number_of_objects 10 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 min_distance_to_players 10 terrain_to_place_on FARM1 } create_object HAY_STACK { number_of_objects 10 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 min_distance_to_players 10 terrain_to_place_on GRASS3 } /* ****************************************************** */ elseif DEADLY_FOREST /* ****************************************************** */ create_object ROCK { number_of_objects 12 min_distance_to_players 25 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 15 } create_object PLANT { number_of_objects 24 terrain_to_place_on MIDTERR set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 3 } if STANDARD_RESOURCES create_object DEER { number_of_objects 6 number_of_groups 4 group_variance 1 set_tight_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 12 terrain_to_place_on MIDTERR if TINY_MAP min_distance_to_players 10 else min_distance_to_players 20 endif } endif /* ****************************************************** */ elseif DOUBLE_ARENA /* ****************************************************** */ create_object WALL { number_of_objects 9999 set_place_for_every_player min_distance_to_players 20 max_distance_to_players 20 } create_object TOWN_CENTER { set_place_for_every_player min_distance_to_players 4 max_distance_to_players 4 min_distance_group_placement 4 } create_object VILLAGER { set_place_for_every_player max_distance_to_players 9 } /* ****************************************************** */ elseif ENSNARED_ARENA /* ****************************************************** */ create_object WALL { number_of_objects 9999 set_place_for_every_player min_distance_to_players 20 max_distance_to_players 20 } endif endif /* ****************************************************** */ if GIGA_PACK14 if GREAT_WALL /* ****************************************************** */ create_object FORTIFIED_WALL { number_of_objects 5000 set_scaling_to_map_size terrain_to_place_on DIRT2 } /* ****************************************************** */ elseif VALLEY_OF_KINGS /* ****************************************************** */ create_object RUINS { number_of_objects 3 set_gaia_object_only set_scaling_to_map_size terrain_to_place_on FUNGUS temp_min_distance_group_placement 10 } create_object ROMAN_RUINS { number_of_objects 8 set_gaia_object_only set_scaling_to_map_size terrain_to_place_on FUNGUS temp_min_distance_group_placement 10 } create_object ROCK { number_of_objects 20 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 15 temp_min_distance_group_placement 7 } #const ROR_RUBBLE 147 create_object ROR_RUBBLE { number_of_objects 8 set_gaia_object_only set_scaling_to_map_size terrain_to_place_on FUNGUS temp_min_distance_group_placement 10 } #const ROR_RUBBLE2 144 create_object ROR_RUBBLE2 { number_of_objects 8 set_gaia_object_only set_scaling_to_map_size terrain_to_place_on FUNGUS temp_min_distance_group_placement 10 } #const ROR_RUBBLE3 143 create_object ROR_RUBBLE3 { number_of_objects 8 set_gaia_object_only set_scaling_to_map_size terrain_to_place_on FUNGUS temp_min_distance_group_placement 10 } /* ****************************************************** */ elseif RIVAL_CITIES /* ****************************************************** */ create_object WATCH_TOWER { number_of_objects 4 set_place_for_every_player if TINY_MAP min_distance_to_players 13 max_distance_to_players 14 elseif SMALL_MAP min_distance_to_players 19 max_distance_to_players 20 elseif MEDIUM_MAP min_distance_to_players 20 max_distance_to_players 21 elseif LARGE_MAP min_distance_to_players 21 max_distance_to_players 22 elseif HUGE_MAP min_distance_to_players 22 max_distance_to_players 23 elseif GIGANTIC_MAP min_distance_to_players 23 max_distance_to_players 24 endif min_distance_group_placement 6 } create_object WALL { number_of_objects 9999 set_place_for_every_player if TINY_MAP base_size 20 min_distance_to_players 15 max_distance_to_players 15 elseif SMALL_MAP base_size 21 min_distance_to_players 21 max_distance_to_players 21 elseif MEDIUM_MAP base_size 22 min_distance_to_players 22 max_distance_to_players 22 elseif LARGE_MAP base_size 23 min_distance_to_players 23 max_distance_to_players 23 elseif HUGE_MAP base_size 24 min_distance_to_players 24 max_distance_to_players 24 elseif GIGANTIC_MAP min_distance_to_players 25 max_distance_to_players 25 endif } create_object FARM { number_of_objects 5 set_place_for_every_player group_placement_radius min_distance_to_players 4 max_distance_to_players 4 } create_object HOUSE { number_of_objects 4 set_loose_grouping set_place_for_every_player min_distance_to_players 12 max_distance_to_players 12 } create_object BARRACKS { set_place_for_every_player min_distance_to_players 8 max_distance_to_players 14 } /* ****************************************************** */ elseif OUTBACK /* ****************************************************** */ create_object FLOWER_BED { number_of_objects 5 set_scaling_to_map_size terrain_to_place_on GRASS temp_min_distance_group_placement 2 } create_object FLOWERS_1 { number_of_objects 2 set_scaling_to_map_size terrain_to_place_on GRASS temp_min_distance_group_placement 2 } create_object FLOWERS_2 { number_of_objects 2 set_scaling_to_map_size terrain_to_place_on GRASS temp_min_distance_group_placement 2 } create_object FLOWERS_3 { number_of_objects 2 set_scaling_to_map_size terrain_to_place_on GRASS temp_min_distance_group_placement 2 } create_object FLOWERS_4 { number_of_objects 2 set_scaling_to_map_size terrain_to_place_on GRASS temp_min_distance_group_placement 2 } create_object BOAR { number_of_objects 2 set_scaling_to_player_number terrain_to_place_on GRASS set_gaia_object_only resource_delta 150 } /* ****************************************************** */ elseif POND_ARENA /* ****************************************************** */ create_object WALL { number_of_objects 9999 set_place_for_every_player min_distance_to_players 20 max_distance_to_players 20 } /* ****************************************************** */ elseif OASIS_ISLAND /* ****************************************************** */ create_object MOUNTAIN_1 { number_of_objects 2 set_scaling_to_map_size temp_min_distance_group_placement 30 min_distance_to_players 30 } /* ****************************************************** */ elseif MINERAL_RING /* ****************************************************** */ create_object GOLD /* extra */ { number_of_objects 4 number_of_groups 6 group_variance 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 5 temp_min_distance_group_placement 10 terrain_to_place_on DESERT } create_object STONE /* extra */ { number_of_objects 4 number_of_groups 4 group_variance 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 5 temp_min_distance_group_placement 10 terrain_to_place_on DESERT } endif endif /* ****************************************************** */ /* STARTING BUILDINGS SECTION */ /* ****************************************************** */ if FORTRESS_ elseif STANDARD_RESOURCES else start_random percent_chance 2 #define CASTLE_GG percent_chance 5 #define HOUSE_GG percent_chance 5 #define YURT_GG percent_chance 88 #define NEITHER_GG end_random start_random percent_chance 2 #define BARRACKS_GG percent_chance 2 #define ARCHERYRANGE_GG percent_chance 2 #define STABLE_GG percent_chance 2 #define MONASTERY_GG percent_chance 2 #define MARKET_GG percent_chance 2 #define BLACKSMITH_GG percent_chance 2 #define SCHOOL_GG percent_chance 2 #define SIEGE_GG percent_chance 84 #define NONE_GG end_random endif if CASTLE_GG create_object CASTLE { if NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 10 max_distance_to_players 10 } elseif HOUSE_GG create_object HOUSE { if NOTCMODE number_of_objects 0 else if JUSTONE number_of_objects 1 elseif JUSTTWO number_of_objects 2 elseif JUSTTHREE number_of_objects 3 endif endif set_loose_grouping set_place_for_every_player min_distance_to_players 12 max_distance_to_players 12 } elseif YURT_GG if NOTCMODE number_of_objects 0 else start_random percent_chance 50 #define GROUP_1 percent_chance 50 #define GROUP_2 end_random start_random percent_chance 30 #define G1_ONE_MORE percent_chance 20 #define G1_TWO_MORE percent_chance 50 #define NO_MORE end_random start_random percent_chance 30 #define G2_ONE_MORE percent_chance 20 #define G2_TWO_MORE percent_chance 50 #define NO_MORE end_random endif if NO_MORE endif if GROUP_1 start_random percent_chance 25 create_object YURT percent_chance 25 create_object YURT2 percent_chance 25 create_object YURT3 percent_chance 25 create_object YURT4 end_random { set_loose_grouping set_place_for_every_player min_distance_to_players 8 max_distance_to_players 9 } if G1_ONE_MORE start_random percent_chance 25 create_object YURT percent_chance 25 create_object YURT2 percent_chance 25 create_object YURT3 percent_chance 25 create_object YURT4 end_random { set_loose_grouping set_place_for_every_player min_distance_to_players 8 max_distance_to_players 9 } elseif G1_TWO_MORE start_random percent_chance 25 create_object YURT percent_chance 25 create_object YURT2 percent_chance 25 create_object YURT3 percent_chance 25 create_object YURT4 end_random { set_loose_grouping set_place_for_every_player min_distance_to_players 8 max_distance_to_players 9 } start_random percent_chance 25 create_object YURT percent_chance 25 create_object YURT2 percent_chance 25 create_object YURT3 percent_chance 25 create_object YURT4 end_random { set_loose_grouping set_place_for_every_player min_distance_to_players 8 max_distance_to_players 9 } endif endif if GROUP_2 start_random percent_chance 25 create_object YURT5 percent_chance 25 create_object YURT6 percent_chance 25 create_object YURT7 percent_chance 25 create_object YURT8 end_random { set_loose_grouping set_place_for_every_player min_distance_to_players 8 max_distance_to_players 9 } if G2_ONE_MORE start_random percent_chance 25 create_object YURT5 percent_chance 25 create_object YURT6 percent_chance 25 create_object YURT7 percent_chance 25 create_object YURT8 end_random { set_loose_grouping set_place_for_every_player min_distance_to_players 8 max_distance_to_players 9 } elseif G2_TWO_MORE start_random percent_chance 25 create_object YURT5 percent_chance 25 create_object YURT6 percent_chance 25 create_object YURT7 percent_chance 25 create_object YURT8 end_random { set_loose_grouping set_place_for_every_player min_distance_to_players 8 max_distance_to_players 9 } start_random percent_chance 25 create_object YURT5 percent_chance 25 create_object YURT6 percent_chance 25 create_object YURT7 percent_chance 25 create_object YURT8 end_random { set_loose_grouping set_place_for_every_player min_distance_to_players 8 max_distance_to_players 9 } endif endif elseif NEITHER_GG endif if BARRACKS_GG create_object BARRACKS { if BOARDS_OF_CANADA_AP number_of_objects 0 elseif NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 8 max_distance_to_players 14 } elseif MARKET_GG create_object MARKET { if BOARDS_OF_CANADA_AP number_of_objects 0 elseif NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 8 max_distance_to_players 14 } elseif BLACKSMITH_GG create_object BLACKSMITH { if BOARDS_OF_CANADA_AP number_of_objects 0 elseif NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 8 max_distance_to_players 14 } elseif SCHOOL_GG create_object UNIVERSITY { if BOARDS_OF_CANADA_AP number_of_objects 0 elseif NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 8 max_distance_to_players 14 } elseif SIEGE_GG create_object SIEGE_WORKSHOP { if BOARDS_OF_CANADA_AP number_of_objects 0 elseif NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 8 max_distance_to_players 14 } elseif MONASTERY_GG create_object MONASTERY { if BOARDS_OF_CANADA_AP number_of_objects 0 elseif NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 8 max_distance_to_players 14 } elseif STABLE_GG create_object STABLE { if BOARDS_OF_CANADA_AP number_of_objects 0 elseif NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 8 max_distance_to_players 14 } elseif ARCHERYRANGE_GG create_object ARCHERY_RANGE { if BOARDS_OF_CANADA_AP number_of_objects 0 elseif NOTCMODE number_of_objects 0 else number_of_objects 1 endif set_place_for_every_player min_distance_to_players 8 max_distance_to_players 14 } elseif NONE_GG endif endif /* ****************************************************** */ /* BIRDS */ /* ****************************************************** */ if GHOSTDOGS else start_random percent_chance 33 #define AVIAN_SQUAD_ONE percent_chance 33 #define AVIAN_SQUAD_TWO percent_chance 33 #define AVIAN_SQUAD_THREE percent_chance 1 #define AVIAN_SQUAD_FOUR end_random #const STORMY_DOG 862 if AVIAN_SQUAD_ONE create_object HAWK { number_of_objects 3 } create_object MACAW { number_of_objects 3 } elseif AVIAN_SQUAD_TWO create_object HAWK { number_of_objects 3 } elseif AVIAN_SQUAD_THREE create_object MACAW { number_of_objects 3 } elseif AVIAN_SQUAD_FOUR create_object STORMY_DOG { number_of_objects 1 } endif endif /* ****************************************************** */ /* FISH PACK 1 */ /* ****************************************************** */ /* FISH by Captain Fin */ if STANDARD_RESOURCES else if GIGA_PACK1 start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random endif endif if STANDARD_RESOURCES else if GIGA_PACK1 create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } endif endif if STANDARD_RESOURCES else if GIGA_PACK1 start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random endif endif if STANDARD_RESOURCES else if GIGA_PACK1 create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif endif /* ****************************************************** */ /* FISH PACK 2 */ /* ****************************************************** */ if NO_FISH else if GIGA_PACK2 start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random endif create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif /* ****************************************************** */ /* FISH PACK 3 */ /* ****************************************************** */ if GIGA_PACK3 start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif /* ****************************************************** */ /* FISH PACK 4 */ /* ****************************************************** */ if NO_FISH else if STANDARD_RESOURCES else if GIGA_PACK4 start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random endif endif endif if STANDARD_RESOURCES else if GIGA_PACK4 create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } endif endif if STANDARD_RESOURCES else if GIGA_PACK4 start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random endif endif if STANDARD_RESOURCES elseif BEDOUINS else if GIGA_PACK4 create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif endif /* ****************************************************** */ /* FISH PACK 5 */ /* ****************************************************** */ if GIGA_PACK5 if JDGROSSROX start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } elseif DESERTFOX start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } elseif SEIZE_THE_HUMP start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif endif if GIGA_PACK5 if RIPPLES start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif endif if GIGA_PACK5 if MFOWOOGY start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif endif if STANDARD_RESOURCES else if GIGA_PACK5 start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random endif endif if STANDARD_RESOURCES else if GIGA_PACK5 create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } endif endif if STANDARD_RESOURCES else if GIGA_PACK5 start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random endif endif if STANDARD_RESOURCES else if GIGA_PACK5 create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif endif /* ****************************************************** */ /* FISH PACK 6 */ /* ****************************************************** */ if GIGA_PACK6 if HIGH_SEAS else if GIGA_PACK6 if TEAM_MIGRATION start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif endif if STANDARD_RESOURCES else if GIGA_PACK6 start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random endif endif if STANDARD_RESOURCES else if GIGA_PACK6 create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } endif endif if STANDARD_RESOURCES else if GIGA_PACK6 start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random endif endif if STANDARD_RESOURCES else if GIGA_PACK6 create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif endif endif /* endif HIGH SEAS */ endif /* endif HIGH SEAS */ /* ****************************************************** */ /* FISH PACK 7 */ /* ****************************************************** */ if GIGA_PACK7 if STRANDED create_object SHORE_FISH { number_of_objects 10 group_placement_radius 4 set_scaling_to_player_number } create_object DORADO { number_of_objects 3 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 5 } create_object TUNA { number_of_objects 3 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 5 } create_object SNAPPER { number_of_objects 3 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 5 } create_object MARLIN1 { number_of_objects 3 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 5 } create_object MARLIN2 { number_of_objects 3 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 5 } endif endif if STANDARD_RESOURCES else if GIGA_PACK7 start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random endif endif if STANDARD_RESOURCES else if GIGA_PACK7 create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } endif endif if STANDARD_RESOURCES else if GIGA_PACK7 start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random endif endif if STANDARD_RESOURCES else if GIGA_PACK7 create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif endif /* ****************************************************** */ /* FISH PACK 8 */ /* ****************************************************** */ if GIGA_PACK8 start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif /* ****************************************************** */ /* FISH PACK 9 */ /* ****************************************************** */ if GIGA_PACK9 start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif /* ****************************************************** */ /* FISH PACK 10 */ /* ****************************************************** */ if GIGA_PACK10 start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif /* ****************************************************** */ /* FISH PACK 11 */ /* ****************************************************** */ if GIGA_PACK11 if EYE_OF_SAURON create_object SHORE_FISH { number_of_objects 18 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 4 } create_object SNAPPER { number_of_objects 111 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 8 min_distance_group_placement 8 } endif endif if GIGA_PACK11 start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif /* ****************************************************** */ /* FISH PACK 12 */ /* ****************************************************** */ if GIGA_PACK12 if SHERWOOD_FOREST start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif endif if STANDARD_RESOURCES else if GIGA_PACK12 start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random endif endif if STANDARD_RESOURCES else if GIGA_PACK12 create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } endif endif if STANDARD_RESOURCES else if GIGA_PACK12 start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random endif endif if STANDARD_RESOURCES else if GIGA_PACK12 create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif endif /* ****************************************************** */ /* FISH PACK 13 */ /* ****************************************************** */ if STANDARD_RESOURCES else if GIGA_PACK13 start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random endif endif if STANDARD_RESOURCES else if GIGA_PACK13 create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } endif endif if STANDARD_RESOURCES else if GIGA_PACK13 start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random endif endif if STANDARD_RESOURCES else if GIGA_PACK13 create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif endif /* ****************************************************** */ /* FISH PACK 14 */ /* ****************************************************** */ if STANDARD_RESOURCES else if GIGA_PACK14 start_random percent_chance 20 #define CAPTAINFINGRAND percent_chance 20 #define CAPTAINFINGOOD percent_chance 20 #define CAPTAINFINDECENT percent_chance 20 #define CAPTAINFINBAD percent_chance 20 #define CAPTAINFINOUCH end_random endif endif if STANDARD_RESOURCES else if GIGA_PACK14 create_object DORADO { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER { if CAPTAINFINGRAND number_of_objects 22 elseif CAPTAINFINGOOD number_of_objects 19 elseif CAPTAINFINDECENT number_of_objects 16 elseif CAPTAINFINBAD number_of_objects 13 elseif CAPTAINFINOUCH number_of_objects 10 endif set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } endif endif if STANDARD_RESOURCES else if GIGA_PACK14 start_random percent_chance 50 create_object MARLIN1 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } percent_chance 50 create_object MARLIN2 { if CAPTAINFINGRAND number_of_objects 8 elseif CAPTAINFINGOOD number_of_objects 7 elseif CAPTAINFINDECENT number_of_objects 6 elseif CAPTAINFINBAD number_of_objects 5 elseif CAPTAINFINOUCH number_of_objects 4 endif set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } end_random endif endif if STANDARD_RESOURCES else if GIGA_PACK14 create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif endif /* ****************************************************** */ /* RELIC PACK */ /* ****************************************************** */ if RELICNONE_ else if STANDARD_RESOURCES create_object RELIC { number_of_objects 5 min_distance_to_players 25 temp_min_distance_group_placement 20 } else start_random percent_chance 50 create_object RELIC { number_of_objects 5 min_distance_to_players 25 temp_min_distance_group_placement 20 } end_random endif endif /* ****************************************************** */ /* GIGA PACK 1 RANDOM RESOURCES */ /* SHEEPS */ /* ****************************************************** */ if GIGA_PACK1 start_random percent_chance 20 #define AMERICANSTYLE percent_chance 80 #define EUROPEANSTYLE end_random start_random percent_chance 5 #define FOODHUGE percent_chance 5 #define FOODBIG percent_chance 15 #define FOODCOOL percent_chance 25 #define FOODNORMAL percent_chance 20 #define FOODBAD percent_chance 20 #define FOODTERRIBLE percent_chance 10 #define FOODROTTEN end_random if SPLITNOMAD elseif STANDARD_RESOURCES elseif NOMAD_ elseif LAND_NOMAD else if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 5 endif } else create_object SHEEP { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 6 endif } endif if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } else create_object SHEEP { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } endif endif /* ****************************************************** */ /* DEERS PACK 1 */ /* ****************************************************** */ if GIGA_PACK1 if DEATH_MATCH else start_random percent_chance 25 #define JELENBIG percent_chance 10 #define JELENROCKS percent_chance 10 #define JELENSUCKS percent_chance 10 #define JELENULTRA percent_chance 10 #define JELENNOTSOBIG percent_chance 10 #define JELENCOOL percent_chance 9 #define JELENNORMAL percent_chance 8 #define JELENBAD percent_chance 5 #define JELENTERRIBLE percent_chance 3 #define JELENROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif NOMAD_ elseif LAND_NOMAD else create_object DEER { if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif else if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 22 } endif endif /* ****************************************************** */ /* BOARS PACK 1 */ /* ****************************************************** */ if GIGA_PACK1 if DEATH_MATCH else if JELENBIG start_random percent_chance 40 #define PIGNORMAL percent_chance 30 #define PIGBAD percent_chance 20 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random else start_random percent_chance 5 #define PIGBIG percent_chance 15 #define PIGNOTSOBIG percent_chance 15 #define PIGCOOL percent_chance 25 #define PIGNORMAL percent_chance 15 #define PIGBAD percent_chance 15 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random endif endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif NOMAD_ elseif LAND_NOMAD elseif MIGRATION_ else create_object BOAR { if PIGBIG number_of_objects 4 number_of_groups 1 elseif PIGNOTSOBIG number_of_objects 3 number_of_groups 1 elseif PIGCOOL number_of_objects 2 number_of_groups 1 elseif PIGNORMAL number_of_objects 2 number_of_groups 1 elseif PIGBAD number_of_objects 1 number_of_groups 1 elseif PIGTERRIBLE number_of_objects 1 number_of_groups 1 elseif PIGROTTEN number_of_objects 0 number_of_groups 0 endif set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 12 max_distance_to_players 22 endif } endif endif /* ****************************************************** */ /* GOLD PACK 1 */ /* ****************************************************** */ if GIGA_PACK1 if DEATH_MATCH start_random percent_chance 100 #define GOLDLIKESHIT end_random else start_random percent_chance 8 #define GOLDLIKESHIT percent_chance 10 #define GOLDLIKECRAP percent_chance 12 #define GOLDALOT percent_chance 13 #define GOLDENOUGH percent_chance 14 #define GOLDGOOD percent_chance 13 #define GOLDNOTSOGOOD percent_chance 12 #define GOLDTOOLITTLE percent_chance 10 #define GOLDALMOSTGONE percent_chance 8 #define RANOUTOFGOLDDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif NOMAD_ elseif LAND_NOMAD elseif MIGRATION_ else /* NEAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 7 elseif GOLDGOOD number_of_objects 7 elseif GOLDNOTSOGOOD number_of_objects 6 elseif GOLDTOOLITTLE number_of_objects 5 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* MEDIUM GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 18 max_distance_to_players 26 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 25 max_distance_to_players 35 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif /* ****************************************************** */ /* STONES PACK 1 */ /* ****************************************************** */ if GIGA_PACK1 if DEATH_MATCH start_random percent_chance 100 #define STONELIKESHIT end_random else start_random percent_chance 8 #define STONELIKESHIT percent_chance 10 #define STONELIKECRAP percent_chance 12 #define STONEALOT percent_chance 13 #define STONEENOUGH percent_chance 14 #define STONEGOOD percent_chance 13 #define STONENOTSOGOOD percent_chance 12 #define STONETOOLITTLE percent_chance 10 #define STONEALMOSTGONE percent_chance 8 #define RANOUTOFSTONEDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif NOMAD_ elseif LAND_NOMAD elseif MIGRATION_ else /* NEAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 5 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif /* ****************************************************** */ /* BERRIES PACK 1 */ /* ****************************************************** */ if GIGA_PACK1 if DEATH_MATCH start_random percent_chance 100 #define APPLESROTTEN end_random else start_random percent_chance 2 #define APPLESHUGE percent_chance 4 #define APPLESBIG percent_chance 10 #define APPLESCOOL percent_chance 34 #define APPLESNORMAL percent_chance 25 #define APPLESBAD percent_chance 15 #define APPLESTERRIBLE percent_chance 10 #define APPLESROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif NOMAD_ elseif LAND_NOMAD else /* NEAR FORAGE */ create_object FORAGE { if APPLESHUGE number_of_objects 10 number_of_groups 1 elseif APPLESBIG number_of_objects 6 number_of_groups 1 elseif APPLESCOOL number_of_objects 8 number_of_groups 1 elseif APPLESNORMAL number_of_objects 7 number_of_groups 1 elseif APPLESBAD number_of_objects 4 number_of_groups 1 elseif APPLESTERRIBLE number_of_objects 2 number_of_groups 1 elseif APPLESROTTEN number_of_objects 0 number_of_groups 0 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 18 temp_min_distance_group_placement 6 max_distance_to_other_zones 7 } endif endif /* ****************************************************** */ /* GIGA PACK 2 RANDOM RESOURCES */ /* SHEEPS */ /* ****************************************************** */ if GIGA_PACK2 start_random percent_chance 20 #define AMERICANSTYLE percent_chance 80 #define EUROPEANSTYLE end_random start_random percent_chance 5 #define FOODHUGE percent_chance 5 #define FOODBIG percent_chance 15 #define FOODCOOL percent_chance 25 #define FOODNORMAL percent_chance 20 #define FOODBAD percent_chance 20 #define FOODTERRIBLE percent_chance 10 #define FOODROTTEN end_random if SPLITNOMAD elseif STANDARD_RESOURCES else if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 5 endif } else create_object SHEEP { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 6 endif } endif if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } else create_object SHEEP { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } endif endif /* ****************************************************** */ /* DEERS PACK 2 */ /* ****************************************************** */ if GIGA_PACK2 if DEATH_MATCH else start_random percent_chance 25 #define JELENBIG percent_chance 10 #define JELENROCKS percent_chance 10 #define JELENSUCKS percent_chance 10 #define JELENULTRA percent_chance 10 #define JELENNOTSOBIG percent_chance 10 #define JELENCOOL percent_chance 9 #define JELENNORMAL percent_chance 8 #define JELENBAD percent_chance 5 #define JELENTERRIBLE percent_chance 3 #define JELENROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else create_object DEER { if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif else if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 22 } endif endif /* ****************************************************** */ /* BOARS PACK 2 */ /* ****************************************************** */ if GIGA_PACK2 if DEATH_MATCH else if JELENBIG start_random percent_chance 40 #define PIGNORMAL percent_chance 30 #define PIGBAD percent_chance 20 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random else start_random percent_chance 5 #define PIGBIG percent_chance 15 #define PIGNOTSOBIG percent_chance 15 #define PIGCOOL percent_chance 25 #define PIGNORMAL percent_chance 15 #define PIGBAD percent_chance 15 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random endif endif if SPLITNOMAD elseif STANDARD_RESOURCES else create_object BOAR { if PIGBIG number_of_objects 4 number_of_groups 1 elseif PIGNOTSOBIG number_of_objects 3 number_of_groups 1 elseif PIGCOOL number_of_objects 2 number_of_groups 1 elseif PIGNORMAL number_of_objects 2 number_of_groups 1 elseif PIGBAD number_of_objects 1 number_of_groups 1 elseif PIGTERRIBLE number_of_objects 1 number_of_groups 1 elseif PIGROTTEN number_of_objects 0 number_of_groups 0 endif set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 12 max_distance_to_players 22 endif } endif endif /* ****************************************************** */ /* GOLD PACK 2 */ /* ****************************************************** */ if GIGA_PACK2 if DEATH_MATCH start_random percent_chance 100 #define GOLDLIKESHIT end_random else start_random percent_chance 8 #define GOLDLIKESHIT percent_chance 10 #define GOLDLIKECRAP percent_chance 12 #define GOLDALOT percent_chance 13 #define GOLDENOUGH percent_chance 14 #define GOLDGOOD percent_chance 13 #define GOLDNOTSOGOOD percent_chance 12 #define GOLDTOOLITTLE percent_chance 10 #define GOLDALMOSTGONE percent_chance 8 #define RANOUTOFGOLDDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif BOARDS_OF_CANADA_AP else /* NEAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 7 elseif GOLDGOOD number_of_objects 7 elseif GOLDNOTSOGOOD number_of_objects 6 elseif GOLDTOOLITTLE number_of_objects 5 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* MEDIUM GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 18 max_distance_to_players 26 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 25 max_distance_to_players 35 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif /* ****************************************************** */ /* STONES PACK 2 */ /* ****************************************************** */ if GIGA_PACK2 if DEATH_MATCH start_random percent_chance 100 #define STONELIKESHIT end_random else start_random percent_chance 8 #define STONELIKESHIT percent_chance 10 #define STONELIKECRAP percent_chance 12 #define STONEALOT percent_chance 13 #define STONEENOUGH percent_chance 14 #define STONEGOOD percent_chance 13 #define STONENOTSOGOOD percent_chance 12 #define STONETOOLITTLE percent_chance 10 #define STONEALMOSTGONE percent_chance 8 #define RANOUTOFSTONEDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else /* NEAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 5 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif /* ****************************************************** */ /* BERRIES PACK 2 */ /* ****************************************************** */ if GIGA_PACK2 if DEATH_MATCH start_random percent_chance 100 #define APPLESROTTEN end_random else start_random percent_chance 2 #define APPLESHUGE percent_chance 4 #define APPLESBIG percent_chance 10 #define APPLESCOOL percent_chance 34 #define APPLESNORMAL percent_chance 25 #define APPLESBAD percent_chance 15 #define APPLESTERRIBLE percent_chance 10 #define APPLESROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else /* NEAR FORAGE */ create_object FORAGE { if APPLESHUGE number_of_objects 10 number_of_groups 1 elseif APPLESBIG number_of_objects 6 number_of_groups 1 elseif APPLESCOOL number_of_objects 8 number_of_groups 1 elseif APPLESNORMAL number_of_objects 7 number_of_groups 1 elseif APPLESBAD number_of_objects 4 number_of_groups 1 elseif APPLESTERRIBLE number_of_objects 2 number_of_groups 1 elseif APPLESROTTEN number_of_objects 0 number_of_groups 0 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 18 temp_min_distance_group_placement 6 max_distance_to_other_zones 7 } endif endif /* ****************************************************** */ /* GIGA PACK 3 RANDOM RESOURCES */ /* SHEEPS */ /* ****************************************************** */ if GIGA_PACK3 start_random percent_chance 20 #define AMERICANSTYLE percent_chance 80 #define EUROPEANSTYLE end_random start_random percent_chance 5 #define FOODHUGE percent_chance 5 #define FOODBIG percent_chance 15 #define FOODCOOL percent_chance 25 #define FOODNORMAL percent_chance 20 #define FOODBAD percent_chance 20 #define FOODTERRIBLE percent_chance 10 #define FOODROTTEN end_random if SPLITNOMAD elseif STANDARD_RESOURCES else if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 5 endif } else create_object SHEEP { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 6 endif } endif if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } else create_object SHEEP { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } endif endif /* ****************************************************** */ /* DEERS PACK 3 */ /* ****************************************************** */ if GIGA_PACK3 if DEATH_MATCH else start_random percent_chance 25 #define JELENBIG percent_chance 10 #define JELENROCKS percent_chance 10 #define JELENSUCKS percent_chance 10 #define JELENULTRA percent_chance 10 #define JELENNOTSOBIG percent_chance 10 #define JELENCOOL percent_chance 9 #define JELENNORMAL percent_chance 8 #define JELENBAD percent_chance 5 #define JELENTERRIBLE percent_chance 3 #define JELENROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else create_object DEER { if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif else if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 22 } endif endif /* ****************************************************** */ /* BOARS PACK 3 */ /* ****************************************************** */ if GIGA_PACK3 if DEATH_MATCH else if JELENBIG start_random percent_chance 40 #define PIGNORMAL percent_chance 30 #define PIGBAD percent_chance 20 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random else start_random percent_chance 5 #define PIGBIG percent_chance 15 #define PIGNOTSOBIG percent_chance 15 #define PIGCOOL percent_chance 25 #define PIGNORMAL percent_chance 15 #define PIGBAD percent_chance 15 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random endif endif if SPLITNOMAD elseif STANDARD_RESOURCES else create_object BOAR { if PIGBIG number_of_objects 4 number_of_groups 1 elseif PIGNOTSOBIG number_of_objects 3 number_of_groups 1 elseif PIGCOOL number_of_objects 2 number_of_groups 1 elseif PIGNORMAL number_of_objects 2 number_of_groups 1 elseif PIGBAD number_of_objects 1 number_of_groups 1 elseif PIGTERRIBLE number_of_objects 1 number_of_groups 1 elseif PIGROTTEN number_of_objects 0 number_of_groups 0 endif set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 12 max_distance_to_players 22 endif } endif endif /* ****************************************************** */ /* GOLD PACK 3 */ /* ****************************************************** */ if GIGA_PACK3 if DEATH_MATCH start_random percent_chance 100 #define GOLDLIKESHIT end_random else start_random percent_chance 8 #define GOLDLIKESHIT percent_chance 10 #define GOLDLIKECRAP percent_chance 12 #define GOLDALOT percent_chance 13 #define GOLDENOUGH percent_chance 14 #define GOLDGOOD percent_chance 13 #define GOLDNOTSOGOOD percent_chance 12 #define GOLDTOOLITTLE percent_chance 10 #define GOLDALMOSTGONE percent_chance 8 #define RANOUTOFGOLDDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else /* NEAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 7 elseif GOLDGOOD number_of_objects 7 elseif GOLDNOTSOGOOD number_of_objects 6 elseif GOLDTOOLITTLE number_of_objects 5 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* MEDIUM GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 18 max_distance_to_players 26 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 25 max_distance_to_players 35 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif /* ****************************************************** */ /* STONES PACK 3 */ /* ****************************************************** */ if GIGA_PACK3 if DEATH_MATCH start_random percent_chance 100 #define STONELIKESHIT end_random else start_random percent_chance 8 #define STONELIKESHIT percent_chance 10 #define STONELIKECRAP percent_chance 12 #define STONEALOT percent_chance 13 #define STONEENOUGH percent_chance 14 #define STONEGOOD percent_chance 13 #define STONENOTSOGOOD percent_chance 12 #define STONETOOLITTLE percent_chance 10 #define STONEALMOSTGONE percent_chance 8 #define RANOUTOFSTONEDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else /* NEAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 5 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif /* ****************************************************** */ /* BERRIES PACK 3 */ /* ****************************************************** */ if GIGA_PACK3 if DEATH_MATCH start_random percent_chance 100 #define APPLESROTTEN end_random else start_random percent_chance 2 #define APPLESHUGE percent_chance 4 #define APPLESBIG percent_chance 10 #define APPLESCOOL percent_chance 34 #define APPLESNORMAL percent_chance 25 #define APPLESBAD percent_chance 15 #define APPLESTERRIBLE percent_chance 10 #define APPLESROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else /* NEAR FORAGE */ create_object FORAGE { if APPLESHUGE number_of_objects 10 number_of_groups 1 elseif APPLESBIG number_of_objects 6 number_of_groups 1 elseif APPLESCOOL number_of_objects 8 number_of_groups 1 elseif APPLESNORMAL number_of_objects 7 number_of_groups 1 elseif APPLESBAD number_of_objects 4 number_of_groups 1 elseif APPLESTERRIBLE number_of_objects 2 number_of_groups 1 elseif APPLESROTTEN number_of_objects 0 number_of_groups 0 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 18 temp_min_distance_group_placement 6 max_distance_to_other_zones 7 } endif endif /* ****************************************************** */ /* GIGA PACK 4 RANDOM RESOURCES */ /* SHEEPS */ /* ****************************************************** */ if GIGA_PACK4 start_random percent_chance 20 #define AMERICANSTYLE percent_chance 80 #define EUROPEANSTYLE end_random start_random percent_chance 5 #define FOODHUGE percent_chance 5 #define FOODBIG percent_chance 15 #define FOODCOOL percent_chance 25 #define FOODNORMAL percent_chance 20 #define FOODBAD percent_chance 20 #define FOODTERRIBLE percent_chance 10 #define FOODROTTEN end_random if SPLITNOMAD elseif STANDARD_RESOURCES elseif BEDOUINS elseif MEATBALLS elseif AOFE_ACROPOLIS else if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 5 endif } else create_object SHEEP { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 6 endif } endif if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } else create_object SHEEP { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } endif endif /* ****************************************************** */ /* DEERS PACK 4 */ /* ****************************************************** */ if GIGA_PACK4 if DEATH_MATCH else start_random percent_chance 25 #define JELENBIG percent_chance 10 #define JELENROCKS percent_chance 10 #define JELENSUCKS percent_chance 10 #define JELENULTRA percent_chance 10 #define JELENNOTSOBIG percent_chance 10 #define JELENCOOL percent_chance 9 #define JELENNORMAL percent_chance 8 #define JELENBAD percent_chance 5 #define JELENTERRIBLE percent_chance 3 #define JELENROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif BEDOUINS elseif MEATBALLS elseif AOFE_ACROPOLIS else create_object DEER { if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif else if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 22 } endif endif /* ****************************************************** */ /* BOARS PACK 4 */ /* ****************************************************** */ if GIGA_PACK4 if DEATH_MATCH else if JELENBIG start_random percent_chance 40 #define PIGNORMAL percent_chance 30 #define PIGBAD percent_chance 20 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random else start_random percent_chance 5 #define PIGBIG percent_chance 15 #define PIGNOTSOBIG percent_chance 15 #define PIGCOOL percent_chance 25 #define PIGNORMAL percent_chance 15 #define PIGBAD percent_chance 15 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random endif endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif BEDOUINS elseif MEATBALLS elseif AOFE_ACROPOLIS else create_object BOAR { if PIGBIG number_of_objects 4 number_of_groups 1 elseif PIGNOTSOBIG number_of_objects 3 number_of_groups 1 elseif PIGCOOL number_of_objects 2 number_of_groups 1 elseif PIGNORMAL number_of_objects 2 number_of_groups 1 elseif PIGBAD number_of_objects 1 number_of_groups 1 elseif PIGTERRIBLE number_of_objects 1 number_of_groups 1 elseif PIGROTTEN number_of_objects 0 number_of_groups 0 endif set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 12 max_distance_to_players 22 endif } endif endif /* ****************************************************** */ /* GOLD PACK 4 */ /* ****************************************************** */ if GIGA_PACK4 if DEATH_MATCH start_random percent_chance 100 #define GOLDLIKESHIT end_random else start_random percent_chance 8 #define GOLDLIKESHIT percent_chance 10 #define GOLDLIKECRAP percent_chance 12 #define GOLDALOT percent_chance 13 #define GOLDENOUGH percent_chance 14 #define GOLDGOOD percent_chance 13 #define GOLDNOTSOGOOD percent_chance 12 #define GOLDTOOLITTLE percent_chance 10 #define GOLDALMOSTGONE percent_chance 8 #define RANOUTOFGOLDDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif BEDOUINS elseif AOFE_GOLDEN_PIT elseif AOFE_HILL_FORT elseif GOLDENHILL elseif MEATBALLS elseif AOFE_ACROPOLIS else /* NEAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 7 elseif GOLDGOOD number_of_objects 7 elseif GOLDNOTSOGOOD number_of_objects 6 elseif GOLDTOOLITTLE number_of_objects 5 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player if HAMBURGER min_distance_to_players 8 max_distance_to_players 12 min_distance_group_placement 1 max_distance_to_other_zones 7 else min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 endif if NO_ZONE else max_distance_to_other_zones 7 endif } /* MEDIUM GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player if HAMBURGER min_distance_to_players 8 max_distance_to_players 12 min_distance_group_placement 1 max_distance_to_other_zones 7 elseif LAND_OF_LAKES min_distance_to_players 12 max_distance_to_players 18 min_distance_group_placement 4 elseif STARDOM min_distance_to_players 12 max_distance_to_players 18 min_distance_group_placement 4 else min_distance_group_placement 7 min_distance_to_players 18 max_distance_to_players 26 endif if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR GOLD */ if HAMBURGER elseif LAND_OF_LAKES elseif SEALED_ISLANDS elseif STARDOM elseif BIGFOOT elseif AOFE_ACROPOLIS else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player if TSUNAMI min_distance_to_players 10 min_distance_group_placement 15 else min_distance_group_placement 7 min_distance_to_players 25 max_distance_to_players 35 endif if NO_ZONE else max_distance_to_other_zones 7 endif endif /* endif HAMBURGER */ } endif endif /* ****************************************************** */ /* STONES PACK 4 */ /* ****************************************************** */ if GIGA_PACK4 if DEATH_MATCH start_random percent_chance 100 #define STONELIKESHIT end_random else start_random percent_chance 8 #define STONELIKESHIT percent_chance 10 #define STONELIKECRAP percent_chance 12 #define STONEALOT percent_chance 13 #define STONEENOUGH percent_chance 14 #define STONEGOOD percent_chance 13 #define STONENOTSOGOOD percent_chance 12 #define STONETOOLITTLE percent_chance 10 #define STONEALMOSTGONE percent_chance 8 #define RANOUTOFSTONEDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif BEDOUINS elseif AOFE_GOLDEN_PIT elseif AOFE_HILL_FORT elseif GOLDENHILL elseif MEATBALLS elseif AOFE_ACROPOLIS else /* NEAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player if HAMBURGER min_distance_to_players 8 max_distance_to_players 12 min_distance_group_placement 1 max_distance_to_other_zones 7 else min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 endif if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 5 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player if TSUNAMI min_distance_to_players 10 min_distance_group_placement 15 elseif HAMBURGER min_distance_to_players 8 max_distance_to_players 12 min_distance_group_placement 1 max_distance_to_other_zones 7 elseif LAND_OF_LAKES min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 elseif STARDOM min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 else min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 endif if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif /* ****************************************************** */ /* BERRIES PACK 4 */ /* ****************************************************** */ if GIGA_PACK4 if DEATH_MATCH start_random percent_chance 100 #define APPLESROTTEN end_random else start_random percent_chance 2 #define APPLESHUGE percent_chance 4 #define APPLESBIG percent_chance 10 #define APPLESCOOL percent_chance 34 #define APPLESNORMAL percent_chance 25 #define APPLESBAD percent_chance 15 #define APPLESTERRIBLE percent_chance 10 #define APPLESROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif BEDOUINS elseif MEATBALLS elseif AOFE_ACROPOLIS else /* NEAR FORAGE */ create_object FORAGE { if APPLESHUGE number_of_objects 10 number_of_groups 1 elseif APPLESBIG number_of_objects 6 number_of_groups 1 elseif APPLESCOOL number_of_objects 8 number_of_groups 1 elseif APPLESNORMAL number_of_objects 7 number_of_groups 1 elseif APPLESBAD number_of_objects 4 number_of_groups 1 elseif APPLESTERRIBLE number_of_objects 2 number_of_groups 1 elseif APPLESROTTEN number_of_objects 0 number_of_groups 0 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player if HAMBURGER min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 else min_distance_to_players 9 max_distance_to_players 18 temp_min_distance_group_placement 6 max_distance_to_other_zones 7 endif } endif endif /* ****************************************************** */ /* GIGA PACK 5 RANDOM RESOURCES */ /* SHEEPS */ /* ****************************************************** */ if GIGA_PACK5 start_random percent_chance 20 #define AMERICANSTYLE percent_chance 80 #define EUROPEANSTYLE end_random start_random percent_chance 5 #define FOODHUGE percent_chance 5 #define FOODBIG percent_chance 15 #define FOODCOOL percent_chance 25 #define FOODNORMAL percent_chance 20 #define FOODBAD percent_chance 20 #define FOODTERRIBLE percent_chance 10 #define FOODROTTEN end_random if SPLITNOMAD elseif STANDARD_RESOURCES elseif PARALLEL_WORLDS else if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 5 elseif BORDER_DISPUTE min_distance_to_players 1 max_distance_to_players 3 endif } else create_object SHEEP { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 6 elseif BORDER_DISPUTE min_distance_to_players 1 max_distance_to_players 3 endif } endif if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if BORDER_DISPUTE min_distance_to_players 1 max_distance_to_players 3 else min_distance_to_players 12 max_distance_to_players 30 endif } else create_object SHEEP { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if BORDER_DISPUTE min_distance_to_players 1 max_distance_to_players 3 else min_distance_to_players 12 max_distance_to_players 30 endif } endif endif /* ****************************************************** */ /* DEERS PACK 5 */ /* ****************************************************** */ if GIGA_PACK5 if DEATH_MATCH else start_random percent_chance 25 #define JELENBIG percent_chance 10 #define JELENROCKS percent_chance 10 #define JELENSUCKS percent_chance 10 #define JELENULTRA percent_chance 10 #define JELENNOTSOBIG percent_chance 10 #define JELENCOOL percent_chance 9 #define JELENNORMAL percent_chance 8 #define JELENBAD percent_chance 5 #define JELENTERRIBLE percent_chance 3 #define JELENROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif PARALLEL_WORLDS else create_object DEER { if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif else if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 22 } endif endif /* ****************************************************** */ /* BOARS PACK 5 */ /* ****************************************************** */ if GIGA_PACK5 if DEATH_MATCH else if JELENBIG start_random percent_chance 40 #define PIGNORMAL percent_chance 30 #define PIGBAD percent_chance 20 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random else start_random percent_chance 5 #define PIGBIG percent_chance 15 #define PIGNOTSOBIG percent_chance 15 #define PIGCOOL percent_chance 25 #define PIGNORMAL percent_chance 15 #define PIGBAD percent_chance 15 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random endif endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif PARALLEL_WORLDS elseif BORDER_DISPUTE else create_object BOAR { if PIGBIG number_of_objects 4 number_of_groups 1 elseif PIGNOTSOBIG number_of_objects 3 number_of_groups 1 elseif PIGCOOL number_of_objects 2 number_of_groups 1 elseif PIGNORMAL number_of_objects 2 number_of_groups 1 elseif PIGBAD number_of_objects 1 number_of_groups 1 elseif PIGTERRIBLE number_of_objects 1 number_of_groups 1 elseif PIGROTTEN number_of_objects 0 number_of_groups 0 endif set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 12 max_distance_to_players 22 endif } endif endif /* ****************************************************** */ /* GOLD PACK 5 */ /* ****************************************************** */ if GIGA_PACK5 if DEATH_MATCH start_random percent_chance 100 #define GOLDLIKESHIT end_random else start_random percent_chance 8 #define GOLDLIKESHIT percent_chance 10 #define GOLDLIKECRAP percent_chance 12 #define GOLDALOT percent_chance 13 #define GOLDENOUGH percent_chance 14 #define GOLDGOOD percent_chance 13 #define GOLDNOTSOGOOD percent_chance 12 #define GOLDTOOLITTLE percent_chance 10 #define GOLDALMOSTGONE percent_chance 8 #define RANOUTOFGOLDDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif PARALLEL_WORLDS else /* NEAR GOLD */ if DOUBLE_MIGRATION else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 7 elseif GOLDGOOD number_of_objects 7 elseif GOLDNOTSOGOOD number_of_objects 6 elseif GOLDTOOLITTLE number_of_objects 5 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif set_tight_grouping set_gaia_object_only set_place_for_every_player if BORDER_DISPUTE min_distance_to_players 12 max_distance_to_players 18 min_distance_group_placement 4 max_distance_to_other_zones 7 number_of_groups 2 elseif RIPPLES group_placement_radius 1 min_distance_to_players 8 max_distance_to_players 8 min_distance_group_placement 5 terrain_to_place_on GRASS3 elseif DUNES_ group_placement_radius 2 min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 terrain_to_place_on DIRT else group_placement_radius 2 min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 endif if NO_ZONE else max_distance_to_other_zones 7 endif } if ATLANTEAN_RELICS elseif DESERT__ elseif RIPPLES elseif DUNES_ else /* MEDIUM GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player if BORDER_DISPUTE min_distance_to_players 30 min_distance_group_placement 20 max_distance_to_other_zones 7 elseif DUNES_ min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 terrain_to_place_on DIRT else min_distance_group_placement 7 min_distance_to_players 18 max_distance_to_players 26 endif if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR GOLD */ if BORDER_DISPUTE else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 25 max_distance_to_players 35 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif endif endif /* ****************************************************** */ /* STONES PACK 5 */ /* ****************************************************** */ if GIGA_PACK5 if DEATH_MATCH start_random percent_chance 100 #define STONELIKESHIT end_random else start_random percent_chance 8 #define STONELIKESHIT percent_chance 10 #define STONELIKECRAP percent_chance 12 #define STONEALOT percent_chance 13 #define STONEENOUGH percent_chance 14 #define STONEGOOD percent_chance 13 #define STONENOTSOGOOD percent_chance 12 #define STONETOOLITTLE percent_chance 10 #define STONEALMOSTGONE percent_chance 8 #define RANOUTOFSTONEDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif PARALLEL_WORLDS else /* NEAR STONE */ if DOUBLE_MIGRATION else create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif set_tight_grouping set_gaia_object_only set_place_for_every_player if BORDER_DISPUTE min_distance_to_players 12 max_distance_to_players 18 min_distance_group_placement 4 elseif RIPPLES group_placement_radius 3 min_distance_to_players 8 max_distance_to_players 11 min_distance_group_placement 7 elseif DUNES_ group_placement_radius 3 min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 terrain_to_place_on DIRT else group_placement_radius 2 min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 endif if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR STONE */ if RIPPLES elseif DUNES_ else create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 5 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player if BORDER_DISPUTE min_distance_to_players 30 min_distance_group_placement 20 max_distance_to_other_zones 7 elseif DUNES_ min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 terrain_to_place_on DIRT else min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 endif if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif endif endif /* ****************************************************** */ /* BERRIES PACK 5 */ /* ****************************************************** */ if GIGA_PACK5 if DEATH_MATCH start_random percent_chance 100 #define APPLESROTTEN end_random else start_random percent_chance 2 #define APPLESHUGE percent_chance 4 #define APPLESBIG percent_chance 10 #define APPLESCOOL percent_chance 34 #define APPLESNORMAL percent_chance 25 #define APPLESBAD percent_chance 15 #define APPLESTERRIBLE percent_chance 10 #define APPLESROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif PARALLEL_WORLDS else /* NEAR FORAGE */ create_object FORAGE { if APPLESHUGE number_of_objects 10 number_of_groups 1 elseif APPLESBIG number_of_objects 6 number_of_groups 1 elseif APPLESCOOL number_of_objects 8 number_of_groups 1 elseif APPLESNORMAL number_of_objects 7 number_of_groups 1 elseif APPLESBAD number_of_objects 4 number_of_groups 1 elseif APPLESTERRIBLE number_of_objects 2 number_of_groups 1 elseif APPLESROTTEN number_of_objects 0 number_of_groups 0 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 18 temp_min_distance_group_placement 6 max_distance_to_other_zones 7 } endif endif endif /* endif */ /* ****************************************************** */ /* GIGA PACK 6 RANDOM RESOURCES */ /* SHEEPS */ /* ****************************************************** */ if GIGA_PACK6 start_random percent_chance 20 #define AMERICANSTYLE percent_chance 80 #define EUROPEANSTYLE end_random start_random percent_chance 5 #define FOODHUGE percent_chance 5 #define FOODBIG percent_chance 15 #define FOODCOOL percent_chance 25 #define FOODNORMAL percent_chance 20 #define FOODBAD percent_chance 20 #define FOODTERRIBLE percent_chance 10 #define FOODROTTEN end_random if SPLITNOMAD elseif STANDARD_RESOURCES elseif HIGH_SEAS else if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 5 endif } else create_object SHEEP { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 6 endif } endif if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } else create_object SHEEP { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } endif endif /* ****************************************************** */ /* DEERS PACK 6 */ /* ****************************************************** */ if GIGA_PACK6 if DEATH_MATCH else start_random percent_chance 25 #define JELENBIG percent_chance 10 #define JELENROCKS percent_chance 10 #define JELENSUCKS percent_chance 10 #define JELENULTRA percent_chance 10 #define JELENNOTSOBIG percent_chance 10 #define JELENCOOL percent_chance 9 #define JELENNORMAL percent_chance 8 #define JELENBAD percent_chance 5 #define JELENTERRIBLE percent_chance 3 #define JELENROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif HIGH_SEAS else create_object DEER { if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif else if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 22 } endif endif /* ****************************************************** */ /* BOARS PACK 6 */ /* ****************************************************** */ if GIGA_PACK6 if DEATH_MATCH else if JELENBIG start_random percent_chance 40 #define PIGNORMAL percent_chance 30 #define PIGBAD percent_chance 20 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random else start_random percent_chance 5 #define PIGBIG percent_chance 15 #define PIGNOTSOBIG percent_chance 15 #define PIGCOOL percent_chance 25 #define PIGNORMAL percent_chance 15 #define PIGBAD percent_chance 15 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random endif endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif TEAM_MIGRATION elseif HIGH_SEAS else create_object BOAR { if PIGBIG number_of_objects 4 number_of_groups 1 elseif PIGNOTSOBIG number_of_objects 3 number_of_groups 1 elseif PIGCOOL number_of_objects 2 number_of_groups 1 elseif PIGNORMAL number_of_objects 2 number_of_groups 1 elseif PIGBAD number_of_objects 1 number_of_groups 1 elseif PIGTERRIBLE number_of_objects 1 number_of_groups 1 elseif PIGROTTEN number_of_objects 0 number_of_groups 0 endif set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 12 max_distance_to_players 22 endif } endif endif /* ****************************************************** */ /* GOLD PACK 6 */ /* ****************************************************** */ if GIGA_PACK6 if DEATH_MATCH start_random percent_chance 100 #define GOLDLIKESHIT end_random else start_random percent_chance 8 #define GOLDLIKESHIT percent_chance 10 #define GOLDLIKECRAP percent_chance 12 #define GOLDALOT percent_chance 13 #define GOLDENOUGH percent_chance 14 #define GOLDGOOD percent_chance 13 #define GOLDNOTSOGOOD percent_chance 12 #define GOLDTOOLITTLE percent_chance 10 #define GOLDALMOSTGONE percent_chance 8 #define RANOUTOFGOLDDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif HIGH_SEAS else /* NEAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 7 elseif GOLDGOOD number_of_objects 7 elseif GOLDNOTSOGOOD number_of_objects 6 elseif GOLDTOOLITTLE number_of_objects 5 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player if MIGRATION_PLUS min_distance_to_players 9 max_distance_to_players 18 max_distance_to_other_zones 6 min_distance_group_placement 7 elseif TEAM_MIGRATION min_distance_to_players 10 max_distance_to_players 18 min_distance_group_placement 3 max_distance_to_other_zones 5 else min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 endif if NO_ZONE else max_distance_to_other_zones 7 endif } /* MEDIUM GOLD */ if COASTAL_GOLDRUSH elseif MIGRATION_PLUS elseif TEAM_MIGRATION elseif TEAM_CONTINENTS elseif EL_DORADO_V5 else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 18 max_distance_to_players 26 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 25 max_distance_to_players 35 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif endif /* ****************************************************** */ /* STONES PACK 6 */ /* ****************************************************** */ if GIGA_PACK6 if DEATH_MATCH start_random percent_chance 100 #define STONELIKESHIT end_random else start_random percent_chance 8 #define STONELIKESHIT percent_chance 10 #define STONELIKECRAP percent_chance 12 #define STONEALOT percent_chance 13 #define STONEENOUGH percent_chance 14 #define STONEGOOD percent_chance 13 #define STONENOTSOGOOD percent_chance 12 #define STONETOOLITTLE percent_chance 10 #define STONEALMOSTGONE percent_chance 8 #define RANOUTOFSTONEDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif HIGH_SEAS else /* NEAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player if MIGRATION_PLUS min_distance_to_players 9 max_distance_to_players 18 max_distance_to_other_zones 6 min_distance_group_placement 7 elseif TEAM_MIGRATION min_distance_to_players 10 max_distance_to_players 18 min_distance_group_placement 3 max_distance_to_other_zones 5 else min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 endif if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR STONE */ if MIGRATION_PLUS elseif TEAM_MIGRATION elseif EL_DORADO_V5 else create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 5 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif endif /* ****************************************************** */ /* BERRIES PACK 6 */ /* ****************************************************** */ if GIGA_PACK6 if DEATH_MATCH start_random percent_chance 100 #define APPLESROTTEN end_random else start_random percent_chance 2 #define APPLESHUGE percent_chance 4 #define APPLESBIG percent_chance 10 #define APPLESCOOL percent_chance 34 #define APPLESNORMAL percent_chance 25 #define APPLESBAD percent_chance 15 #define APPLESTERRIBLE percent_chance 10 #define APPLESROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif HIGH_SEAS else /* NEAR FORAGE */ create_object FORAGE { if APPLESHUGE number_of_objects 10 number_of_groups 1 elseif APPLESBIG number_of_objects 6 number_of_groups 1 elseif APPLESCOOL number_of_objects 8 number_of_groups 1 elseif APPLESNORMAL number_of_objects 7 number_of_groups 1 elseif APPLESBAD number_of_objects 4 number_of_groups 1 elseif APPLESTERRIBLE number_of_objects 2 number_of_groups 1 elseif APPLESROTTEN number_of_objects 0 number_of_groups 0 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 18 temp_min_distance_group_placement 6 max_distance_to_other_zones 7 } endif endif /* ****************************************************** */ /* GIGA PACK 7 RANDOM RESOURCES */ /* SHEEPS */ /* ****************************************************** */ if GIGA_PACK7 start_random percent_chance 20 #define AMERICANSTYLE percent_chance 80 #define EUROPEANSTYLE end_random start_random percent_chance 5 #define FOODHUGE percent_chance 5 #define FOODBIG percent_chance 15 #define FOODCOOL percent_chance 25 #define FOODNORMAL percent_chance 20 #define FOODBAD percent_chance 20 #define FOODTERRIBLE percent_chance 10 #define FOODROTTEN end_random if SPLITNOMAD elseif STANDARD_RESOURCES elseif NC_DECENTRING elseif POND_INSPECTION elseif PYRAMID__ elseif STRANDED elseif MERRY_GO_ROUND elseif POPPYFIELD elseif TEAM_ISLAND_HOPPING elseif CANYONS else if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 5 endif } else create_object SHEEP { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 6 endif } endif if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } else create_object SHEEP { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } endif endif /* ****************************************************** */ /* DEERS PACK 7 */ /* ****************************************************** */ if GIGA_PACK7 if DEATH_MATCH else start_random percent_chance 25 #define JELENBIG percent_chance 10 #define JELENROCKS percent_chance 10 #define JELENSUCKS percent_chance 10 #define JELENULTRA percent_chance 10 #define JELENNOTSOBIG percent_chance 10 #define JELENCOOL percent_chance 9 #define JELENNORMAL percent_chance 8 #define JELENBAD percent_chance 5 #define JELENTERRIBLE percent_chance 3 #define JELENROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif NC_DECENTRING elseif POND_INSPECTION elseif PYRAMID__ elseif STRANDED elseif MERRY_GO_ROUND elseif POPPYFIELD elseif TEAM_ISLAND_HOPPING elseif CANYONS else create_object DEER { if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif else if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 22 } endif endif /* ****************************************************** */ /* BOARS PACK 7 */ /* ****************************************************** */ if GIGA_PACK7 if DEATH_MATCH else if JELENBIG start_random percent_chance 40 #define PIGNORMAL percent_chance 30 #define PIGBAD percent_chance 20 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random else start_random percent_chance 5 #define PIGBIG percent_chance 15 #define PIGNOTSOBIG percent_chance 15 #define PIGCOOL percent_chance 25 #define PIGNORMAL percent_chance 15 #define PIGBAD percent_chance 15 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random endif endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif NC_DECENTRING elseif POND_INSPECTION elseif PYRAMID__ elseif STRANDED elseif MERRY_GO_ROUND elseif POPPYFIELD elseif TEAM_ISLAND_HOPPING elseif CANYONS else create_object BOAR { if PIGBIG number_of_objects 4 number_of_groups 1 elseif PIGNOTSOBIG number_of_objects 3 number_of_groups 1 elseif PIGCOOL number_of_objects 2 number_of_groups 1 elseif PIGNORMAL number_of_objects 2 number_of_groups 1 elseif PIGBAD number_of_objects 1 number_of_groups 1 elseif PIGTERRIBLE number_of_objects 1 number_of_groups 1 elseif PIGROTTEN number_of_objects 0 number_of_groups 0 endif set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 12 max_distance_to_players 22 endif } endif endif /* ****************************************************** */ /* GOLD PACK 7 */ /* ****************************************************** */ if GIGA_PACK7 if DEATH_MATCH start_random percent_chance 100 #define GOLDLIKESHIT end_random else start_random percent_chance 8 #define GOLDLIKESHIT percent_chance 10 #define GOLDLIKECRAP percent_chance 12 #define GOLDALOT percent_chance 13 #define GOLDENOUGH percent_chance 14 #define GOLDGOOD percent_chance 13 #define GOLDNOTSOGOOD percent_chance 12 #define GOLDTOOLITTLE percent_chance 10 #define GOLDALMOSTGONE percent_chance 8 #define RANOUTOFGOLDDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif NC_DECENTRING elseif POND_INSPECTION elseif PYRAMID__ elseif STRANDED elseif MERRY_GO_ROUND elseif POPPYFIELD elseif TEAM_ISLAND_HOPPING elseif CANYONS else /* NEAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 7 elseif GOLDGOOD number_of_objects 7 elseif GOLDNOTSOGOOD number_of_objects 6 elseif GOLDTOOLITTLE number_of_objects 5 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player if NC_FAIR_SALTMARSH min_distance_to_players 12 max_distance_to_players 15 min_distance_group_placement 8 max_distance_to_other_zones 3 elseif CHICKEN_BALL min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 4 elseif ACCESSIBLE_FOREST group_placement_radius 3 min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 3 else min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 endif if NO_ZONE else max_distance_to_other_zones 7 endif } /* MEDIUM GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player if NC_FAIR_SALTMARSH min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 8 max_distance_to_other_zones 3 elseif CHICKEN_BALL min_distance_to_players 10 max_distance_to_players 26 min_distance_group_placement 4 elseif ACCESSIBLE_FOREST group_placement_radius 3 min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 3 else min_distance_group_placement 7 min_distance_to_players 18 max_distance_to_players 26 endif if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR GOLD */ if NC_GOLDEN_ISLAND elseif CHICKEN_BALL elseif ACCESSIBLE_FOREST elseif JUNGLE_DIVE else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player if NC_FAIR_SALTMARSH min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 8 max_distance_to_other_zones 3 elseif TREE_FORTS set_tight_grouping group_placement_radius 3 set_gaia_object_only min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 else min_distance_group_placement 7 min_distance_to_players 25 max_distance_to_players 35 endif if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif endif /* ****************************************************** */ /* STONES PACK 7 */ /* ****************************************************** */ if GIGA_PACK7 if DEATH_MATCH start_random percent_chance 100 #define STONELIKESHIT end_random else start_random percent_chance 8 #define STONELIKESHIT percent_chance 10 #define STONELIKECRAP percent_chance 12 #define STONEALOT percent_chance 13 #define STONEENOUGH percent_chance 14 #define STONEGOOD percent_chance 13 #define STONENOTSOGOOD percent_chance 12 #define STONETOOLITTLE percent_chance 10 #define STONEALMOSTGONE percent_chance 8 #define RANOUTOFSTONEDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif NC_DECENTRING elseif POND_INSPECTION elseif PYRAMID__ elseif STRANDED elseif MERRY_GO_ROUND elseif POPPYFIELD elseif TEAM_ISLAND_HOPPING elseif MOUNTAINSIDE elseif CANYONS else /* NEAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player if NC_FAIR_SALTMARSH min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 8 max_distance_to_other_zones 3 elseif CHICKEN_BALL min_distance_to_players 10 max_distance_to_players 14 min_distance_group_placement 4 elseif ACCESSIBLE_FOREST group_placement_radius 2 min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 3 else min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 endif if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 5 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player if NC_FAIR_SALTMARSH min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 8 max_distance_to_other_zones 3 elseif CHICKEN_BALL min_distance_to_players 10 max_distance_to_players 26 min_distance_group_placement 4 elseif ACCESSIBLE_FOREST group_placement_radius 2 min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 3 else min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 endif if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif /* ****************************************************** */ /* BERRIES PACK 7 */ /* ****************************************************** */ if GIGA_PACK7 if DEATH_MATCH start_random percent_chance 100 #define APPLESROTTEN end_random else start_random percent_chance 2 #define APPLESHUGE percent_chance 4 #define APPLESBIG percent_chance 10 #define APPLESCOOL percent_chance 34 #define APPLESNORMAL percent_chance 25 #define APPLESBAD percent_chance 15 #define APPLESTERRIBLE percent_chance 10 #define APPLESROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif NC_DECENTRING elseif POND_INSPECTION elseif PYRAMID__ elseif STRANDED elseif MERRY_GO_ROUND elseif POPPYFIELD elseif TEAM_ISLAND_HOPPING elseif CANYONS else /* NEAR FORAGE */ create_object FORAGE { if APPLESHUGE number_of_objects 10 number_of_groups 1 elseif APPLESBIG number_of_objects 6 number_of_groups 1 elseif APPLESCOOL number_of_objects 8 number_of_groups 1 elseif APPLESNORMAL number_of_objects 7 number_of_groups 1 elseif APPLESBAD number_of_objects 4 number_of_groups 1 elseif APPLESTERRIBLE number_of_objects 2 number_of_groups 1 elseif APPLESROTTEN number_of_objects 0 number_of_groups 0 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 18 temp_min_distance_group_placement 6 max_distance_to_other_zones 7 } endif endif /* ****************************************************** */ /* GIGA PACK 8 RANDOM RESOURCES */ /* SHEEPS */ /* ****************************************************** */ if GIGA_PACK8 start_random percent_chance 20 #define AMERICANSTYLE percent_chance 80 #define EUROPEANSTYLE end_random start_random percent_chance 5 #define FOODHUGE percent_chance 5 #define FOODBIG percent_chance 15 #define FOODCOOL percent_chance 25 #define FOODNORMAL percent_chance 20 #define FOODBAD percent_chance 20 #define FOODTERRIBLE percent_chance 10 #define FOODROTTEN end_random if SPLITNOMAD elseif STANDARD_RESOURCES else if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 5 endif } else create_object SHEEP { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 6 endif } endif if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } else create_object SHEEP { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } endif endif /* ****************************************************** */ /* DEERS PACK 8 */ /* ****************************************************** */ if GIGA_PACK8 if DEATH_MATCH else start_random percent_chance 25 #define JELENBIG percent_chance 10 #define JELENROCKS percent_chance 10 #define JELENSUCKS percent_chance 10 #define JELENULTRA percent_chance 10 #define JELENNOTSOBIG percent_chance 10 #define JELENCOOL percent_chance 9 #define JELENNORMAL percent_chance 8 #define JELENBAD percent_chance 5 #define JELENTERRIBLE percent_chance 3 #define JELENROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else create_object DEER { if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif else if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 22 } endif endif /* ****************************************************** */ /* BOARS PACK 8 */ /* ****************************************************** */ if GIGA_PACK8 if DEATH_MATCH else if JELENBIG start_random percent_chance 40 #define PIGNORMAL percent_chance 30 #define PIGBAD percent_chance 20 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random else start_random percent_chance 5 #define PIGBIG percent_chance 15 #define PIGNOTSOBIG percent_chance 15 #define PIGCOOL percent_chance 25 #define PIGNORMAL percent_chance 15 #define PIGBAD percent_chance 15 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random endif endif if SPLITNOMAD elseif STANDARD_RESOURCES else create_object BOAR { if PIGBIG number_of_objects 4 number_of_groups 1 elseif PIGNOTSOBIG number_of_objects 3 number_of_groups 1 elseif PIGCOOL number_of_objects 2 number_of_groups 1 elseif PIGNORMAL number_of_objects 2 number_of_groups 1 elseif PIGBAD number_of_objects 1 number_of_groups 1 elseif PIGTERRIBLE number_of_objects 1 number_of_groups 1 elseif PIGROTTEN number_of_objects 0 number_of_groups 0 endif set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 12 max_distance_to_players 22 endif } endif endif /* ****************************************************** */ /* GOLD PACK 8 */ /* ****************************************************** */ if GIGA_PACK8 if DEATH_MATCH start_random percent_chance 100 #define GOLDLIKESHIT end_random else start_random percent_chance 8 #define GOLDLIKESHIT percent_chance 10 #define GOLDLIKECRAP percent_chance 12 #define GOLDALOT percent_chance 13 #define GOLDENOUGH percent_chance 14 #define GOLDGOOD percent_chance 13 #define GOLDNOTSOGOOD percent_chance 12 #define GOLDTOOLITTLE percent_chance 10 #define GOLDALMOSTGONE percent_chance 8 #define RANOUTOFGOLDDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else /* NEAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 7 elseif GOLDGOOD number_of_objects 7 elseif GOLDNOTSOGOOD number_of_objects 6 elseif GOLDTOOLITTLE number_of_objects 5 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* MEDIUM GOLD */ if ARTIFICIAL else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 18 max_distance_to_players 26 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR GOLD */ if THEGOLDENNILE else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 25 max_distance_to_players 35 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif endif endif /* ****************************************************** */ /* STONES PACK 8 */ /* ****************************************************** */ if GIGA_PACK8 if DEATH_MATCH start_random percent_chance 100 #define STONELIKESHIT end_random else start_random percent_chance 8 #define STONELIKESHIT percent_chance 10 #define STONELIKECRAP percent_chance 12 #define STONEALOT percent_chance 13 #define STONEENOUGH percent_chance 14 #define STONEGOOD percent_chance 13 #define STONENOTSOGOOD percent_chance 12 #define STONETOOLITTLE percent_chance 10 #define STONEALMOSTGONE percent_chance 8 #define RANOUTOFSTONEDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else /* NEAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR STONE */ if ARTIFICIAL else create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 5 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif endif /* ****************************************************** */ /* BERRIES PACK 8 */ /* ****************************************************** */ if GIGA_PACK8 if DEATH_MATCH start_random percent_chance 100 #define APPLESROTTEN end_random else start_random percent_chance 2 #define APPLESHUGE percent_chance 4 #define APPLESBIG percent_chance 10 #define APPLESCOOL percent_chance 34 #define APPLESNORMAL percent_chance 25 #define APPLESBAD percent_chance 15 #define APPLESTERRIBLE percent_chance 10 #define APPLESROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else /* NEAR FORAGE */ create_object FORAGE { if APPLESHUGE number_of_objects 10 number_of_groups 1 elseif APPLESBIG number_of_objects 6 number_of_groups 1 elseif APPLESCOOL number_of_objects 8 number_of_groups 1 elseif APPLESNORMAL number_of_objects 7 number_of_groups 1 elseif APPLESBAD number_of_objects 4 number_of_groups 1 elseif APPLESTERRIBLE number_of_objects 2 number_of_groups 1 elseif APPLESROTTEN number_of_objects 0 number_of_groups 0 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 18 temp_min_distance_group_placement 6 max_distance_to_other_zones 7 } endif endif /* ****************************************************** */ /* GIGA PACK 9 RANDOM RESOURCES */ /* SHEEPS */ /* ****************************************************** */ if GIGA_PACK9 start_random percent_chance 20 #define AMERICANSTYLE percent_chance 80 #define EUROPEANSTYLE end_random start_random percent_chance 5 #define FOODHUGE percent_chance 5 #define FOODBIG percent_chance 15 #define FOODCOOL percent_chance 25 #define FOODNORMAL percent_chance 20 #define FOODBAD percent_chance 20 #define FOODTERRIBLE percent_chance 10 #define FOODROTTEN end_random if SPLITNOMAD elseif STANDARD_RESOURCES elseif OUTWARDBOUND elseif SCATTEREDISLETS elseif SHIPWRECK_ else if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 5 elseif SURROUNDED min_distance_to_players 2 max_distance_to_players 8 endif } else create_object SHEEP { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 6 elseif SURROUNDED min_distance_to_players 2 max_distance_to_players 8 endif } endif if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif if SURROUNDED number_of_groups 0 else number_of_groups 1 endif set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } else create_object SHEEP { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif if SURROUNDED number_of_groups 0 else number_of_groups 1 endif set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } endif endif /* ****************************************************** */ /* DEERS PACK 9 */ /* ****************************************************** */ if GIGA_PACK9 if DEATH_MATCH else start_random percent_chance 25 #define JELENBIG percent_chance 10 #define JELENROCKS percent_chance 10 #define JELENSUCKS percent_chance 10 #define JELENULTRA percent_chance 10 #define JELENNOTSOBIG percent_chance 10 #define JELENCOOL percent_chance 9 #define JELENNORMAL percent_chance 8 #define JELENBAD percent_chance 5 #define JELENTERRIBLE percent_chance 3 #define JELENROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif OUTWARDBOUND elseif SCATTEREDISLETS elseif SHIPWRECK_ else create_object DEER { if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif else if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif set_loose_grouping set_gaia_object_only set_place_for_every_player if PROMONTORIES min_distance_to_players 3 max_distance_to_players 10 elseif SURROUNDED min_distance_to_players 3 max_distance_to_players 10 else min_distance_to_players 10 max_distance_to_players 22 endif } endif endif /* ****************************************************** */ /* BOARS PACK 9 */ /* ****************************************************** */ if GIGA_PACK9 if DEATH_MATCH else if JELENBIG start_random percent_chance 40 #define PIGNORMAL percent_chance 30 #define PIGBAD percent_chance 20 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random else start_random percent_chance 5 #define PIGBIG percent_chance 15 #define PIGNOTSOBIG percent_chance 15 #define PIGCOOL percent_chance 25 #define PIGNORMAL percent_chance 15 #define PIGBAD percent_chance 15 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random endif endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif OUTWARDBOUND elseif SCATTEREDISLETS elseif SHIPWRECK_ else create_object BOAR { if PIGBIG number_of_objects 4 number_of_groups 1 elseif PIGNOTSOBIG number_of_objects 3 number_of_groups 1 elseif PIGCOOL number_of_objects 2 number_of_groups 1 elseif PIGNORMAL number_of_objects 2 number_of_groups 1 elseif PIGBAD number_of_objects 1 number_of_groups 1 elseif PIGTERRIBLE number_of_objects 1 number_of_groups 1 elseif PIGROTTEN number_of_objects 0 number_of_groups 0 endif set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 elseif SURROUNDED min_distance_to_players 3 max_distance_to_players 10 else min_distance_to_players 12 max_distance_to_players 22 endif } endif endif /* ****************************************************** */ /* GOLD PACK 9 */ /* ****************************************************** */ if GIGA_PACK9 if DEATH_MATCH start_random percent_chance 100 #define GOLDLIKESHIT end_random else start_random percent_chance 8 #define GOLDLIKESHIT percent_chance 10 #define GOLDLIKECRAP percent_chance 12 #define GOLDALOT percent_chance 13 #define GOLDENOUGH percent_chance 14 #define GOLDGOOD percent_chance 13 #define GOLDNOTSOGOOD percent_chance 12 #define GOLDTOOLITTLE percent_chance 10 #define GOLDALMOSTGONE percent_chance 8 #define RANOUTOFGOLDDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif OUTWARDBOUND elseif SCATTEREDISLETS elseif SHIPWRECK_ else /* NEAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 7 elseif GOLDGOOD number_of_objects 7 elseif GOLDNOTSOGOOD number_of_objects 6 elseif GOLDTOOLITTLE number_of_objects 5 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player if CONNECTED_ISLANDS min_distance_to_players 8 max_distance_to_players 12 min_distance_group_placement 7 elseif SURROUNDED min_distance_to_players 5 max_distance_to_players 10 min_distance_group_placement 1 else min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 endif if NO_ZONE else max_distance_to_other_zones 7 endif } /* MEDIUM GOLD */ if EMIGRATION else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player if CONNECTED_ISLANDS min_distance_to_players 10 max_distance_to_players 16 min_distance_group_placement 7 else min_distance_group_placement 7 min_distance_to_players 18 max_distance_to_players 26 endif if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR GOLD */ if RIVER_PIRATES elseif CENTRALSMASH else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player if CONNECTED_ISLANDS min_distance_to_players 20 max_distance_to_players 30 min_distance_group_placement 7 else min_distance_group_placement 7 min_distance_to_players 25 max_distance_to_players 35 endif if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif endif endif /* ****************************************************** */ /* STONES PACK 9 */ /* ****************************************************** */ if GIGA_PACK9 if DEATH_MATCH start_random percent_chance 100 #define STONELIKESHIT end_random else start_random percent_chance 8 #define STONELIKESHIT percent_chance 10 #define STONELIKECRAP percent_chance 12 #define STONEALOT percent_chance 13 #define STONEENOUGH percent_chance 14 #define STONEGOOD percent_chance 13 #define STONENOTSOGOOD percent_chance 12 #define STONETOOLITTLE percent_chance 10 #define STONEALMOSTGONE percent_chance 8 #define RANOUTOFSTONEDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif OUTWARDBOUND elseif SCATTEREDISLETS elseif SHIPWRECK_ else /* NEAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player if CONNECTED_ISLANDS min_distance_to_players 12 max_distance_to_players 20 min_distance_group_placement 7 elseif SURROUNDED min_distance_to_players 5 max_distance_to_players 10 min_distance_group_placement 1 else min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 endif if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR STONE */ if EMIGRATION else create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 5 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player if CONNECTED_ISLANDS min_distance_to_players 16 max_distance_to_players 30 min_distance_group_placement 7 else min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 endif if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif endif /* ****************************************************** */ /* BERRIES PACK 9 */ /* ****************************************************** */ if GIGA_PACK9 if DEATH_MATCH start_random percent_chance 100 #define APPLESROTTEN end_random else start_random percent_chance 2 #define APPLESHUGE percent_chance 4 #define APPLESBIG percent_chance 10 #define APPLESCOOL percent_chance 34 #define APPLESNORMAL percent_chance 25 #define APPLESBAD percent_chance 15 #define APPLESTERRIBLE percent_chance 10 #define APPLESROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif OUTWARDBOUND elseif SCATTEREDISLETS elseif SHIPWRECK_ elseif SURROUNDED else /* NEAR FORAGE */ create_object FORAGE { if APPLESHUGE number_of_objects 10 number_of_groups 1 elseif APPLESBIG number_of_objects 6 number_of_groups 1 elseif APPLESCOOL number_of_objects 8 number_of_groups 1 elseif APPLESNORMAL number_of_objects 7 number_of_groups 1 elseif APPLESBAD number_of_objects 4 number_of_groups 1 elseif APPLESTERRIBLE number_of_objects 2 number_of_groups 1 elseif APPLESROTTEN number_of_objects 0 number_of_groups 0 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 18 temp_min_distance_group_placement 6 max_distance_to_other_zones 7 } endif endif /* ****************************************************** */ /* GIGA PACK 10 RANDOM RESOURCES */ /* SHEEPS */ /* ****************************************************** */ if GIGA_PACK10 start_random percent_chance 20 #define AMERICANSTYLE percent_chance 80 #define EUROPEANSTYLE end_random start_random percent_chance 5 #define FOODHUGE percent_chance 5 #define FOODBIG percent_chance 15 #define FOODCOOL percent_chance 25 #define FOODNORMAL percent_chance 20 #define FOODBAD percent_chance 20 #define FOODTERRIBLE percent_chance 10 #define FOODROTTEN end_random if SPLITNOMAD elseif STANDARD_RESOURCES else if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 5 endif } else create_object SHEEP { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 6 endif } endif if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } else create_object SHEEP { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } endif endif /* ****************************************************** */ /* DEERS PACK 10 */ /* ****************************************************** */ if GIGA_PACK10 if DEATH_MATCH else start_random percent_chance 25 #define JELENBIG percent_chance 10 #define JELENROCKS percent_chance 10 #define JELENSUCKS percent_chance 10 #define JELENULTRA percent_chance 10 #define JELENNOTSOBIG percent_chance 10 #define JELENCOOL percent_chance 9 #define JELENNORMAL percent_chance 8 #define JELENBAD percent_chance 5 #define JELENTERRIBLE percent_chance 3 #define JELENROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else create_object DEER { if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif else if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 22 } endif endif /* ****************************************************** */ /* BOARS PACK 10 */ /* ****************************************************** */ if GIGA_PACK10 if DEATH_MATCH else if JELENBIG start_random percent_chance 40 #define PIGNORMAL percent_chance 30 #define PIGBAD percent_chance 20 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random else start_random percent_chance 5 #define PIGBIG percent_chance 15 #define PIGNOTSOBIG percent_chance 15 #define PIGCOOL percent_chance 25 #define PIGNORMAL percent_chance 15 #define PIGBAD percent_chance 15 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random endif endif if SPLITNOMAD elseif STANDARD_RESOURCES else create_object BOAR { if PIGBIG number_of_objects 4 number_of_groups 1 elseif PIGNOTSOBIG number_of_objects 3 number_of_groups 1 elseif PIGCOOL number_of_objects 2 number_of_groups 1 elseif PIGNORMAL number_of_objects 2 number_of_groups 1 elseif PIGBAD number_of_objects 1 number_of_groups 1 elseif PIGTERRIBLE number_of_objects 1 number_of_groups 1 elseif PIGROTTEN number_of_objects 0 number_of_groups 0 endif set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 12 max_distance_to_players 22 endif } endif endif /* ****************************************************** */ /* GOLD PACK 10 */ /* ****************************************************** */ if GIGA_PACK10 if DEATH_MATCH start_random percent_chance 100 #define GOLDLIKESHIT end_random else start_random percent_chance 8 #define GOLDLIKESHIT percent_chance 10 #define GOLDLIKECRAP percent_chance 12 #define GOLDALOT percent_chance 13 #define GOLDENOUGH percent_chance 14 #define GOLDGOOD percent_chance 13 #define GOLDNOTSOGOOD percent_chance 12 #define GOLDTOOLITTLE percent_chance 10 #define GOLDALMOSTGONE percent_chance 8 #define RANOUTOFGOLDDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else /* NEAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 7 elseif GOLDGOOD number_of_objects 7 elseif GOLDNOTSOGOOD number_of_objects 6 elseif GOLDTOOLITTLE number_of_objects 5 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* MEDIUM GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 18 max_distance_to_players 26 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR GOLD */ if SENNHEISER else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 25 max_distance_to_players 35 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif endif /* ****************************************************** */ /* STONES PACK 10 */ /* ****************************************************** */ if GIGA_PACK10 if DEATH_MATCH start_random percent_chance 100 #define STONELIKESHIT end_random else start_random percent_chance 8 #define STONELIKESHIT percent_chance 10 #define STONELIKECRAP percent_chance 12 #define STONEALOT percent_chance 13 #define STONEENOUGH percent_chance 14 #define STONEGOOD percent_chance 13 #define STONENOTSOGOOD percent_chance 12 #define STONETOOLITTLE percent_chance 10 #define STONEALMOSTGONE percent_chance 8 #define RANOUTOFSTONEDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else /* NEAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 5 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif /* ****************************************************** */ /* BERRIES PACK 10 */ /* ****************************************************** */ if GIGA_PACK10 if DEATH_MATCH start_random percent_chance 100 #define APPLESROTTEN end_random else start_random percent_chance 2 #define APPLESHUGE percent_chance 4 #define APPLESBIG percent_chance 10 #define APPLESCOOL percent_chance 34 #define APPLESNORMAL percent_chance 25 #define APPLESBAD percent_chance 15 #define APPLESTERRIBLE percent_chance 10 #define APPLESROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else /* NEAR FORAGE */ create_object FORAGE { if APPLESHUGE number_of_objects 10 number_of_groups 1 elseif APPLESBIG number_of_objects 6 number_of_groups 1 elseif APPLESCOOL number_of_objects 8 number_of_groups 1 elseif APPLESNORMAL number_of_objects 7 number_of_groups 1 elseif APPLESBAD number_of_objects 4 number_of_groups 1 elseif APPLESTERRIBLE number_of_objects 2 number_of_groups 1 elseif APPLESROTTEN number_of_objects 0 number_of_groups 0 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 18 temp_min_distance_group_placement 6 max_distance_to_other_zones 7 } endif endif /* ****************************************************** */ /* GIGA PACK 11 RANDOM RESOURCES */ /* SHEEPS */ /* ****************************************************** */ if GIGA_PACK11 start_random percent_chance 20 #define AMERICANSTYLE percent_chance 80 #define EUROPEANSTYLE end_random start_random percent_chance 5 #define FOODHUGE percent_chance 5 #define FOODBIG percent_chance 15 #define FOODCOOL percent_chance 25 #define FOODNORMAL percent_chance 20 #define FOODBAD percent_chance 20 #define FOODTERRIBLE percent_chance 10 #define FOODROTTEN end_random if SPLITNOMAD elseif STANDARD_RESOURCES elseif HOUSE_BOAT elseif TEAM_ACROPOLIS else if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 5 endif } else create_object SHEEP { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 6 endif } endif if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if ALIGATOR min_distance_to_players 6 max_distance_to_players 15 else min_distance_to_players 12 max_distance_to_players 30 endif } else create_object SHEEP { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if ALIGATOR min_distance_to_players 6 max_distance_to_players 15 else min_distance_to_players 12 max_distance_to_players 30 endif } endif endif /* ****************************************************** */ /* DEERS PACK 11 */ /* ****************************************************** */ if GIGA_PACK11 if DEATH_MATCH else start_random percent_chance 25 #define JELENBIG percent_chance 10 #define JELENROCKS percent_chance 10 #define JELENSUCKS percent_chance 10 #define JELENULTRA percent_chance 10 #define JELENNOTSOBIG percent_chance 10 #define JELENCOOL percent_chance 9 #define JELENNORMAL percent_chance 8 #define JELENBAD percent_chance 5 #define JELENTERRIBLE percent_chance 3 #define JELENROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif HOUSE_BOAT elseif TEAM_ACROPOLIS else create_object DEER { if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif else if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 22 } endif endif /* ****************************************************** */ /* BOARS PACK 11 */ /* ****************************************************** */ if GIGA_PACK11 if DEATH_MATCH else if JELENBIG start_random percent_chance 40 #define PIGNORMAL percent_chance 30 #define PIGBAD percent_chance 20 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random else start_random percent_chance 5 #define PIGBIG percent_chance 15 #define PIGNOTSOBIG percent_chance 15 #define PIGCOOL percent_chance 25 #define PIGNORMAL percent_chance 15 #define PIGBAD percent_chance 15 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random endif endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif EYE_OF_SAURON elseif HOUSE_BOAT elseif TEAM_ACROPOLIS else create_object BOAR { if PIGBIG number_of_objects 4 number_of_groups 1 elseif PIGNOTSOBIG number_of_objects 3 number_of_groups 1 elseif PIGCOOL number_of_objects 2 number_of_groups 1 elseif PIGNORMAL number_of_objects 2 number_of_groups 1 elseif PIGBAD number_of_objects 1 number_of_groups 1 elseif PIGTERRIBLE number_of_objects 1 number_of_groups 1 elseif PIGROTTEN number_of_objects 0 number_of_groups 0 endif set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 12 max_distance_to_players 22 endif } endif endif /* ****************************************************** */ /* GOLD PACK 11 */ /* ****************************************************** */ if GIGA_PACK11 if DEATH_MATCH start_random percent_chance 100 #define GOLDLIKESHIT end_random else start_random percent_chance 8 #define GOLDLIKESHIT percent_chance 10 #define GOLDLIKECRAP percent_chance 12 #define GOLDALOT percent_chance 13 #define GOLDENOUGH percent_chance 14 #define GOLDGOOD percent_chance 13 #define GOLDNOTSOGOOD percent_chance 12 #define GOLDTOOLITTLE percent_chance 10 #define GOLDALMOSTGONE percent_chance 8 #define RANOUTOFGOLDDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif HOUSE_BOAT elseif TEAM_ACROPOLIS else /* NEAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 7 elseif GOLDGOOD number_of_objects 7 elseif GOLDNOTSOGOOD number_of_objects 6 elseif GOLDTOOLITTLE number_of_objects 5 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* MEDIUM GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 18 max_distance_to_players 26 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR GOLD */ if NC_XMAS_TREE else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 25 max_distance_to_players 35 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif endif /* ****************************************************** */ /* STONES PACK 11 */ /* ****************************************************** */ if GIGA_PACK11 if DEATH_MATCH start_random percent_chance 100 #define STONELIKESHIT end_random else start_random percent_chance 8 #define STONELIKESHIT percent_chance 10 #define STONELIKECRAP percent_chance 12 #define STONEALOT percent_chance 13 #define STONEENOUGH percent_chance 14 #define STONEGOOD percent_chance 13 #define STONENOTSOGOOD percent_chance 12 #define STONETOOLITTLE percent_chance 10 #define STONEALMOSTGONE percent_chance 8 #define RANOUTOFSTONEDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif HOUSE_BOAT elseif TEAM_ACROPOLIS else /* NEAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 5 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif /* ****************************************************** */ /* BERRIES PACK 11 */ /* ****************************************************** */ if GIGA_PACK11 if DEATH_MATCH start_random percent_chance 100 #define APPLESROTTEN end_random else start_random percent_chance 2 #define APPLESHUGE percent_chance 4 #define APPLESBIG percent_chance 10 #define APPLESCOOL percent_chance 34 #define APPLESNORMAL percent_chance 25 #define APPLESBAD percent_chance 15 #define APPLESTERRIBLE percent_chance 10 #define APPLESROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif HOUSE_BOAT elseif TEAM_ACROPOLIS else /* NEAR FORAGE */ create_object FORAGE { if APPLESHUGE number_of_objects 10 number_of_groups 1 elseif APPLESBIG number_of_objects 6 number_of_groups 1 elseif APPLESCOOL number_of_objects 8 number_of_groups 1 elseif APPLESNORMAL number_of_objects 7 number_of_groups 1 elseif APPLESBAD number_of_objects 4 number_of_groups 1 elseif APPLESTERRIBLE number_of_objects 2 number_of_groups 1 elseif APPLESROTTEN number_of_objects 0 number_of_groups 0 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 18 temp_min_distance_group_placement 6 max_distance_to_other_zones 7 } endif endif /* ****************************************************** */ /* GIGA PACK 12 RANDOM RESOURCES */ /* SHEEPS */ /* ****************************************************** */ if GIGA_PACK12 start_random percent_chance 20 #define AMERICANSTYLE percent_chance 80 #define EUROPEANSTYLE end_random start_random percent_chance 5 #define FOODHUGE percent_chance 5 #define FOODBIG percent_chance 15 #define FOODCOOL percent_chance 25 #define FOODNORMAL percent_chance 20 #define FOODBAD percent_chance 20 #define FOODTERRIBLE percent_chance 10 #define FOODROTTEN end_random if SPLITNOMAD elseif STANDARD_RESOURCES elseif CANOPY elseif CHAOS_PIT elseif CIVIL_NOMAD elseif CIVIL_WAR elseif CORAL_REEF else if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 5 endif } else create_object SHEEP { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 6 endif } endif if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } else create_object SHEEP { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } endif endif /* ****************************************************** */ /* DEERS PACK 12 */ /* ****************************************************** */ if GIGA_PACK12 if DEATH_MATCH else start_random percent_chance 25 #define JELENBIG percent_chance 10 #define JELENROCKS percent_chance 10 #define JELENSUCKS percent_chance 10 #define JELENULTRA percent_chance 10 #define JELENNOTSOBIG percent_chance 10 #define JELENCOOL percent_chance 9 #define JELENNORMAL percent_chance 8 #define JELENBAD percent_chance 5 #define JELENTERRIBLE percent_chance 3 #define JELENROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif CANOPY elseif CHAOS_PIT elseif CIVIL_NOMAD elseif CIVIL_WAR elseif CORAL_REEF else create_object DEER { if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif else if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 22 } endif endif /* ****************************************************** */ /* BOARS PACK 12 */ /* ****************************************************** */ if GIGA_PACK12 if DEATH_MATCH else if JELENBIG start_random percent_chance 40 #define PIGNORMAL percent_chance 30 #define PIGBAD percent_chance 20 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random else start_random percent_chance 5 #define PIGBIG percent_chance 15 #define PIGNOTSOBIG percent_chance 15 #define PIGCOOL percent_chance 25 #define PIGNORMAL percent_chance 15 #define PIGBAD percent_chance 15 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random endif endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif CANOPY elseif CHAOS_PIT elseif CIVIL_NOMAD elseif CIVIL_WAR elseif CORAL_REEF else create_object BOAR { if PIGBIG number_of_objects 4 number_of_groups 1 elseif PIGNOTSOBIG number_of_objects 3 number_of_groups 1 elseif PIGCOOL number_of_objects 2 number_of_groups 1 elseif PIGNORMAL number_of_objects 2 number_of_groups 1 elseif PIGBAD number_of_objects 1 number_of_groups 1 elseif PIGTERRIBLE number_of_objects 1 number_of_groups 1 elseif PIGROTTEN number_of_objects 0 number_of_groups 0 endif set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 12 max_distance_to_players 22 endif } endif endif /* ****************************************************** */ /* GOLD PACK 12 */ /* ****************************************************** */ if GIGA_PACK12 if DEATH_MATCH start_random percent_chance 100 #define GOLDLIKESHIT end_random else start_random percent_chance 8 #define GOLDLIKESHIT percent_chance 10 #define GOLDLIKECRAP percent_chance 12 #define GOLDALOT percent_chance 13 #define GOLDENOUGH percent_chance 14 #define GOLDGOOD percent_chance 13 #define GOLDNOTSOGOOD percent_chance 12 #define GOLDTOOLITTLE percent_chance 10 #define GOLDALMOSTGONE percent_chance 8 #define RANOUTOFGOLDDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif CANOPY elseif CHAOS_PIT elseif CIVIL_NOMAD elseif CIVIL_WAR elseif CORAL_REEF else /* NEAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 7 elseif GOLDGOOD number_of_objects 7 elseif GOLDNOTSOGOOD number_of_objects 6 elseif GOLDTOOLITTLE number_of_objects 5 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } if BLACK_GOLDRUSH else /* MEDIUM GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 18 max_distance_to_players 26 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 25 max_distance_to_players 35 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif endif /* ****************************************************** */ /* STONES PACK 12 */ /* ****************************************************** */ if GIGA_PACK12 if DEATH_MATCH start_random percent_chance 100 #define STONELIKESHIT end_random else start_random percent_chance 8 #define STONELIKESHIT percent_chance 10 #define STONELIKECRAP percent_chance 12 #define STONEALOT percent_chance 13 #define STONEENOUGH percent_chance 14 #define STONEGOOD percent_chance 13 #define STONENOTSOGOOD percent_chance 12 #define STONETOOLITTLE percent_chance 10 #define STONEALMOSTGONE percent_chance 8 #define RANOUTOFSTONEDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif CANOPY elseif CHAOS_PIT elseif CIVIL_NOMAD elseif CIVIL_WAR elseif CORAL_REEF else /* NEAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 5 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif /* ****************************************************** */ /* BERRIES PACK 12 */ /* ****************************************************** */ if GIGA_PACK12 if DEATH_MATCH start_random percent_chance 100 #define APPLESROTTEN end_random else start_random percent_chance 2 #define APPLESHUGE percent_chance 4 #define APPLESBIG percent_chance 10 #define APPLESCOOL percent_chance 34 #define APPLESNORMAL percent_chance 25 #define APPLESBAD percent_chance 15 #define APPLESTERRIBLE percent_chance 10 #define APPLESROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif CANOPY elseif CHAOS_PIT elseif CIVIL_NOMAD elseif CIVIL_WAR elseif CORAL_REEF else /* NEAR FORAGE */ create_object FORAGE { if APPLESHUGE number_of_objects 10 number_of_groups 1 elseif APPLESBIG number_of_objects 6 number_of_groups 1 elseif APPLESCOOL number_of_objects 8 number_of_groups 1 elseif APPLESNORMAL number_of_objects 7 number_of_groups 1 elseif APPLESBAD number_of_objects 4 number_of_groups 1 elseif APPLESTERRIBLE number_of_objects 2 number_of_groups 1 elseif APPLESROTTEN number_of_objects 0 number_of_groups 0 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 18 temp_min_distance_group_placement 6 max_distance_to_other_zones 7 } endif endif /* ****************************************************** */ /* GIGA PACK 13 RANDOM RESOURCES */ /* SHEEPS */ /* ****************************************************** */ if GIGA_PACK13 start_random percent_chance 20 #define AMERICANSTYLE percent_chance 80 #define EUROPEANSTYLE end_random start_random percent_chance 5 #define FOODHUGE percent_chance 5 #define FOODBIG percent_chance 15 #define FOODCOOL percent_chance 25 #define FOODNORMAL percent_chance 20 #define FOODBAD percent_chance 20 #define FOODTERRIBLE percent_chance 10 #define FOODROTTEN end_random if SPLITNOMAD elseif STANDARD_RESOURCES elseif DOUBLE_ARENA elseif ENSNARED_ARENA elseif FLOODPLAINS elseif LANDSLIDE else if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 5 endif } else create_object SHEEP { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 6 endif } endif if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } else create_object SHEEP { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } endif endif /* ****************************************************** */ /* DEERS PACK 13 */ /* ****************************************************** */ if GIGA_PACK13 if DEATH_MATCH else start_random percent_chance 25 #define JELENBIG percent_chance 10 #define JELENROCKS percent_chance 10 #define JELENSUCKS percent_chance 10 #define JELENULTRA percent_chance 10 #define JELENNOTSOBIG percent_chance 10 #define JELENCOOL percent_chance 9 #define JELENNORMAL percent_chance 8 #define JELENBAD percent_chance 5 #define JELENTERRIBLE percent_chance 3 #define JELENROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif DOUBLE_ARENA elseif ENSNARED_ARENA elseif FLOODPLAINS elseif LANDSLIDE else create_object DEER { if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif else if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 22 } endif endif /* ****************************************************** */ /* BOARS PACK 13 */ /* ****************************************************** */ if GIGA_PACK13 if DEATH_MATCH else if JELENBIG start_random percent_chance 40 #define PIGNORMAL percent_chance 30 #define PIGBAD percent_chance 20 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random else start_random percent_chance 5 #define PIGBIG percent_chance 15 #define PIGNOTSOBIG percent_chance 15 #define PIGCOOL percent_chance 25 #define PIGNORMAL percent_chance 15 #define PIGBAD percent_chance 15 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random endif endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif DOUBLE_ARENA elseif ENSNARED_ARENA elseif FLOODPLAINS elseif LANDSLIDE else create_object BOAR { if PIGBIG number_of_objects 4 number_of_groups 1 elseif PIGNOTSOBIG number_of_objects 3 number_of_groups 1 elseif PIGCOOL number_of_objects 2 number_of_groups 1 elseif PIGNORMAL number_of_objects 2 number_of_groups 1 elseif PIGBAD number_of_objects 1 number_of_groups 1 elseif PIGTERRIBLE number_of_objects 1 number_of_groups 1 elseif PIGROTTEN number_of_objects 0 number_of_groups 0 endif set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 12 max_distance_to_players 22 endif } endif endif /* ****************************************************** */ /* GOLD PACK 13 */ /* ****************************************************** */ if GIGA_PACK13 if DEATH_MATCH start_random percent_chance 100 #define GOLDLIKESHIT end_random else start_random percent_chance 8 #define GOLDLIKESHIT percent_chance 10 #define GOLDLIKECRAP percent_chance 12 #define GOLDALOT percent_chance 13 #define GOLDENOUGH percent_chance 14 #define GOLDGOOD percent_chance 13 #define GOLDNOTSOGOOD percent_chance 12 #define GOLDTOOLITTLE percent_chance 10 #define GOLDALMOSTGONE percent_chance 8 #define RANOUTOFGOLDDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif DOUBLE_ARENA elseif ENSNARED_ARENA elseif FLOODPLAINS elseif LANDSLIDE else /* NEAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 7 elseif GOLDGOOD number_of_objects 7 elseif GOLDNOTSOGOOD number_of_objects 6 elseif GOLDTOOLITTLE number_of_objects 5 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* MEDIUM GOLD */ if GOLDEN_GHOST else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 18 max_distance_to_players 26 if NO_ZONE else max_distance_to_other_zones 7 endif } endif /* FAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 25 max_distance_to_players 35 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif /* ****************************************************** */ /* STONES PACK 13 */ /* ****************************************************** */ if GIGA_PACK13 if DEATH_MATCH start_random percent_chance 100 #define STONELIKESHIT end_random else start_random percent_chance 8 #define STONELIKESHIT percent_chance 10 #define STONELIKECRAP percent_chance 12 #define STONEALOT percent_chance 13 #define STONEENOUGH percent_chance 14 #define STONEGOOD percent_chance 13 #define STONENOTSOGOOD percent_chance 12 #define STONETOOLITTLE percent_chance 10 #define STONEALMOSTGONE percent_chance 8 #define RANOUTOFSTONEDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif DOUBLE_ARENA elseif ENSNARED_ARENA elseif FLOODPLAINS elseif GORGE elseif LANDSLIDE else /* NEAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 5 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif /* ****************************************************** */ /* BERRIES PACK 13 */ /* ****************************************************** */ if GIGA_PACK13 if DEATH_MATCH start_random percent_chance 100 #define APPLESROTTEN end_random else start_random percent_chance 2 #define APPLESHUGE percent_chance 4 #define APPLESBIG percent_chance 10 #define APPLESCOOL percent_chance 34 #define APPLESNORMAL percent_chance 25 #define APPLESBAD percent_chance 15 #define APPLESTERRIBLE percent_chance 10 #define APPLESROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif DOUBLE_ARENA elseif ENSNARED_ARENA elseif FLOODPLAINS elseif LANDSLIDE else /* NEAR FORAGE */ create_object FORAGE { if APPLESHUGE number_of_objects 10 number_of_groups 1 elseif APPLESBIG number_of_objects 6 number_of_groups 1 elseif APPLESCOOL number_of_objects 8 number_of_groups 1 elseif APPLESNORMAL number_of_objects 7 number_of_groups 1 elseif APPLESBAD number_of_objects 4 number_of_groups 1 elseif APPLESTERRIBLE number_of_objects 2 number_of_groups 1 elseif APPLESROTTEN number_of_objects 0 number_of_groups 0 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 18 temp_min_distance_group_placement 6 max_distance_to_other_zones 7 } endif endif /* ****************************************************** */ /* GIGA PACK 14 RANDOM RESOURCES */ /* SHEEPS */ /* ****************************************************** */ if GIGA_PACK14 start_random percent_chance 20 #define AMERICANSTYLE percent_chance 80 #define EUROPEANSTYLE end_random start_random percent_chance 5 #define FOODHUGE percent_chance 5 #define FOODBIG percent_chance 15 #define FOODCOOL percent_chance 25 #define FOODNORMAL percent_chance 20 #define FOODBAD percent_chance 20 #define FOODTERRIBLE percent_chance 10 #define FOODROTTEN end_random if SPLITNOMAD elseif STANDARD_RESOURCES else if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 5 endif } else create_object SHEEP { if FOODHUGE number_of_objects 8 elseif FOODBIG number_of_objects 7 elseif FOODCOOL number_of_objects 6 elseif FOODNORMAL number_of_objects 5 elseif FOODBAD number_of_objects 4 elseif FOODTERRIBLE number_of_objects 3 elseif FOODROTTEN number_of_objects 2 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 6 endif } endif if AMERICANSTYLE create_object TURKEY { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } else create_object SHEEP { if FOODHUGE number_of_objects 4 elseif FOODBIG number_of_objects 3 elseif FOODCOOL number_of_objects 2 elseif FOODNORMAL number_of_objects 2 elseif FOODBAD number_of_objects 2 elseif FOODTERRIBLE number_of_objects 2 elseif FOODROTTEN number_of_objects 0 endif number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } endif endif /* ****************************************************** */ /* DEERS PACK 14 */ /* ****************************************************** */ if GIGA_PACK14 if DEATH_MATCH else start_random percent_chance 25 #define JELENBIG percent_chance 10 #define JELENROCKS percent_chance 10 #define JELENSUCKS percent_chance 10 #define JELENULTRA percent_chance 10 #define JELENNOTSOBIG percent_chance 10 #define JELENCOOL percent_chance 9 #define JELENNORMAL percent_chance 8 #define JELENBAD percent_chance 5 #define JELENTERRIBLE percent_chance 3 #define JELENROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else create_object DEER { if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif else if JELENBIG start_random percent_chance 10 number_of_objects 8 number_of_groups 2 percent_chance 20 number_of_objects 7 number_of_groups 2 percent_chance 30 number_of_objects 6 number_of_groups 2 percent_chance 40 number_of_objects 5 number_of_groups 2 end_random elseif JELENROCKS number_of_objects 8 number_of_groups 1 elseif JELENSUCKS number_of_objects 7 number_of_groups 1 elseif JELENULTRA number_of_objects 6 number_of_groups 1 elseif JELENNOTSOBIG number_of_objects 5 number_of_groups 1 elseif JELENCOOL number_of_objects 4 number_of_groups 1 elseif JELENNORMAL number_of_objects 3 number_of_groups 1 elseif JELENBAD number_of_objects 2 number_of_groups 1 elseif JELENTERRIBLE number_of_objects 1 number_of_groups 1 elseif JELENROTTEN number_of_objects 0 number_of_groups 1 endif endif set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 22 } endif endif /* ****************************************************** */ /* BOARS PACK 14 */ /* ****************************************************** */ if GIGA_PACK14 if DEATH_MATCH else if JELENBIG start_random percent_chance 40 #define PIGNORMAL percent_chance 30 #define PIGBAD percent_chance 20 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random else start_random percent_chance 5 #define PIGBIG percent_chance 15 #define PIGNOTSOBIG percent_chance 15 #define PIGCOOL percent_chance 25 #define PIGNORMAL percent_chance 15 #define PIGBAD percent_chance 15 #define PIGTERRIBLE percent_chance 10 #define PIGROTTEN end_random endif endif if SPLITNOMAD elseif STANDARD_RESOURCES else create_object BOAR { if PIGBIG number_of_objects 4 number_of_groups 1 elseif PIGNOTSOBIG number_of_objects 3 number_of_groups 1 elseif PIGCOOL number_of_objects 2 number_of_groups 1 elseif PIGNORMAL number_of_objects 2 number_of_groups 1 elseif PIGBAD number_of_objects 1 number_of_groups 1 elseif PIGTERRIBLE number_of_objects 1 number_of_groups 1 elseif PIGROTTEN number_of_objects 0 number_of_groups 0 endif set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 12 max_distance_to_players 22 endif } endif endif /* ****************************************************** */ /* GOLD PACK 14 */ /* ****************************************************** */ if GIGA_PACK14 if DEATH_MATCH start_random percent_chance 100 #define GOLDLIKESHIT end_random else start_random percent_chance 8 #define GOLDLIKESHIT percent_chance 10 #define GOLDLIKECRAP percent_chance 12 #define GOLDALOT percent_chance 13 #define GOLDENOUGH percent_chance 14 #define GOLDGOOD percent_chance 13 #define GOLDNOTSOGOOD percent_chance 12 #define GOLDTOOLITTLE percent_chance 10 #define GOLDALMOSTGONE percent_chance 8 #define RANOUTOFGOLDDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif AQUAPOLIS else /* NEAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 7 elseif GOLDGOOD number_of_objects 7 elseif GOLDNOTSOGOOD number_of_objects 6 elseif GOLDTOOLITTLE number_of_objects 5 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* MEDIUM GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 18 max_distance_to_players 26 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR GOLD */ if MINERAL_RING else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_group_placement 7 min_distance_to_players 25 max_distance_to_players 35 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif endif /* ****************************************************** */ /* STONES PACK 14 */ /* ****************************************************** */ if GIGA_PACK14 if DEATH_MATCH start_random percent_chance 100 #define STONELIKESHIT end_random else start_random percent_chance 8 #define STONELIKESHIT percent_chance 10 #define STONELIKECRAP percent_chance 12 #define STONEALOT percent_chance 13 #define STONEENOUGH percent_chance 14 #define STONEGOOD percent_chance 13 #define STONENOTSOGOOD percent_chance 12 #define STONETOOLITTLE percent_chance 10 #define STONEALMOSTGONE percent_chance 8 #define RANOUTOFSTONEDAMMIT end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES elseif AQUAPOLIS else /* NEAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* FAR STONE */ if MINERAL_RING else create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 5 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } endif endif endif /* ****************************************************** */ /* BERRIES PACK 14 */ /* ****************************************************** */ if GIGA_PACK14 if DEATH_MATCH start_random percent_chance 100 #define APPLESROTTEN end_random else start_random percent_chance 2 #define APPLESHUGE percent_chance 4 #define APPLESBIG percent_chance 10 #define APPLESCOOL percent_chance 34 #define APPLESNORMAL percent_chance 25 #define APPLESBAD percent_chance 15 #define APPLESTERRIBLE percent_chance 10 #define APPLESROTTEN end_random endif if SPLITNOMAD elseif STANDARD_RESOURCES else /* NEAR FORAGE */ create_object FORAGE { if APPLESHUGE number_of_objects 10 number_of_groups 1 elseif APPLESBIG number_of_objects 6 number_of_groups 1 elseif APPLESCOOL number_of_objects 8 number_of_groups 1 elseif APPLESNORMAL number_of_objects 7 number_of_groups 1 elseif APPLESBAD number_of_objects 4 number_of_groups 1 elseif APPLESTERRIBLE number_of_objects 2 number_of_groups 1 elseif APPLESROTTEN number_of_objects 0 number_of_groups 0 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 18 temp_min_distance_group_placement 6 max_distance_to_other_zones 7 } endif endif /* ****************************************************** */ /* NORMAL RESOURCES */ /* ****************************************************** */ if STANDARD_RESOURCES if GIGA_PACK13 if DOUBLE_ARENA create_object SCOUT { set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } endif endif if NOSC else create_object SCOUT { set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } endif /* ****************************************************** */ /* NORMAL RESOURCES PACK 1 */ /* ****************************************************** */ if GIGA_PACK1 if NOMAD_ elseif LAND_NOMAD elseif MIGRATION_ elseif CRATER_LAKE_ elseif GOLD_RUSH_ elseif ISLANDS_ elseif ARCHIPELAGO_ else if SALTMARSH_ elseif YUCATAN_ else create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } endif if SCANDINAVIA_ elseif YUCATAN_ else create_object DEER { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } endif if SALTMARSH_ elseif YUCATAN_ else create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } endif /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } if SALTMARSH_ elseif YUCATAN_ else /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } endif /* EXTRA GOLD */ if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif endif endif /* ****************************************************** */ /* NORMAL RESOURCES PACK 2 */ /* ****************************************************** */ if GIGA_PACK2 create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object DEER { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } if BOARDS_OF_CANADA_AP else /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 max_distance_to_other_zones 7 } endif /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* EXTRA GOLD */ if BOARDS_OF_CANADA_AP elseif RAFT_AP elseif FROSTY_ISLANDS_AP else if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif endif /* EXTRA STONE */ if RAFT_AP else if TINY_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif endif if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif endif /* ****************************************************** */ /* NORMAL RESOURCES PACK 3 */ /* ****************************************************** */ if GIGA_PACK3 create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object DEER { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* EXTRA GOLD */ if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif endif /* ****************************************************** */ /* NORMAL RESOURCES PACK 4 */ /* ****************************************************** */ if GIGA_PACK4 if BEDOUINS elseif HAMBURGER elseif MEATBALLS elseif AOFE_ACROPOLIS else create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object DEER { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } if AOFE_GOLDEN_PIT elseif AOFE_HILL_FORT elseif GOLDENHILL else /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player if LAND_OF_LAKES min_distance_to_players 12 max_distance_to_players 18 min_distance_group_placement 4 else min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 endif } if LAND_OF_LAKES elseif SEALED_ISLANDS elseif STARDOM elseif BIGFOOT else /* FAR GOLD */ create_object GOLD { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 max_distance_to_other_zones 7 } endif /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player if LAND_OF_LAKES min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 else min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 endif } endif /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* EXTRA GOLD */ if TSUNAMI elseif GOLDENHILL elseif AOFE_HILL_FORT elseif HAMBURGER elseif ROOSTER elseif SEALED_ISLANDS elseif STARDOM elseif BIGFOOT else if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif endif if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif endif endif /* ****************************************************** */ /* NORMAL RESOURCES PACK 5 */ /* ****************************************************** */ if GIGA_PACK5 if PARALLEL_WORLDS elseif SEIZE_THE_HUMP elseif RIPPLES else create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if BORDER_DISPUTE min_distance_to_players 1 max_distance_to_players 3 else min_distance_to_players 9 max_distance_to_players 11 endif } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if BORDER_DISPUTE min_distance_to_players 1 max_distance_to_players 3 else min_distance_to_players 12 max_distance_to_players 30 endif } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if BORDER_DISPUTE min_distance_to_players 1 max_distance_to_players 3 else min_distance_to_players 12 max_distance_to_players 30 endif } create_object DEER { if ATLANTEAN_RELICS number_of_objects 5 number_of_groups 1 elseif DOUBLE_MIGRATION number_of_objects 5 number_of_groups 1 elseif BORDER_DISPUTE number_of_objects 5 number_of_groups 1 else number_of_objects 4 number_of_groups 1 endif set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } if BORDER_DISPUTE else create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } endif if ATLANTEAN_RELICS elseif DOUBLE_MIGRATION elseif BORDER_DISPUTE else /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 if DUNES_ else max_distance_to_other_zones 7 endif } if DESERT__ elseif DUNES_ else /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 max_distance_to_other_zones 7 } endif endif if DOUBLE_MIGRATION elseif BORDER_DISPUTE else /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 if DUNES_ else max_distance_to_other_zones 7 endif } if DUNES_ else /* FAR STONE */ create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } endif endif /* NEAR FORAGE */ create_object FORAGE { if BORDER_DISPUTE number_of_objects 1 else number_of_objects 6 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* EXTRA GOLD */ if ATLANTEAN_RELICS elseif DOUBLE_MIGRATION elseif BORDER_DISPUTE elseif DESERT__ elseif TENTACLEISLE elseif DUNES_ else if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif endif if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif endif endif /* ****************************************************** */ /* NORMAL RESOURCES PACK 6 */ /* ****************************************************** */ if GIGA_PACK6 if MIGRATION_PLUS elseif TEAM_MIGRATION elseif TEAM_CONTINENTS elseif EL_DORADO_V5 elseif EL_DORADO_V4 elseif HIGH_SEAS else if VITAL_RIVER else create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object DEER { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } endif if COASTAL_GOLDRUSH else /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 max_distance_to_other_zones 7 } endif /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } if VITAL_RIVER else /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } endif if CHAOS elseif COASTAL_GOLDRUSH elseif FOCAL_POINT elseif SQUARE_DONUT elseif BULTROMAP elseif VALLEY_OF_GOLD elseif RESERVOIR elseif DUOPOLY elseif TEAM_CONTINENTS elseif VITAL_RIVER else /* EXTRA GOLD */ if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif endif if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif endif endif /* ****************************************************** */ /* NORMAL RESOURCES PACK 7 */ /* ****************************************************** */ if GIGA_PACK7 if POND_INSPECTION elseif NC_DECENTRING elseif PYRAMID__ elseif STRANDED elseif CHICKEN_BALL elseif MERRY_GO_ROUND elseif POPPYFIELD elseif TEAM_ISLAND_HOPPING elseif ACCESSIBLE_FOREST elseif JUNGLE_DIVE elseif CANYONS elseif NC_VEG_ZONES else create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } if SAVANNA else create_object DEER { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } endif if NC_FAIR_SALTMARSH elseif NC_GOLDEN_ISLAND else /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 if TREE_FORTS terrain_to_place_on GROUND endif } if TREE_FORTS else /* FAR GOLD */ create_object GOLD { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 max_distance_to_other_zones 7 } endif endif if NC_FAIR_SALTMARSH elseif NC_GOLDEN_ISLAND elseif MOUNTAINSIDE else /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 if TREE_FORTS terrain_to_place_on GROUND endif } endif if NC_FAIR_SALTMARSH else /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } endif /* EXTRA GOLD */ if NC_FAIR_SALTMARSH elseif NC_GOLDEN_ISLAND elseif NC_RING_FOREST elseif NC_VEG_ZONES elseif CHEESE elseif TREE_FORTS elseif LOW_COUNTRIES elseif MOUNTAINSIDE elseif RESERVOIR2 else if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif endif if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif endif endif /* ****************************************************** */ /* NORMAL RESOURCES PACK 8 */ /* ****************************************************** */ if GIGA_PACK8 create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object DEER { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 7 } if ARTIFICIAL else /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } if THEGOLDENNILE else /* FAR GOLD */ create_object GOLD { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 max_distance_to_other_zones 7 } endif endif /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } if ARTIFICIAL else /* FAR STONE */ create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } endif /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* EXTRA GOLD */ if ARCHIPEL elseif ARTIFICIAL elseif ATLANTIC elseif FAIR_RIVERS elseif TREASURE_ISLANDS elseif TERRA_PANGEA elseif TERRA_CONTINENTS elseif SOLIDCONTINENT elseif NEWTRILAKE elseif ECCLOVER elseif HINTERLAND elseif HUGERIVERS elseif THEGOLDENNILE elseif VANISHED_LAKES elseif NICESLICE elseif AMAZONAS else if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif endif if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif endif /* ****************************************************** */ /* NORMAL RESOURCES PACK 9 */ /* ****************************************************** */ if GIGA_PACK9 if OUTWARDBOUND elseif SCATTEREDISLETS elseif CONNECTED_ISLANDS elseif EMIGRATION elseif SHIPWRECK_ else create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if SURROUNDED min_distance_to_players 2 max_distance_to_players 8 else min_distance_to_players 9 max_distance_to_players 11 endif } if SURROUNDED else create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } endif create_object DEER { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if SURROUNDED min_distance_to_players 3 max_distance_to_players 10 else min_distance_to_players 14 max_distance_to_players 30 endif } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 elseif SURROUNDED min_distance_to_players 3 max_distance_to_players 10 else min_distance_to_players 16 max_distance_to_players 22 endif } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 elseif SURROUNDED min_distance_to_players 3 max_distance_to_players 10 else min_distance_to_players 16 max_distance_to_players 22 endif } /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player if SURROUNDED min_distance_to_players 5 max_distance_to_players 10 min_distance_group_placement 1 else min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 endif if ULTIMA1 elseif RIVER_PIRATES else max_distance_to_other_zones 7 endif } /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player if RIVER_PIRATES min_distance_to_players 12 max_distance_to_players 18 min_distance_group_placement 4 else min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 endif if ULTIMA1 elseif RIVER_PIRATES else max_distance_to_other_zones 7 endif } /* FAR GOLD */ if RIVER_PIRATES elseif CENTRALSMASH else create_object GOLD { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 if ULTIMA1 else max_distance_to_other_zones 7 endif } endif /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player if SURROUNDED min_distance_to_players 5 max_distance_to_players 10 min_distance_group_placement 1 else min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 endif if ULTIMA1 elseif RIVER_PIRATES else max_distance_to_other_zones 7 endif } /* FAR STONE */ create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 endif if ULTIMA1 elseif RIVER_PIRATES else max_distance_to_other_zones 7 endif } if SURROUNDED elseif OUTWARDBOUND elseif SCATTEREDISLETS else /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } endif /* EXTRA GOLD */ if EMIGRATION elseif KILLINGFIELDS elseif BAMBOOWORLD elseif RIVER_PIRATES elseif SHIPWRECK_ elseif CONNECTED_ISLANDS elseif SEA__ elseif AMAZONWIDE elseif BRINKFACE elseif METROPOLIS elseif CENTRALSMASH elseif DEADLYCRACK elseif OUTWARDBOUND elseif SCATTEREDISLETS else if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif endif if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif endif endif /* ****************************************************** */ /* NORMAL RESOURCES PACK 10 */ /* ****************************************************** */ if STANDARD_RESOURCES if GIGA_PACK10 create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object DEER { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 if LOSTINBOGS else max_distance_to_other_zones 7 endif } /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 if LOSTINBOGS else max_distance_to_other_zones 7 endif } if SENNHEISER else /* FAR GOLD */ create_object GOLD { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 if LOSTINBOGS else max_distance_to_other_zones 7 endif } endif /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 if LOSTINBOGS else max_distance_to_other_zones 7 endif } /* FAR STONE */ create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 if LOSTINBOGS else max_distance_to_other_zones 7 endif } /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* EXTRA GOLD */ if SILENT elseif LOCKEDTREASURES elseif SENNHEISER elseif BANANAISLANDS elseif REVERSEDSOUL elseif URBANISLANDS elseif FARMISHING elseif WATERLAND elseif WATERHOLE elseif VELBON elseif HIMALAYAS elseif SHELLSHOCKED elseif ACER elseif CASPIAN else if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif endif if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif endif /* ****************************************************** */ /* NORMAL RESOURCES PACK 11 */ /* ****************************************************** */ if GIGA_PACK11 if EYE_OF_SAURON elseif NC_XMAS_TREE elseif HOUSE_BOAT elseif TEAM_ACROPOLIS else create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object DEER { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* EXTRA GOLD */ if KINGF elseif VERSACE elseif TWINPUDDLES elseif BUTTON elseif TEAM_ACROPOLIS elseif MFO_OVERTHERIVER elseif MFO_FOURSEAS elseif MFO_DESERTCARAVANS elseif MFO_DOUBLECOASTAL elseif MFO_DOUBLEBF elseif MFO_DOUBLERIVERS elseif GREENCIRCLE else if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif endif if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif endif endif /* ****************************************************** */ /* NORMAL RESOURCES PACK 12 */ /* ****************************************************** */ if GIGA_PACK12 if CANOPY elseif BASIN_ elseif CHAOS_PIT elseif CHASM elseif CIVIL_NOMAD elseif CIVIL_WAR elseif CORAL_REEF else create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object DEER { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 7 } if BLACK_GOLDRUSH else /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 max_distance_to_other_zones 7 } endif /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* EXTRA GOLD */ if MFO_DOUBLEARABIA elseif MFO_TRIPLEARABIA elseif MFO_DOUBLEHIGHLAND elseif MFO_DOUBLEMEDI elseif MFO_DOUBLEYUCATAN elseif AMBUSH elseif BATTLEFIELD elseif BLACK_GOLDRUSH elseif CRATER_ elseif SHERWOOD_FOREST else if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif endif if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif endif endif /* ****************************************************** */ /* NORMAL RESOURCES PACK 13 */ /* ****************************************************** */ if GIGA_PACK13 if DOUBLE_ARENA elseif DROUGHT elseif ENSNARED_ARENA elseif FLOODPLAINS elseif GOLDEN_GHOST elseif LANDSLIDE else create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object DEER { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 max_distance_to_other_zones 7 } if GORGE else /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } endif /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* EXTRA GOLD */ if EPICENTER elseif FJORDS elseif GOLDEN_ATOLL elseif ISLA_AURORA elseif ISOLATED_RIVERS elseif LAGOON else if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif endif if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif endif endif /* ****************************************************** */ /* NORMAL RESOURCES PACK 14 */ /* ****************************************************** */ if GIGA_PACK14 if MINERAL_RING elseif MOUNT_FUJI elseif AQUAPOLIS else create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object DEER { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player if TEAM_GROUPED min_distance_to_players 2 max_distance_to_players 4 else min_distance_to_players 16 max_distance_to_players 22 endif } /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* EXTRA GOLD */ if PACIFIC_BEACH elseif MELTING_FJORDS else if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif endif if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif endif endif endif endif /* endif standard resources */ if STANDARD_RESOURCES /* ****************************************************** */ if GIGA_PACK1 if ARCHIPELAGO_ /* ****************************************************** */ if DESERT_MAP create_object DORADO { number_of_objects 16 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 12 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } elseif ASIAN_MAP create_object TUNA { number_of_objects 18 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } else create_object DORADO { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object TUNA { number_of_objects 9 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 9 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } endif create_object SHORE_FISH { number_of_objects 30 set_scaling_to_map_size min_distance_group_placement 3 set_gaia_object_only } create_object MARLIN1 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object MARLIN2 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } /* FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* NEAR GOLD */ create_object GOLD { number_of_groups 2 number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 28 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* STONE */ create_object STONE { number_of_groups 2 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 min_distance_group_placement 7 max_distance_to_other_zones 4 } /* BAA BAA */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 5 } create_object SHEEP { number_of_groups 2 number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 24 min_distance_group_placement 5 } create_object DEER { number_of_objects 4 group_variance 1 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 min_distance_group_placement 4 } create_object BOAR { number_of_objects 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } /* ****************************************************** */ elseif GHOSTLAKE_ /* ****************************************************** */ create_object SHEEP { number_of_objects 3 group_variance 1 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 35 min_distance_group_placement 5 } create_object SHORE_FISH { number_of_objects 5 set_scaling_to_map_size min_distance_group_placement 3 set_gaia_object_only } /* ****************************************************** */ elseif ARENA_ /* ****************************************************** */ create_object RELIC { number_of_objects 5 if ASIAN_MAP terrain_to_place_on GRASS2 elseif ALPINE_MAP terrain_to_place_on GRASS2 else terrain_to_place_on GRASS endif } create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 19 max_distance_to_players 120 min_distance_group_placement 9 } /* ****************************************************** */ elseif OASIS_ /* ****************************************************** */ #include_drs land_and_water_resources.inc 54102 create_object SHEEP { number_of_objects 3 group_variance 1 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 35 min_distance_group_placement 5 } create_object DORADO { number_of_objects 4 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 3 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SHORE_FISH { number_of_objects 5 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif HIGHLAND_ /* ****************************************************** */ #include_drs land_resources.inc 54103 create_object SHEEP { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 19 min_distance_group_placement 5 } create_object BOAR { number_of_objects 2 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 35 min_distance_group_placement 5 } create_object SALMON { number_of_objects 4 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SHORE_FISH { number_of_objects 16 min_distance_group_placement 5 set_gaia_object_only set_scaling_to_map_size } /* ****************************************************** */ elseif MONGOLIA_ /* ****************************************************** */ #include_drs land_resources.inc 54103 create_object DEER { number_of_objects 4 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 19 } create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } /* ****************************************************** */ elseif SCANDINAVIA_ /* ****************************************************** */ create_object DEER { number_of_objects 8 group_variance 1 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object BOAR { number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object DEER { number_of_objects 4 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 19 } create_object SHORE_FISH { number_of_objects 8 min_distance_group_placement 3 set_gaia_object_only set_scaling_to_map_size } create_object SALMON { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object MARLIN1 { number_of_groups 3 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object MARLIN2 { number_of_groups 2 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } /* ****************************************************** */ elseif BALTIC_ /* ****************************************************** */ create_object SHEEP { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 35 min_distance_group_placement 5 } create_object DEER { number_of_objects 4 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 19 } create_object SALMON { number_of_objects 20 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object TUNA { number_of_objects 5 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 3 set_gaia_object_only } create_object MARLIN1 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object MARLIN2 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } /* ****************************************************** */ elseif BLACKFOREST_ /* ****************************************************** */ #include_drs land_resources.inc 54103 if TROPICAL_MAP create_object JAVELINA else create_object BOAR endif { number_of_objects 3 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 35 min_distance_group_placement 5 } create_object SHORE_FISH { number_of_objects 3 set_gaia_object_only set_scaling_to_map_size } /* ****************************************************** */ elseif FORTRESS_ /* ****************************************************** */ if DESERT_MAP create_object DORADO { number_of_objects 5 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 3 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } else create_object DORADO { number_of_objects 2 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object TUNA { number_of_objects 3 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 3 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } endif create_object SHORE_FISH { number_of_objects 10 set_scaling_to_map_size min_distance_group_placement 3 set_gaia_object_only } /* ****************************************************** */ elseif SALTMARSH_ /* ****************************************************** */ /* NEAR FORAGE */ create_object FORAGE { number_of_objects 9 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 14 min_distance_group_placement 6 } if TROPICAL_MAP create_object TURKEY { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object TURKEY { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } else create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object SHEEP { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } endif if TROPICAL_MAP create_object JAVELINA else create_object BOAR endif { number_of_objects 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } if TROPICAL_MAP create_object JAVELINA else create_object BOAR endif { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object FORAGE { number_of_groups 2 number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 7 } create_object FISH { number_of_objects 25 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 2 } create_object SHORE_FISH { number_of_objects 35 set_scaling_to_map_size set_gaia_object_only } /* ****************************************************** */ elseif ARABIA_ /* ****************************************************** */ #include_drs land_resources.inc 54103 create_object DEER { number_of_objects 4 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 19 } if DESERT_MAP create_object SHORE_FISH { number_of_objects 4 min_distance_group_placement 5 set_gaia_object_only set_scaling_to_map_size } endif /* ****************************************************** */ elseif ISLANDS_ /* ****************************************************** */ /* FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* NEAR GOLD */ create_object GOLD { number_of_groups 2 number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 28 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* STONE */ create_object STONE { number_of_groups 2 number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 min_distance_group_placement 7 max_distance_to_other_zones 4 } /* BAA BAA */ if TROPICAL_MAP create_object TURKEY { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object TURKEY { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } else create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object SHEEP { number_of_groups 2 number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 24 } endif create_object DEER { number_of_objects 4 group_variance 1 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object BOAR { number_of_objects 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } if DESERT_MAP create_object DORADO { number_of_objects 16 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 12 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } elseif ALPINE_MAP create_object SALMON { number_of_objects 18 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } else create_object DORADO { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object TUNA { number_of_objects 9 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 9 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } endif create_object SHORE_FISH { number_of_objects 30 set_scaling_to_map_size min_distance_group_placement 3 set_gaia_object_only } create_object MARLIN1 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object MARLIN2 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } /* ****************************************************** */ elseif RIVERS_ /* ****************************************************** */ #include_drs land_and_water_resources.inc 54102 create_object DEER { number_of_objects 4 group_variance 1 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 min_distance_group_placement 5 } create_object SALMON { number_of_objects 25 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 2 } create_object SHORE_FISH { number_of_objects 30 set_scaling_to_map_size /* min_distance_group_placement 3 */ set_gaia_object_only } /* ****************************************************** */ elseif YUCATAN_ /* ****************************************************** */ /* NEAR FORAGE */ create_object FORAGE { number_of_groups 2 number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* BAA BAA */ create_object TURKEY { number_of_groups 2 number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object TURKEY { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object DEER { number_of_objects 8 group_variance 1 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object JAVELINA { number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object JAVELINA { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object JAVELINA { number_of_objects 2 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 35 min_distance_group_placement 5 } create_object SHORE_FISH { number_of_objects 12 set_gaia_object_only set_scaling_to_map_size } /* ****************************************************** */ elseif CONTINENTAL_ /* ****************************************************** */ #include_drs land_and_water_resources.inc 54102 create_object SHEEP { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 19 } create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 19 max_distance_to_players 120 min_distance_group_placement 9 } create_object FISH { number_of_objects 25 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } if ALPINE_MAP create_object SALMON { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } elseif ASIAN_MAP create_object TUNA { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } else create_object DORADO { number_of_objects 5 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object TUNA { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } endif create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 3 set_gaia_object_only } create_object MARLIN1 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object MARLIN2 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } /* ****************************************************** */ elseif NOMAD_ /* ****************************************************** */ /* BALANCING FISH - WAS 40 */ if DESERT_MAP create_object DORADO { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } elseif ALPINE_MAP create_object SALMON { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } elseif FROZEN_MAP create_object SALMON { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } elseif ASIAN_MAP create_object TUNA { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } else create_object DORADO { number_of_objects 5 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object TUNA { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } endif create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 3 set_gaia_object_only } create_object MARLIN1 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object MARLIN2 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } /* ****************************************************** */ elseif MIGRATION_ /* ****************************************************** */ /* NEAR FORAGE */ create_object FORAGE { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* BAA BAA */ create_object SHEEP { number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 min_distance_group_placement 5 } create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 min_distance_group_placement 5 } create_object DEER { number_of_objects 4 group_variance 1 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 min_distance_group_placement 4 } if DESERT_MAP create_object DORADO { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } elseif ALPINE_MAP create_object SALMON { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } else create_object DORADO { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object TUNA { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } endif create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 3 } create_object MARLIN1 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object MARLIN2 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } /* ****************************************************** */ elseif COASTAL_ /* ****************************************************** */ #include_drs land_and_water_resources.inc 54102 create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 19 max_distance_to_players 120 min_distance_group_placement 9 } create_object DEER { number_of_objects 4 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 19 } /* BALANCING FISH - WAS 40 */ if DESERT_MAP create_object DORADO { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } elseif ALPINE_MAP create_object SALMON { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } elseif FROZEN_MAP create_object SALMON { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } elseif ASIAN_MAP create_object TUNA { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } else create_object DORADO { number_of_objects 5 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object TUNA { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } endif create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 3 set_gaia_object_only } create_object MARLIN1 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object MARLIN2 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } /* ****************************************************** */ elseif MEDITERRANEAN_ /* ****************************************************** */ #include_drs land_and_water_resources.inc 54102 create_object SHEEP { number_of_objects 3 group_variance 1 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 35 min_distance_group_placement 5 } if DESERT_MAP create_object DORADO { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } else create_object DORADO { number_of_objects 5 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object TUNA { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } endif create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } create_object MARLIN1 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object MARLIN2 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } /* ****************************************************** */ elseif TEAM_ISLANDS_ /* ****************************************************** */ #include_drs land_and_water_resources.inc 54102 create_object DEER { number_of_objects 6 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 35 min_distance_group_placement 5 } create_object BOAR { number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 35 min_distance_group_placement 5 } if DESERT_MAP create_object DORADO { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } elseif FROZEN_MAP create_object SALMON { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } elseif ALPINE_MAP create_object SALMON { number_of_objects 15 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } else create_object DORADO { number_of_objects 5 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object TUNA { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } endif create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 3 set_gaia_object_only } create_object MARLIN1 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object MARLIN2 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } /* ****************************************************** */ elseif CRATER_LAKE_ /* ****************************************************** */ /* SCATTERED STONE */ create_object STONE { number_of_groups 1 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_player_number min_distance_to_players 20 max_distance_to_players 45 min_distance_group_placement 9 } if LARGE_MAP create_object STONE { number_of_groups 1 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 2 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 3 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif create_object SHEEP { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 35 min_distance_group_placement 5 } create_object SALMON { number_of_objects 25 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 3 set_gaia_object_only } /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* BAA BAA */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 5 } create_object SHEEP { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 min_distance_group_placement 5 } create_object DEER { number_of_objects 4 group_variance 1 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 min_distance_group_placement 4 } create_object BOAR { number_of_objects 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } /* NEAR GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 7 max_distance_to_players 12 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { number_of_objects 3 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 24 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* ****************************************************** */ elseif GOLD_RUSH_ /* ****************************************************** */ #include_drs std_resources.inc 54101 create_object DEER { number_of_objects 6 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 19 } /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* BAA BAA */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 5 } create_object SHEEP { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 min_distance_group_placement 5 } create_object DEER { number_of_objects 4 group_variance 1 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 min_distance_group_placement 4 } create_object BOAR { number_of_objects 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } /* NEAR GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 7 max_distance_to_players 12 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { number_of_objects 3 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 24 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* SCATTERED STONE */ create_object STONE { number_of_groups 1 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_player_number min_distance_to_players 20 max_distance_to_players 45 min_distance_group_placement 9 } if LARGE_MAP create_object STONE { number_of_groups 1 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 2 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif create_object SHORE_FISH { number_of_objects 5 set_scaling_to_map_size min_distance_group_placement 3 set_gaia_object_only } /* ****************************************************** */ elseif DRY_ARABIA /* ****************************************************** */ #include_drs land_resources.inc 54103 create_object DEER { number_of_objects 4 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 19 } endif endif endif /* ****************************************************** */ if GIGA_PACK4 if BEDOUINS /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 200 set_scaling_to_map_size set_gaia_object_only resource_delta 100 } create_object VILLAGER { set_place_for_every_player min_distance_to_players 8 max_distance_to_players 70 terrain_to_place_on DESERT } create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 55 min_distance_group_placement 10 terrain_to_place_on DESERT } /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 56 min_distance_group_placement 7 max_distance_to_other_zones 7 terrain_to_place_on DESERT } /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 terrain_to_place_on DESERT } /* FAR GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 max_distance_to_other_zones 7 terrain_to_place_on DESERT } /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 terrain_to_place_on DESERT } /* FAR STONE */ create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 terrain_to_place_on DESERT } /* BAA BAA */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 terrain_to_place_on DESERT } create_object SHEEP { number_of_objects 3 number_of_groups 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 50 terrain_to_place_on DESERT } create_object DEER { number_of_objects 8 group_variance 1 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 11 max_distance_to_players 16 terrain_to_place_on DESERT } create_object JAVELINA /* or JAVELINA */ { number_of_objects 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 13 max_distance_to_players 30 terrain_to_place_on DESERT } create_object BOAR /* or JAVELINA */ { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 terrain_to_place_on DESERT } if LARGE_MAP create_object FORAGE { number_of_groups 3 number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 terrain_to_place_on DESERT } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 terrain_to_place_on DESERT } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 terrain_to_place_on DESERT } endif /* EXTRA GOLD */ if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 terrain_to_place_on DESERT } endif if SMALL_MAP create_object GOLD { number_of_groups 4 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 terrain_to_place_on DESERT } endif if MEDIUM_MAP create_object GOLD { number_of_groups 6 number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 terrain_to_place_on DESERT } endif if LARGE_MAP create_object GOLD { number_of_groups 8 number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 terrain_to_place_on DESERT } endif if HUGE_MAP create_object GOLD { number_of_groups 10 number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 terrain_to_place_on DESERT } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 12 number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 terrain_to_place_on DESERT } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 terrain_to_place_on DESERT } endif if SMALL_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 terrain_to_place_on DESERT } endif if MEDIUM_MAP create_object STONE { number_of_groups 6 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 terrain_to_place_on DESERT } endif if LARGE_MAP create_object STONE { number_of_groups 8 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 terrain_to_place_on DESERT } endif if HUGE_MAP create_object STONE { number_of_groups 10 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 terrain_to_place_on DESERT } endif if GIGANTIC_MAP create_object STONE { number_of_groups 12 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 terrain_to_place_on DESERT } endif /* ****************************************************** */ elseif AOFE_ACROPOLIS /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 12 set_gaia_object_only min_distance_group_placement 7 } /* ****************************************************** */ elseif AOFE_BUDAPEST /* ****************************************************** */ create_object SALMON { number_of_objects 140 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 7 terrain_to_place_on WATER } create_object SNAPPER { number_of_objects 140 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 7 terrain_to_place_on WATER } create_object SALMON { number_of_objects 140 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 9 terrain_to_place_on MED_WATER } create_object SNAPPER { number_of_objects 140 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 9 terrain_to_place_on DEEP_WATER } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 3 } /* ****************************************************** */ elseif AOFE_CENOTES /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 100 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 7 } /* ****************************************************** */ elseif AOFE_STEPPE /* ****************************************************** */ create_object DEER { set_gaia_object_only number_of_groups 26 number_of_objects 4 min_distance_group_placement 12 min_distance_to_players 22 terrain_to_place_on DIRT3 } /* ****************************************************** */ elseif AOFE_VALLEY /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 3 } /* ****************************************************** */ elseif GOLDENHILL /* ****************************************************** */ #define RELICNONE create_object DORADO { number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif TSUNAMI /* ****************************************************** */ create_object DORADO { number_of_objects 22 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 22 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 22 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif SOUL /* ****************************************************** */ create_object DORADO { number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif HAMBURGER /* ****************************************************** */ create_object DORADO { number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } if STANDARD_RESOURCES create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 12 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 8 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 8 } create_object DEER { number_of_objects 5 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 3 max_distance_to_players 10 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 3 max_distance_to_players 12 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 3 max_distance_to_players 12 } /* NEAR GOLD */ create_object GOLD { number_of_groups 2 number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 12 min_distance_group_placement 1 max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_groups 2 number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 12 min_distance_group_placement 1 max_distance_to_other_zones 7 } /* NEAR FORAGE */ create_object FORAGE { number_of_objects 2 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } else endif /* ****************************************************** */ elseif LAND_OF_LAKES /* ****************************************************** */ create_object DORADO { number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif MICROPHONE /* ****************************************************** */ create_object DORADO { number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif MEATBALLS /* ****************************************************** */ create_object DORADO { number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif ATACAMA /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif SLIPPERY_SPRINGS /* ****************************************************** */ create_object DORADO { number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif ROOSTER /* ****************************************************** */ create_object DORADO { number_of_objects 22 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 22 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 22 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif SEALED_ISLANDS /* ****************************************************** */ create_object DORADO { number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif STARDOM /* ****************************************************** */ create_object DORADO { number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif BIGFOOT /* ****************************************************** */ create_object DORADO { number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif PAVEDHIGHLAND /* ****************************************************** */ create_object DORADO { number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif endif /* ****************************************************** */ if GIGA_PACK5 if ATLANTEAN_RELICS /* ****************************************************** */ create_object DORADO { number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif DOUBLE_MIGRATION /* ****************************************************** */ create_object DORADO { number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif PARALLEL_WORLDS /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 28 set_scaling_to_map_size min_distance_group_placement 4 set_gaia_object_only } create_object TUNA { number_of_objects 30 set_scaling_to_map_size min_distance_group_placement 4 set_gaia_object_only terrain_to_place_on MED_WATER } /* ****************************************************** */ elseif SAND_MAZE /* ****************************************************** */ create_object DORADO { number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif TENTACLEISLE /* ****************************************************** */ create_object DORADO { number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object TUNA number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SNAPPER number_of_objects 19 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 4 } create_object MARLIN2 { number_of_objects 6 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif ANATOLIA /* ****************************************************** */ create_object DORADO { number_of_groups 16 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 4 max_distance_to_other_zones 5 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } create_object SNAPPER { number_of_groups 16 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 4 max_distance_to_other_zones 5 } create_object MARLIN1 { number_of_groups 16 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 4 max_distance_to_other_zones 4 } /* ****************************************************** */ elseif GREAT_LAKE /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } create_object SNAPPER { terrain_to_place_on MED_WATER number_of_groups 16 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 4 max_distance_to_other_zones 5 } create_object MARLIN1 { terrain_to_place_on DEEP_WATER number_of_groups 16 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 4 max_distance_to_other_zones 4 } create_object DORADO { terrain_to_place_on WATER number_of_groups 16 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 4 max_distance_to_other_zones 5 } /* ****************************************************** */ elseif ONTARIO /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } create_object SNAPPER { terrain_to_place_on MED_WATER number_of_groups 16 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 4 max_distance_to_other_zones 5 } create_object MARLIN1 { terrain_to_place_on DEEP_WATER number_of_groups 16 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 4 max_distance_to_other_zones 4 } create_object DORADO { terrain_to_place_on WATER number_of_groups 16 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 4 max_distance_to_other_zones 5 } /* ****************************************************** */ elseif DISC /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } create_object SNAPPER { number_of_groups 16 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 4 max_distance_to_other_zones 5 } create_object MARLIN1 { number_of_groups 16 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 4 max_distance_to_other_zones 4 } create_object DORADO { number_of_groups 16 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 4 max_distance_to_other_zones 5 } /* ****************************************************** */ elseif ZERO /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif ACCESSIBLE_OASIS /* ****************************************************** */ create_object DORADO { number_of_objects 4 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 3 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SHORE_FISH { number_of_objects 5 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif WET_WEB /* ****************************************************** */ create_object SNAPPER { number_of_objects 100 set_gaia_object_only temp_min_distance_group_placement 15 set_scaling_to_map_size } create_object SHORE_FISH { number_of_objects 100 set_gaia_object_only temp_min_distance_group_placement 3 set_scaling_to_map_size } /* ****************************************************** */ elseif DUNES_ /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 100 set_gaia_object_only temp_min_distance_group_placement 3 set_scaling_to_map_size } endif endif /* ****************************************************** */ if GIGA_PACK6 if CHAOS /* ****************************************************** */ create_object SNAPPER { number_of_objects 1 number_of_groups 999 group_placement_radius 1 temp_min_distance_group_placement 9 min_distance_group_placement 3 set_gaia_object_only terrain_to_place_on WATER } create_object FISH_DORADO { number_of_objects 1 number_of_groups 999 group_placement_radius 1 temp_min_distance_group_placement 12 min_distance_group_placement 3 set_gaia_object_only terrain_to_place_on WATER } create_object TUNA { number_of_objects 1 number_of_groups 999 group_placement_radius 1 temp_min_distance_group_placement 15 min_distance_group_placement 3 set_gaia_object_only terrain_to_place_on WATER } /* ****************************************************** */ elseif COASTAL_GOLDRUSH /* ****************************************************** */ create_object SNAPPER { number_of_objects 1 number_of_groups 999 group_placement_radius 1 temp_min_distance_group_placement 7 min_distance_group_placement 3 set_gaia_object_only terrain_to_place_on MED_WATER } create_object FISH_DORADO { number_of_objects 1 number_of_groups 999 group_placement_radius 1 temp_min_distance_group_placement 10 min_distance_group_placement 3 set_gaia_object_only terrain_to_place_on MED_WATER } create_object TUNA { number_of_objects 1 number_of_groups 999 group_placement_radius 1 temp_min_distance_group_placement 13 min_distance_group_placement 3 set_gaia_object_only terrain_to_place_on MED_WATER } /* ****************************************************** */ elseif GANDALF_CANYONLANDS /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 20 set_scaling_to_map_size min_distance_group_placement 3 set_gaia_object_only } /* ****************************************************** */ elseif MIGRATION_PLUS /* ****************************************************** */ create_object SNAPPER { number_of_objects 1 number_of_groups 999 group_placement_radius 1 temp_min_distance_group_placement 11 min_distance_group_placement 5 set_gaia_object_only terrain_to_place_on MED_WATER } create_object FISH_DORADO { number_of_objects 1 number_of_groups 999 group_placement_radius 1 temp_min_distance_group_placement 15 min_distance_group_placement 5 set_gaia_object_only terrain_to_place_on MED_WATER } create_object TUNA { number_of_objects 1 number_of_groups 999 group_placement_radius 1 temp_min_distance_group_placement 21 min_distance_group_placement 5 set_gaia_object_only terrain_to_place_on MED_WATER } create_object MARLIN1 { number_of_objects 1 number_of_groups 999 group_placement_radius 1 temp_min_distance_group_placement 8 min_distance_group_placement 6 set_gaia_object_only terrain_to_place_on DEEP_WATER } create_object MARLIN2 { number_of_objects 1 number_of_groups 999 group_placement_radius 1 temp_min_distance_group_placement 12 min_distance_group_placement 6 set_gaia_object_only terrain_to_place_on DEEP_WATER } create_object SHORE_FISH { number_of_objects 2 group_variance 1 set_loose_grouping number_of_groups 999 temp_min_distance_group_placement 12 set_gaia_object_only terrain_to_place_on WATER } /* ****************************************************** */ elseif SQUARE_DONUT /* ****************************************************** */ create_object SNAPPER { number_of_objects 1 number_of_groups 999 group_placement_radius 1 temp_min_distance_group_placement 7 min_distance_group_placement 3 set_gaia_object_only terrain_to_place_on MED_WATER } create_object FISH_DORADO { number_of_objects 1 number_of_groups 999 group_placement_radius 1 temp_min_distance_group_placement 10 min_distance_group_placement 3 set_gaia_object_only terrain_to_place_on MED_WATER } create_object TUNA { number_of_objects 1 number_of_groups 999 group_placement_radius 1 temp_min_distance_group_placement 13 min_distance_group_placement 3 set_gaia_object_only terrain_to_place_on MED_WATER } create_object SHORE_FISH { number_of_objects 2 group_variance 1 set_loose_grouping number_of_groups 999 temp_min_distance_group_placement 12 set_gaia_object_only terrain_to_place_on WATER } /* ****************************************************** */ elseif BULTROMAP /* ****************************************************** */ create_object SNAPPER { number_of_objects 170 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 8 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 3 } /* ****************************************************** */ elseif RESERVOIR /* ****************************************************** */ create_object SNAPPER { number_of_objects 170 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 10 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 3 } /* ****************************************************** */ elseif TEAM_CONTINENTS /* ****************************************************** */ create_object TUNA { number_of_objects 190 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 temp_min_distance_group_placement 9 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif EL_DORADO_V4 /* ****************************************************** */ create_object SALMON { number_of_objects 140 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 5 terrain_to_place_on WATER set_scale_by_groups set_scale_by_size } create_object SNAPPER { number_of_objects 140 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 5 terrain_to_place_on WATER set_scale_by_groups set_scale_by_size } create_object SALMON { number_of_objects 140 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 5 terrain_to_place_on MED_WATER set_scale_by_groups set_scale_by_size } create_object SNAPPER { number_of_objects 140 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 min_distance_group_placement 5 terrain_to_place_on DEEP_WATER set_scale_by_groups set_scale_by_size } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 4 terrain_to_place_on WATER } /* ****************************************************** */ elseif BCC3_FORTRESS /* ****************************************************** */ if DESERT_MAP create_object DORADO { number_of_objects 5 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 3 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } else create_object DORADO { number_of_objects 2 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object TUNA { number_of_objects 3 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 3 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } endif create_object SHORE_FISH { number_of_objects 10 set_scaling_to_map_size min_distance_group_placement 3 set_gaia_object_only } /* ****************************************************** */ elseif VITAL_RIVER /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 80 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 1 } /* ****************************************************** */ elseif HIGH_SEAS /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 100 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 terrain_to_place_on DEEP_WATER } create_object SHORE_FISH { number_of_objects 100 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 terrain_to_place_on MED_WATER } endif endif /* ****************************************************** */ if GIGA_PACK7 if NC_FAIR_SALTMARSH /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 1 number_of_groups 1337 set_gaia_object_only temp_min_distance_group_placement 4 } if FULL_WATER create_object TUNA { number_of_objects 1337 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 temp_min_distance_group_placement 8 } elseif TOP_BOTTOM_WATER create_object TUNA { number_of_objects 1337 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 temp_min_distance_group_placement 9 } elseif LEFT_RIGHT_WATER create_object TUNA { number_of_objects 1337 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 temp_min_distance_group_placement 9 } else create_object TUNA { number_of_objects 1337 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 3 temp_min_distance_group_placement 15 } endif /* ****************************************************** */ elseif NC_DECENTRING /* ****************************************************** */ create_object TUNA { number_of_objects 1337 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 temp_min_distance_group_placement 6 } create_object SHORE_FISH { number_of_objects 1 number_of_groups 1337 temp_min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif NC_INVERTED_ARENA /* ****************************************************** */ create_object TUNA { number_of_groups 1337 number_of_objects 1 set_gaia_object_only min_distance_group_placement 8 max_distance_to_other_zones 4 } create_object SHORE_FISH { number_of_groups 1337 number_of_objects 1 min_distance_group_placement 3 set_gaia_object_only } create_object WALL { number_of_objects 9999 set_place_for_every_player min_distance_to_players 20 max_distance_to_players 20 } /* ****************************************************** */ elseif NC_WIDE_RIVERS /* ****************************************************** */ create_object TUNA { number_of_objects 1337 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 3 min_distance_group_placement 6 } create_object SHORE_FISH { number_of_objects 1 number_of_groups 1337 min_distance_group_placement 4 set_gaia_object_only } /* ****************************************************** */ elseif POND_INSPECTION /* ****************************************************** */ /* Captain Fin */ create_object DORADO { number_of_objects 190 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 temp_min_distance_group_placement 10 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif PONTOON /* ****************************************************** */ create_object SNAPPER { number_of_objects 9 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 2 } create_object SHORE_FISH { number_of_objects 30 set_scaling_to_map_size min_distance_group_placement 3 set_gaia_object_only } /* ****************************************************** */ elseif CHICKEN_BALL /* ****************************************************** */ create_object TUNA { number_of_objects 190 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 temp_min_distance_group_placement 25 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif TREE_FORTS /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 100 set_scaling_to_map_size set_gaia_object_only temp_min_distance_group_placement 7 } create_object SNAPPER { number_of_objects 100 set_scaling_to_map_size set_gaia_object_only temp_min_distance_group_placement 12 } /* ****************************************************** */ elseif MERRY_GO_ROUND /* ****************************************************** */ create_object DORADO { number_of_objects 190 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 temp_min_distance_group_placement 10 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif WATER_HORSE /* ****************************************************** */ create_object TUNA { number_of_objects 190 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 temp_min_distance_group_placement 11 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif TEAM_ISLAND_HOPPING /* ****************************************************** */ create_object SALMON { number_of_objects 190 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 5 temp_min_distance_group_placement 9 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } endif endif /* ****************************************************** */ if GIGA_PACK11 if NC_XMAS_TREE /* ****************************************************** */ create_object DEER { number_of_objects 2 number_of_groups 12 group_placement_radius 3 set_loose_grouping set_gaia_object_only temp_min_distance_group_placement 12 set_scaling_to_map_size terrain_to_place_on SNOW } create_object GOLD { number_of_objects 1 number_of_groups 10 group_placement_radius 3 temp_min_distance_group_placement 4 temp_min_distance_group_placement 12 set_loose_grouping set_gaia_object_only set_scaling_to_map_size terrain_to_place_on SNOW max_distance_to_other_zones 3 } create_object STONE { number_of_objects 1 number_of_groups 10 group_placement_radius 3 temp_min_distance_group_placement 4 temp_min_distance_group_placement 12 set_loose_grouping set_gaia_object_only set_scaling_to_map_size terrain_to_place_on SNOW max_distance_to_other_zones 3 } endif endif /* ****************************************************** */ if GIGA_PACK12 if MFO_DOUBLEHIGHLAND /* ****************************************************** */ create_object SALMON { number_of_objects 4 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SHORE_FISH { number_of_objects 16 min_distance_group_placement 5 set_gaia_object_only set_scaling_to_map_size } /* ****************************************************** */ elseif MFO_DOUBLEMEDI /* ****************************************************** */ create_object DORADO { number_of_objects 5 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object TUNA { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } create_object MARLIN1 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object MARLIN2 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } /* ****************************************************** */ elseif MFO_DOUBLEYUCATAN /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 12 set_gaia_object_only set_scaling_to_map_size } /* ****************************************************** */ elseif MFO_DOUBLEARABIA /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 4 min_distance_group_placement 5 set_gaia_object_only set_scaling_to_map_size } /* ****************************************************** */ elseif MFO_TRIPLEARABIA /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 4 min_distance_group_placement 5 set_gaia_object_only set_scaling_to_map_size } /* ****************************************************** */ elseif AMBUSH /* ****************************************************** */ create_object DORADO { number_of_objects 4 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 min_distance_group_placement 4 } create_object SHORE_FISH { number_of_objects 5 set_scaling_to_map_size min_distance_group_placement 5 set_gaia_object_only } /* ****************************************************** */ elseif BATTLEFIELD /* ****************************************************** */ create_object ROCK { number_of_objects 20 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 min_distance_to_players 10 } create_object HAY_STACK { number_of_objects 20 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 terrain_to_place_on DEAD_FARM } /* ****************************************************** */ elseif BASIN_ /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 100 set_scaling_to_map_size temp_min_distance_group_placement 5 } create_object FLOWER_BED { number_of_objects 20 set_scaling_to_map_size temp_min_distance_group_placement 20 terrain_to_place_on GROUND } create_object ROCK { number_of_objects 10 set_scaling_to_map_size temp_min_distance_group_placement 20 min_distance_to_players 20 terrain_to_place_on GROUND } /* ****************************************************** */ elseif BLACK_GOLDRUSH /* ****************************************************** */ create_object ROCK { number_of_objects 3 set_gaia_object_only set_scaling_to_map_size terrain_to_place_on MIDTERR temp_min_distance_group_placement 7 } create_object RUINS { number_of_objects 1 set_gaia_object_only set_scaling_to_map_size terrain_to_place_on MIDPATCH temp_min_distance_group_placement 10 } create_object ROMAN_RUINS { number_of_objects 3 set_gaia_object_only set_scaling_to_map_size terrain_to_place_on MIDPATCH temp_min_distance_group_placement 10 } create_object GOLD /* extra */ { number_of_objects 6 number_of_groups 4 group_variance 1 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 3 terrain_to_place_on MIDTERR } create_object SHORE_FISH { number_of_objects 5 set_gaia_object_only temp_min_distance_group_placement 2 set_scaling_to_map_size } /* ****************************************************** */ elseif BOG /* ****************************************************** */ create_object SNAPPER { number_of_objects 40 set_gaia_object_only temp_min_distance_group_placement 5 set_scaling_to_map_size } create_object SHORE_FISH { number_of_objects 20 set_gaia_object_only temp_min_distance_group_placement 7 set_scaling_to_map_size } /* ****************************************************** */ elseif CALDERA /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 28 temp_min_distance_group_placement 7 set_gaia_object_only set_scaling_to_map_size } create_object SNAPPER { number_of_objects 30 set_gaia_object_only temp_min_distance_group_placement 7 set_scaling_to_map_size } /* ****************************************************** */ elseif CANYON /* ****************************************************** */ create_object FLOWER_BED { number_of_objects 20 set_scaling_to_map_size temp_min_distance_group_placement 20 terrain_to_place_on GROUND } create_object SHORE_FISH { number_of_objects 100 set_scaling_to_map_size temp_min_distance_group_placement 5 } /* ****************************************************** */ elseif CIVIL_NOMAD /* ****************************************************** */ create_object MARLIN1 { number_of_objects 100 set_scaling_to_map_size temp_min_distance_group_placement 10 min_distance_group_placement 5 } create_object DORADO { number_of_objects 100 set_scaling_to_map_size temp_min_distance_group_placement 10 min_distance_group_placement 5 } create_object RUBBLE_1_X_1 { number_of_objects 5 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 terrain_to_place_on ROAD2 } create_object RUBBLE_2_X_2 { number_of_objects 5 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 terrain_to_place_on ROAD2 } create_object RUBBLE_3_X_3 { number_of_objects 5 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 terrain_to_place_on ROAD2 } create_object STATUE { number_of_objects 2 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 min_distance_to_players 10 terrain_to_place_on ROAD2 } create_object GRAVE { number_of_objects 5 number_of_groups 2 set_loose_grouping set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 min_distance_to_players 10 terrain_to_place_on ROAD2 } /* ****************************************************** */ elseif CIVIL_WAR /* ****************************************************** */ create_object MARLIN1 { number_of_objects 100 set_scaling_to_map_size temp_min_distance_group_placement 10 } create_object RUBBLE_1_X_1 { number_of_objects 5 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 terrain_to_place_on ROAD2 } create_object RUBBLE_2_X_2 { number_of_objects 5 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 terrain_to_place_on ROAD2 } create_object RUBBLE_3_X_3 { number_of_objects 5 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 terrain_to_place_on ROAD2 } create_object STATUE { number_of_objects 2 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 min_distance_to_players 10 terrain_to_place_on ROAD2 } create_object GRAVE { number_of_objects 5 number_of_groups 2 set_loose_grouping set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 min_distance_to_players 10 terrain_to_place_on ROAD2 } /* ****************************************************** */ elseif CLUSTER /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 100 set_scaling_to_map_size set_gaia_object_only temp_min_distance_group_placement 7 } create_object SNAPPER { number_of_objects 100 set_scaling_to_map_size set_gaia_object_only temp_min_distance_group_placement 12 } /* ****************************************************** */ elseif CORAL_REEF /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 1000 set_scaling_to_map_size temp_min_distance_group_placement 5 } create_object SNAPPER { number_of_objects 100 set_scaling_to_map_size temp_min_distance_group_placement 7 min_distance_group_placement 2 max_distance_to_other_zones 3 } create_object ROCK { number_of_objects 1000 set_scaling_to_map_size terrain_to_place_on GRASS } /* ****************************************************** */ elseif COUNTRYSIDE_ /* ****************************************************** */ create_object ROCK { number_of_objects 20 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 min_distance_to_players 10 } create_object HAY_STACK { number_of_objects 10 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 terrain_to_place_on FARMA } create_object HAY_STACK { number_of_objects 10 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 terrain_to_place_on FARMB } /* ****************************************************** */ elseif CRATER_ /* ****************************************************** */ create_object GOLD { number_of_objects 10 number_of_groups 4 set_tight_grouping group_placement_radius 3 set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 7 terrain_to_place_on DESERT } /* ****************************************************** */ elseif CRISS_CROSS /* ****************************************************** */ create_object SNAPPER { number_of_objects 40 set_gaia_object_only temp_min_distance_group_placement 5 set_scaling_to_map_size } create_object SHORE_FISH { number_of_objects 20 set_gaia_object_only temp_min_distance_group_placement 7 set_scaling_to_map_size } /* ****************************************************** */ elseif CROSS /* ****************************************************** */ create_object SNAPPER { number_of_objects 40 set_gaia_object_only temp_min_distance_group_placement 5 set_scaling_to_map_size } create_object SHORE_FISH { number_of_objects 20 set_gaia_object_only temp_min_distance_group_placement 7 set_scaling_to_map_size } endif endif /* ****************************************************** */ if GIGA_PACK13 if DROUGHT /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 10 set_gaia_object_only temp_min_distance_group_placement 3 set_scaling_to_map_size } /* ****************************************************** */ elseif EPICENTER /* ****************************************************** */ create_object SNAPPER { number_of_objects 40 set_gaia_object_only temp_min_distance_group_placement 5 set_scaling_to_map_size } create_object SHORE_FISH { number_of_objects 20 set_gaia_object_only temp_min_distance_group_placement 7 set_scaling_to_map_size } create_object GOLD /* extra */ { number_of_objects 4 number_of_groups 6 group_variance 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 5 temp_min_distance_group_placement 7 terrain_to_place_on DIRT } create_object STONE /* extra */ { number_of_objects 4 number_of_groups 4 group_variance 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 5 temp_min_distance_group_placement 7 terrain_to_place_on DIRT } /* ****************************************************** */ elseif EXCAVATED_ARENA /* ****************************************************** */ create_object WALL { number_of_objects 9999 set_place_for_every_player min_distance_to_players 20 max_distance_to_players 20 } create_object ROCK { number_of_objects 20 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 15 temp_min_distance_group_placement 7 } /* ****************************************************** */ elseif FJORDS /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 1000 set_scaling_to_map_size temp_min_distance_group_placement 5 } create_object TUNA { number_of_objects 100 set_scaling_to_map_size temp_min_distance_group_placement 7 min_distance_group_placement 2 max_distance_to_other_zones 3 } /* ****************************************************** */ elseif FLOODED_BEACHES /* ****************************************************** */ create_object SNAPPER { number_of_objects 1000 set_scaling_to_map_size temp_min_distance_group_placement 7 max_distance_to_other_zones 2 } create_object SHORE_FISH { number_of_objects 1000 set_scaling_to_map_size temp_min_distance_group_placement 9 } /* ****************************************************** */ elseif FLOODPLAINS /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 1000 set_gaia_object_only temp_min_distance_group_placement 1 set_scaling_to_map_size } /* ****************************************************** */ elseif FOREST_ROAD /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 100 set_scaling_to_map_size temp_min_distance_group_placement 7 } /* ****************************************************** */ elseif GOLDEN_ATOLL /* ****************************************************** */ create_object GOLD { number_of_objects 10 number_of_groups 4 set_tight_grouping group_placement_radius 3 set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 7 terrain_to_place_on DESERT } create_object SHORE_FISH { number_of_objects 28 temp_min_distance_group_placement 7 set_gaia_object_only set_scaling_to_map_size } create_object SNAPPER { number_of_objects 30 set_gaia_object_only temp_min_distance_group_placement 7 set_scaling_to_map_size } /* ****************************************************** */ elseif GOLDEN_GHOST /* ****************************************************** */ create_object SHEEP /* extra */ { number_of_objects 3 group_variance 1 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 35 min_distance_group_placement 5 terrain_to_place_on ICY_BEACH } create_object GOLD /* extra */ { number_of_objects 6 number_of_groups 4 group_variance 1 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 5 terrain_to_place_on DIRT_SNOW } create_object SHORE_FISH { number_of_objects 25 set_scaling_to_map_size temp_min_distance_group_placement 5 } create_object TUNA { number_of_objects 10 set_scaling_to_map_size min_distance_group_placement 3 } /* ****************************************************** */ elseif GORGE /* ****************************************************** */ create_object ROCK { number_of_objects 20 set_scaling_to_map_size min_distance_to_players 15 temp_min_distance_group_placement 5 } /* ****************************************************** */ elseif ICE_CAPS /* ****************************************************** */ create_object TUNA { number_of_objects 1000 set_scaling_to_map_size temp_min_distance_group_placement 7 max_distance_to_other_zones 2 } create_object SHORE_FISH { number_of_objects 1000 set_scaling_to_map_size temp_min_distance_group_placement 9 } /* ****************************************************** */ elseif ICE_MOUND /* ****************************************************** */ create_object TUNA { number_of_objects 100 set_gaia_object_only temp_min_distance_group_placement 5 set_scaling_to_map_size } /* ****************************************************** */ elseif ISLA_AURORA /* ****************************************************** */ create_object DORADO { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 5 max_distance_to_other_zones 2 terrain_to_place_on WATER } create_object SHORE_FISH { number_of_objects 20 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 5 } /* ****************************************************** */ elseif ISOLATED_RIVERS /* ****************************************************** */ create_object TUNA { number_of_objects 40 set_gaia_object_only temp_min_distance_group_placement 5 set_scaling_to_map_size } create_object SHORE_FISH { number_of_objects 20 set_gaia_object_only temp_min_distance_group_placement 7 set_scaling_to_map_size } /* ****************************************************** */ elseif LAGOON /* ****************************************************** */ create_object SNAPPER { number_of_objects 40 set_gaia_object_only temp_min_distance_group_placement 5 set_scaling_to_map_size } create_object SHORE_FISH { number_of_objects 20 set_gaia_object_only temp_min_distance_group_placement 7 set_scaling_to_map_size } /* ****************************************************** */ elseif JUNGLE_SWAMP /* ****************************************************** */ create_object SNAPPER { number_of_objects 10 set_scaling_to_map_size temp_min_distance_group_placement 3 } /* ****************************************************** */ elseif LANDSLIDE /* ****************************************************** */ create_object TREE { number_of_objects 999 set_scaling_to_map_size terrain_to_place_on PATCH1 } create_object TREE { number_of_objects 5 set_scaling_to_map_size temp_min_distance_group_placement 3 terrain_to_place_on PATCH2 } create_object ROCK { number_of_objects 5 set_scaling_to_map_size temp_min_distance_group_placement 3 terrain_to_place_on PATCH2 } create_object STONE { number_of_objects 999 set_scaling_to_map_size terrain_to_place_on PATCH2 resource_delta -325 } /* ****************************************************** */ elseif LOCH_NESS /* ****************************************************** */ create_object SALMON { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 5 max_distance_to_other_zones 2 } create_object SHORE_FISH { number_of_objects 20 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 5 } endif endif /* ****************************************************** */ if GIGA_PACK14 if MANGROVE_SWAMP /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 1000 set_gaia_object_only temp_min_distance_group_placement 2 set_scaling_to_map_size } /* ****************************************************** */ elseif ARCTIC_CIRCLE /* ****************************************************** */ create_object MARLIN1 { number_of_objects 10 set_gaia_object_only set_scaling_to_map_size terrain_to_place_on DEEP_WATER temp_min_distance_group_placement 3 } create_object SHORE_FISH { number_of_objects 20 set_gaia_object_only set_scaling_to_map_size terrain_to_place_on WATER temp_min_distance_group_placement 5 } /* ****************************************************** */ elseif AQUAPOLIS /* ****************************************************** */ create_object DORADO { number_of_objects 10 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object TUNA { number_of_objects 9 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SNAPPER { number_of_objects 9 set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones 4 } create_object SHORE_FISH { number_of_objects 30 set_scaling_to_map_size min_distance_group_placement 3 set_gaia_object_only } create_object MARLIN1 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object MARLIN2 { number_of_groups 5 number_of_objects 1 set_scaling_to_map_size set_gaia_object_only min_distance_group_placement 10 max_distance_to_other_zones 7 } /* ****************************************************** */ elseif VOLCANO /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 28 min_distance_group_placement 3 temp_min_distance_group_placement 7 set_gaia_object_only set_scaling_to_map_size terrain_to_place_on WATER } create_object SNAPPER { number_of_objects 30 set_gaia_object_only min_distance_group_placement 7 set_scaling_to_map_size terrain_to_place_on WATER } create_object SNAPPER { number_of_objects 30 set_gaia_object_only min_distance_group_placement 7 set_scaling_to_map_size terrain_to_place_on MED_WATER } /* ****************************************************** */ elseif ROCKY_POUND /* ****************************************************** */ create_object DORADO { number_of_objects 20 set_scaling_to_map_size temp_min_distance_group_placement 5 } create_object SHORE_FISH { number_of_objects 20 set_scaling_to_map_size temp_min_distance_group_placement 10 } /* ****************************************************** */ elseif RIVAL_CITIES /* ****************************************************** */ create_object SALMON { number_of_objects 5 set_scaling_to_map_size temp_min_distance_group_placement 10 } create_object SHORE_FISH { number_of_objects 10 set_scaling_to_map_size temp_min_distance_group_placement 10 } /* ****************************************************** */ elseif MELTING_FJORDS /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 1000 set_scaling_to_map_size temp_min_distance_group_placement 5 } create_object TUNA { number_of_objects 1000 set_scaling_to_map_size temp_min_distance_group_placement 5 min_distance_group_placement 2 } /* ****************************************************** */ elseif SERPENTINE /* ****************************************************** */ create_object SNAPPER { number_of_objects 40 set_gaia_object_only temp_min_distance_group_placement 5 set_scaling_to_map_size } create_object SHORE_FISH { number_of_objects 20 set_gaia_object_only temp_min_distance_group_placement 7 set_scaling_to_map_size } /* ****************************************************** */ elseif PACIFIC_BEACH /* ****************************************************** */ create_object SNAPPER { number_of_objects 1000 set_scaling_to_map_size temp_min_distance_group_placement 5 max_distance_to_other_zones 2 } create_object SHORE_FISH { number_of_objects 1000 set_scaling_to_map_size temp_min_distance_group_placement 7 } /* ****************************************************** */ elseif RIPPLE /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 100 temp_min_distance_group_placement 5 min_distance_group_placement 3 set_scaling_to_map_size } create_object DORADO { number_of_objects 50 temp_min_distance_group_placement 5 max_distance_to_other_zones 3 } /* ****************************************************** */ elseif SWALLET /* ****************************************************** */ create_object SNAPPER { number_of_objects 40 set_gaia_object_only min_distance_group_placement 2 temp_min_distance_group_placement 5 set_scaling_to_map_size } create_object SHORE_FISH { number_of_objects 20 set_gaia_object_only temp_min_distance_group_placement 7 set_scaling_to_map_size } /* ****************************************************** */ elseif SHOALS /* ****************************************************** */ create_object SNAPPER { number_of_objects 1000 set_scaling_to_map_size temp_min_distance_group_placement 7 max_distance_to_other_zones 2 } create_object SHORE_FISH { number_of_objects 1000 set_scaling_to_map_size temp_min_distance_group_placement 9 } /* ****************************************************** */ elseif POND_ARENA /* ****************************************************** */ create_object SALMON { number_of_objects 20 set_scaling_to_map_size temp_min_distance_group_placement 7 } create_object SHORE_FISH { number_of_objects 10 set_scaling_to_map_size temp_min_distance_group_placement 10 } /* ****************************************************** */ elseif PLATEAU /* ****************************************************** */ create_object DEER { number_of_objects 4 number_of_groups 10 set_scaling_to_player_number set_gaia_object_only set_loose_grouping min_distance_to_players 25 temp_min_distance_group_placement 20 } create_object GOLD /* extra */ { number_of_objects 2 number_of_groups 6 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } create_object STONE /* extra */ { number_of_objects 2 number_of_groups 4 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } /* ****************************************************** */ elseif OASIS_ISLAND /* ****************************************************** */ create_object DORADO { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 5 max_distance_to_other_zones 2 } create_object SHORE_FISH { number_of_objects 20 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 5 } /* ****************************************************** */ elseif MOUNT_FUJI /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 100 set_scaling_to_map_size temp_min_distance_group_placement 5 } /* ****************************************************** */ elseif MINERAL_RING /* ****************************************************** */ create_object SHORE_FISH { number_of_objects 100 set_gaia_object_only temp_min_distance_group_placement 7 set_scaling_to_map_size } /* ****************************************************** */ elseif MAELSTROM /* ****************************************************** */ create_object SNAPPER { number_of_objects 40 set_gaia_object_only min_distance_group_placement 3 temp_min_distance_group_placement 7 set_scaling_to_map_size } create_object SHORE_FISH { number_of_objects 20 set_gaia_object_only temp_min_distance_group_placement 7 set_scaling_to_map_size } endif endif /* ****************************************************** */ /* TERRAIN TO PLACE ON */ /* ****************************************************** */ if GIGA_PACK2 if RAFT_AP /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD { number_of_objects 5 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 5 elseif GIGANTIC_MAP number_of_groups 5 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 30 group_variance 1 terrain_to_place_on GRASS3 } create_object STONE { number_of_objects 5 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 5 elseif GIGANTIC_MAP number_of_groups 5 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 30 group_variance 1 terrain_to_place_on GRASS3 } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 30 terrain_to_place_on GRASS3 } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 30 terrain_to_place_on GRASS3 } endif /* ****************************************************** */ elseif FROSTY_ISLANDS_AP /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD { number_of_objects 4 group_variance 1 if LARGE_MAP number_of_groups 4 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 elseif TINY_MAP number_of_groups 2 elseif SMALL_MAP number_of_groups 2 else number_of_groups 3 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 15 terrain_to_place_on GRASS_SNOW } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 4 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 elseif TINY_MAP number_of_groups 2 elseif SMALL_MAP number_of_groups 2 else number_of_groups 3 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 15 terrain_to_place_on GRASS_SNOW } endif /* ****************************************************** */ elseif CARIBBEAN_AP /* ****************************************************** */ if STANDARD_RESOURCES start_random percent_chance 30 #define ISLAND_DECENT percent_chance 70 #define ISLAND_BAD end_random if ISLAND_DECENT create_object GOLD { number_of_objects 5 if LARGE_MAP number_of_groups 3 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 else number_of_groups 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 20 terrain_to_place_on GRASS } elseif ISLAND_BAD create_object GOLD { number_of_objects 3 if LARGE_MAP number_of_groups 3 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 else number_of_groups 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 20 terrain_to_place_on GRASS } endif else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 4 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 elseif TINY_MAP number_of_groups 2 elseif SMALL_MAP number_of_groups 2 else number_of_groups 3 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 15 terrain_to_place_on GRASS } endif /* ****************************************************** */ elseif BOARDS_OF_CANADA_AP /* ****************************************************** */ create_object GOLD { number_of_objects 10 number_of_groups 14 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 terrain_to_place_on DIRT3 } create_object GOLD { number_of_objects 10 number_of_groups 14 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 terrain_to_place_on SNOW } create_object GOLD { number_of_objects 10 number_of_groups 14 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 terrain_to_place_on DESERT } create_object GOLD { number_of_objects 3 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 5 max_distance_to_other_zones 7 } create_object GOLD { number_of_objects 5 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 22 min_distance_group_placement 5 max_distance_to_other_zones 7 } endif endif /* ****************************************************** */ if GIGA_PACK4 if GOLDENHILL /* ****************************************************** */ create_object GOLD { number_of_objects 8 number_of_groups 16 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on SNOW } create_object STONE { number_of_objects 6 number_of_groups 10 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on SNOW } create_object RELIC { number_of_objects 1 number_of_groups 16 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on SNOW } /* ****************************************************** */ elseif TSUNAMI /* ****************************************************** */ if STANDARD_RESOURCES start_random percent_chance 30 #define ISLAND_DECENT percent_chance 70 #define ISLAND_BAD end_random if ISLAND_DECENT create_object GOLD { number_of_objects 5 if LARGE_MAP number_of_groups 3 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 else number_of_groups 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 15 terrain_to_place_on LEAVES } elseif ISLAND_BAD create_object GOLD { number_of_objects 3 if LARGE_MAP number_of_groups 3 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 else number_of_groups 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 15 terrain_to_place_on LEAVES } endif else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 4 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 elseif TINY_MAP number_of_groups 2 elseif SMALL_MAP number_of_groups 2 else number_of_groups 3 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 15 terrain_to_place_on LEAVES } endif /* ****************************************************** */ elseif SEALED_ISLANDS /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD { if TINY_MAP number_of_groups 3 number_of_objects 4 elseif SMALL_MAP number_of_groups 4 number_of_objects 4 elseif MEDIUM_MAP number_of_groups 5 number_of_objects 5 elseif LARGE_MAP number_of_groups 7 number_of_objects 5 elseif HUGE_MAP number_of_groups 9 number_of_objects 5 else number_of_groups 10 number_of_objects 5 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 5 if TINY_MAP max_distance_to_other_zones 2 else max_distance_to_other_zones 7 endif terrain_to_place_on GRASS2 } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if TINY_MAP number_of_groups 3 elseif SMALL_MAP number_of_groups 4 elseif MEDIUM_MAP number_of_groups 5 elseif LARGE_MAP number_of_groups 7 elseif HUGE_MAP number_of_groups 9 else number_of_groups 10 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 5 if TINY_MAP max_distance_to_other_zones 2 else max_distance_to_other_zones 7 endif terrain_to_place_on GRASS2 } endif /* ****************************************************** */ elseif STARDOM /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD { if TINY_MAP number_of_groups 3 number_of_objects 4 elseif SMALL_MAP number_of_groups 4 number_of_objects 4 elseif MEDIUM_MAP number_of_groups 5 number_of_objects 5 elseif LARGE_MAP number_of_groups 7 number_of_objects 5 elseif HUGE_MAP number_of_groups 9 number_of_objects 5 else number_of_groups 10 number_of_objects 5 endif group_placement_radius 2 group_variance 1 set_tight_grouping set_gaia_object_only terrain_to_place_on LEAVES min_distance_to_players 30 min_distance_group_placement 20 max_distance_to_other_zones 7 } create_object STONE { if TINY_MAP number_of_groups 2 number_of_objects 4 elseif SMALL_MAP number_of_groups 3 number_of_objects 4 elseif MEDIUM_MAP number_of_groups 4 number_of_objects 5 elseif LARGE_MAP number_of_groups 5 number_of_objects 5 elseif HUGE_MAP number_of_groups 7 number_of_objects 5 else number_of_groups 8 number_of_objects 5 endif group_placement_radius 2 group_variance 1 set_tight_grouping set_gaia_object_only terrain_to_place_on LEAVES min_distance_to_players 30 min_distance_group_placement 20 max_distance_to_other_zones 7 } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if TINY_MAP number_of_groups 3 elseif SMALL_MAP number_of_groups 4 elseif MEDIUM_MAP number_of_groups 5 elseif LARGE_MAP number_of_groups 7 elseif HUGE_MAP number_of_groups 9 else number_of_groups 10 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only terrain_to_place_on LEAVES min_distance_to_players 30 min_distance_group_placement 20 max_distance_to_other_zones 7 } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif if TINY_MAP number_of_groups 2 elseif SMALL_MAP number_of_groups 3 elseif MEDIUM_MAP number_of_groups 4 elseif LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 7 else number_of_groups 8 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only terrain_to_place_on LEAVES min_distance_to_players 30 min_distance_group_placement 20 max_distance_to_other_zones 7 } endif /* ****************************************************** */ elseif BIGFOOT /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD { if TINY_MAP number_of_groups 3 number_of_objects 4 elseif SMALL_MAP number_of_groups 4 number_of_objects 4 elseif MEDIUM_MAP number_of_groups 5 number_of_objects 5 elseif LARGE_MAP number_of_groups 7 number_of_objects 5 elseif HUGE_MAP number_of_groups 9 number_of_objects 5 else number_of_groups 10 number_of_objects 5 endif group_placement_radius 2 group_variance 1 set_tight_grouping set_gaia_object_only terrain_to_place_on GRASS2 min_distance_to_players 10 min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object STONE { if TINY_MAP number_of_groups 2 number_of_objects 4 elseif SMALL_MAP number_of_groups 3 number_of_objects 4 elseif MEDIUM_MAP number_of_groups 4 number_of_objects 5 elseif LARGE_MAP number_of_groups 5 number_of_objects 5 elseif HUGE_MAP number_of_groups 7 number_of_objects 5 else number_of_groups 8 number_of_objects 5 endif group_placement_radius 2 group_variance 1 set_tight_grouping set_gaia_object_only terrain_to_place_on GRASS2 min_distance_to_players 10 min_distance_group_placement 10 max_distance_to_other_zones 7 } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if TINY_MAP number_of_groups 3 elseif SMALL_MAP number_of_groups 4 elseif MEDIUM_MAP number_of_groups 5 elseif LARGE_MAP number_of_groups 7 elseif HUGE_MAP number_of_groups 9 else number_of_groups 10 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only terrain_to_place_on GRASS2 min_distance_to_players 10 min_distance_group_placement 10 max_distance_to_other_zones 7 } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif if TINY_MAP number_of_groups 2 elseif SMALL_MAP number_of_groups 3 elseif MEDIUM_MAP number_of_groups 4 elseif LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 7 else number_of_groups 8 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only terrain_to_place_on GRASS2 min_distance_to_players 10 min_distance_group_placement 10 max_distance_to_other_zones 7 } endif /* ****************************************************** */ elseif AOFE_GOLDEN_PIT /* ****************************************************** */ create_object GOLD { number_of_objects 10 number_of_groups 12 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 if GOLDENPIT_CLASSIC terrain_to_place_on DIRT elseif GOLDENPIT_JUNGLE terrain_to_place_on DIRT3 elseif GOLDENPIT_WINTER terrain_to_place_on DIRT_SNOW elseif GOLDENPIT_NORTHERN terrain_to_place_on DIRT endif max_distance_to_other_zones 2 } create_object STONE { number_of_groups 5 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 3 min_distance_to_players 10 if GOLDENPIT_JUNGLE terrain_to_place_on DIRT3 elseif GOLDENPIT_WINTER terrain_to_place_on DIRT_SNOW elseif GOLDENPIT_NORTHERN terrain_to_place_on DIRT elseif GOLDENPIT_CLASSIC terrain_to_place_on DIRT endif } endif endif /* ****************************************************** */ if GIGA_PACK5 if ZERO /* ****************************************************** */ /* RESOURCES FOR BONUS ISLAND */ create_object GOLD { number_of_objects 7 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 3 place_on_specific_land_id 100 } create_object GOLD { number_of_objects 5 number_of_groups 2 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 3 place_on_specific_land_id 100 } create_object STONE { number_of_objects 5 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 3 place_on_specific_land_id 100 } /* ****************************************************** */ elseif ATLANTEAN_RELICS /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD { number_of_groups 1 number_of_objects 2 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 18 min_distance_group_placement 4 max_distance_to_other_zones 7 } endif /* ****************************************************** */ elseif DOUBLE_MIGRATION /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD { if TINY_MAP number_of_groups 3 number_of_objects 4 elseif SMALL_MAP number_of_groups 4 number_of_objects 4 elseif MEDIUM_MAP number_of_groups 5 number_of_objects 5 elseif LARGE_MAP number_of_groups 7 number_of_objects 5 elseif HUGE_MAP number_of_groups 9 number_of_objects 5 else number_of_groups 10 number_of_objects 5 endif group_placement_radius 2 group_variance 1 set_tight_grouping set_gaia_object_only min_distance_to_players 5 min_distance_group_placement 10 max_distance_to_other_zones 7 terrain_to_place_on GRASS } create_object STONE { if TINY_MAP number_of_groups 2 number_of_objects 4 elseif SMALL_MAP number_of_groups 3 number_of_objects 4 elseif MEDIUM_MAP number_of_groups 4 number_of_objects 5 elseif LARGE_MAP number_of_groups 5 number_of_objects 5 elseif HUGE_MAP number_of_groups 7 number_of_objects 5 else number_of_groups 8 number_of_objects 5 endif group_placement_radius 2 group_variance 1 set_tight_grouping set_gaia_object_only min_distance_to_players 5 min_distance_group_placement 10 max_distance_to_other_zones 7 terrain_to_place_on GRASS } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if TINY_MAP number_of_groups 3 elseif SMALL_MAP number_of_groups 4 elseif MEDIUM_MAP number_of_groups 5 elseif LARGE_MAP number_of_groups 7 elseif HUGE_MAP number_of_groups 9 else number_of_groups 10 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 5 min_distance_group_placement 10 max_distance_to_other_zones 7 terrain_to_place_on GRASS } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif if TINY_MAP number_of_groups 2 elseif SMALL_MAP number_of_groups 3 elseif MEDIUM_MAP number_of_groups 4 elseif LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 7 else number_of_groups 8 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 5 min_distance_group_placement 10 max_distance_to_other_zones 7 terrain_to_place_on GRASS } endif if STANDARD_RESOURCES /* NEAR GOLD */ create_object GOLD { number_of_groups 1 number_of_objects 2 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 18 min_distance_group_placement 4 max_distance_to_other_zones 2 } /* NEAR STONE */ create_object STONE { number_of_groups 1 number_of_objects 2 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 18 min_distance_group_placement 4 max_distance_to_other_zones 2 } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 18 min_distance_group_placement 4 max_distance_to_other_zones 2 } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 18 min_distance_group_placement 4 max_distance_to_other_zones 2 } endif /* ****************************************************** */ elseif TENTACLEISLE /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD { if TINY_MAP number_of_groups 3 number_of_objects 4 elseif SMALL_MAP number_of_groups 4 number_of_objects 4 elseif MEDIUM_MAP number_of_groups 5 number_of_objects 5 elseif LARGE_MAP number_of_groups 7 number_of_objects 5 elseif HUGE_MAP number_of_groups 9 number_of_objects 5 else number_of_groups 10 number_of_objects 5 endif group_placement_radius 2 group_variance 1 set_tight_grouping set_gaia_object_only min_distance_to_players 30 min_distance_group_placement 15 terrain_to_place_on DIRT } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if TINY_MAP number_of_groups 3 elseif SMALL_MAP number_of_groups 4 elseif MEDIUM_MAP number_of_groups 5 elseif LARGE_MAP number_of_groups 7 elseif HUGE_MAP number_of_groups 9 else number_of_groups 10 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 30 min_distance_group_placement 15 terrain_to_place_on DIRT } endif /* ****************************************************** */ elseif PLAINS /* ****************************************************** */ if STANDARD_RESOURCES create_object DEER { set_place_for_every_player number_of_objects 5 number_of_groups 1 set_loose_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 10 max_distance_to_other_zones 7 min_distance_to_players 40 max_distance_to_players 50 } endif /* ****************************************************** */ elseif BORDER_DISPUTE /* ****************************************************** */ if STANDARD_RESOURCES /* NEAR GOLD */ create_object GOLD { number_of_groups 2 number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 18 min_distance_group_placement 4 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { if TINY_MAP number_of_groups 3 number_of_objects 4 elseif SMALL_MAP number_of_groups 4 number_of_objects 4 elseif MEDIUM_MAP number_of_groups 5 number_of_objects 5 elseif LARGE_MAP number_of_groups 7 number_of_objects 5 elseif HUGE_MAP number_of_groups 9 number_of_objects 5 else number_of_groups 10 number_of_objects 5 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 30 min_distance_group_placement 20 max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_groups 2 number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 18 min_distance_group_placement 4 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { if TINY_MAP number_of_groups 2 number_of_objects 4 elseif SMALL_MAP number_of_groups 3 number_of_objects 4 elseif MEDIUM_MAP number_of_groups 4 number_of_objects 5 elseif LARGE_MAP number_of_groups 5 number_of_objects 5 elseif HUGE_MAP number_of_groups 7 number_of_objects 5 else number_of_groups 8 number_of_objects 5 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 30 min_distance_group_placement 20 max_distance_to_other_zones 7 } endif /* ****************************************************** */ elseif SEIZE_THE_HUMP /* ****************************************************** */ if STANDARD_RESOURCES create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 12 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object DEER { number_of_objects 3 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 } create_object BOAR { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 4 } endif /* ****************************************************** */ elseif RIPPLES /* ****************************************************** */ create_object GOLD /* secondary */ { number_of_objects 1 number_of_groups 5 group_placement_radius 1 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 13 max_distance_to_players 27 min_distance_group_placement 5 terrain_to_place_on DIRT3 } create_object GOLD /* middle */ { number_of_objects 5 if TINY_MAP number_of_groups 4 elseif SMALL_MAP number_of_groups 5 elseif MEDIUM_MAP number_of_groups 6 elseif LARGE_MAP number_of_groups 7 elseif HUGE_MAP number_of_groups 8 elseif GIGANTIC_MAP number_of_groups 9 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 2 terrain_to_place_on LEAVES } create_object STONE /* middle */ { number_of_objects 4 if TINY_MAP number_of_groups 2 elseif SMALL_MAP number_of_groups 2 elseif MEDIUM_MAP number_of_groups 3 elseif LARGE_MAP number_of_groups 3 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 2 terrain_to_place_on LEAVES } create_object GRAVE { number_of_objects 27 set_gaia_object_only set_scaling_to_map_size terrain_to_place_on LEAVES min_distance_group_placement 5 } if STANDARD_RESOURCES create_object GOLD /* primary */ { number_of_objects 1 number_of_groups 1 group_placement_radius 1 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 8 min_distance_group_placement 5 terrain_to_place_on GRASS3 } create_object STONE /* primary */ { number_of_objects 3 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 11 min_distance_group_placement 7 } create_object SHEEP /* primary */ { number_of_objects 5 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 } create_object SHEEP /* secondary */ { number_of_objects 1 number_of_groups 5 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 18 } create_object FORAGE { number_of_objects 7 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_place_for_every_player min_distance_to_players 7 max_distance_to_players 9 } create_object DEER { number_of_objects 4 number_of_groups 1 set_place_for_every_player set_gaia_object_only set_loose_grouping min_distance_to_players 9 max_distance_to_players 11 } create_object BOAR { number_of_objects 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 7 max_distance_to_players 13 } create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 7 max_distance_to_players 13 } endif /* ****************************************************** */ elseif DUNES_ /* ****************************************************** */ create_object GOLD /* extra */ { number_of_objects 4 number_of_groups 3 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 terrain_to_place_on DESERT } create_object STONE /* extra */ { number_of_objects 4 number_of_groups 2 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 terrain_to_place_on DESERT } endif endif /* ****************************************************** */ if GIGA_PACK6 if COASTAL_GOLDRUSH /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD { number_of_objects 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 15 min_distance_group_placement 5 max_distance_to_other_zones 5 terrain_to_place_on GRASS2 } create_object GOLD { number_of_objects 3 number_of_groups 999 set_tight_grouping temp_min_distance_group_placement 8 terrain_to_place_on GRASS3 } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif number_of_groups 999 group_placement_radius 2 set_tight_grouping set_gaia_object_only temp_min_distance_group_placement 8 terrain_to_place_on GRASS3 } endif /* ****************************************************** */ elseif MIGRATION_PLUS /* ****************************************************** */ create_object GOLD { number_of_objects 5 number_of_groups 2 set_scaling_to_player_number set_tight_grouping set_gaia_object_only terrain_to_place_on GRASS3 if TINY_MAP max_distance_to_other_zones 8 elseif SMALL_MAP max_distance_to_other_zones 10 elseif MEDIUM_MAP max_distance_to_other_zones 12 elseif LARGE_MAP max_distance_to_other_zones 15 else max_distance_to_other_zones 20 endif min_distance_group_placement 7 } create_object STONE { number_of_objects 4 number_of_groups 2 set_scaling_to_player_number set_tight_grouping set_gaia_object_only terrain_to_place_on GRASS3 max_distance_to_other_zones 3 temp_min_distance_group_placement 15 min_distance_group_placement 7 } if STANDARD_RESOURCES create_object FORAGE { number_of_objects 6 number_of_groups 1 set_gaia_object_only set_place_for_every_player set_tight_grouping terrain_to_place_on GRASS2 min_distance_to_players 8 max_distance_to_players 12 max_distance_to_other_zones 3 min_distance_group_placement 3 } create_object SHEEP { number_of_objects 1 number_of_groups 4 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 4 } create_object BOAR { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 15 max_distance_to_players 20 } create_object SHEEP { number_of_objects 2 number_of_groups 2 group_placement_radius 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 20 terrain_to_place_on GRASS2 } create_object GOLD { number_of_objects 5 number_of_groups 1 set_gaia_object_only set_place_for_every_player set_tight_grouping terrain_to_place_on GRASS2 min_distance_to_players 9 max_distance_to_players 15 max_distance_to_other_zones 8 min_distance_group_placement 7 } create_object STONE { number_of_objects 5 number_of_groups 1 set_gaia_object_only set_place_for_every_player set_tight_grouping terrain_to_place_on GRASS2 min_distance_to_players 9 max_distance_to_players 18 max_distance_to_other_zones 6 min_distance_group_placement 7 } create_object DEER { number_of_objects 4 number_of_groups 1 set_gaia_object_only set_place_for_every_player set_tight_grouping min_distance_to_players 18 max_distance_to_players 25 } endif /* ****************************************************** */ elseif RESERVOIR /* ****************************************************** */ if STANDARD_RESOURCES /* COME AND GET IT */ create_object GOLD { number_of_objects 6 number_of_groups 8 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 group_variance 1 if WHOLEFTTHEFRIDGEOPEN terrain_to_place_on GRASS_SNOW else terrain_to_place_on DESERT endif } create_object STONE { number_of_objects 5 number_of_groups 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 group_variance 1 if WHOLEFTTHEFRIDGEOPEN terrain_to_place_on GRASS_SNOW else terrain_to_place_on DESERT endif } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 number_of_groups 4 if WHOLEFTTHEFRIDGEOPEN terrain_to_place_on GRASS_SNOW else terrain_to_place_on DESERT endif } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 number_of_groups 4 if WHOLEFTTHEFRIDGEOPEN terrain_to_place_on GRASS_SNOW else terrain_to_place_on DESERT endif } endif /* ****************************************************** */ elseif DUOPOLY /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD { number_of_objects 4 if TINY_MAP elseif SMALL_MAP number_of_groups 1 elseif MEDIUM_MAP number_of_groups 2 else number_of_groups 3 endif group_placement_radius 10 min_distance_group_placement 2 set_tight_grouping set_gaia_object_only terrain_to_place_on DIRT25 } create_object GOLD { number_of_objects 4 if TINY_MAP elseif SMALL_MAP number_of_groups 1 elseif MEDIUM_MAP number_of_groups 2 else number_of_groups 3 endif group_placement_radius 10 min_distance_group_placement 2 set_tight_grouping set_gaia_object_only terrain_to_place_on DIRT } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if TINY_MAP elseif SMALL_MAP number_of_groups 1 elseif MEDIUM_MAP number_of_groups 2 else number_of_groups 3 endif group_placement_radius 10 min_distance_group_placement 2 set_tight_grouping set_gaia_object_only terrain_to_place_on DIRT } create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if TINY_MAP elseif SMALL_MAP number_of_groups 1 elseif MEDIUM_MAP number_of_groups 2 else number_of_groups 3 endif group_placement_radius 10 min_distance_group_placement 2 set_tight_grouping set_gaia_object_only terrain_to_place_on DIRT25 } endif /* ****************************************************** */ elseif TEAM_MIGRATION /* ****************************************************** */ create_object FORAGE { if TINY_MAP number_of_groups 0 elseif SMALL_MAP number_of_groups 0 elseif MEDIUM_MAP number_of_groups 0 elseif LARGE_MAP number_of_groups 1 elseif HUGE_MAP number_of_groups 2 elseif GIGANTIC_MAP number_of_groups 3 endif number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } create_object GOLD { number_of_groups 100 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only temp_min_distance_group_placement 30 terrain_to_place_on GRASS2 max_distance_to_other_zones 7 } create_object STONE { number_of_groups 100 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only temp_min_distance_group_placement 30 terrain_to_place_on GRASS2 max_distance_to_other_zones 7 } if STANDARD_RESOURCES create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 3 max_distance_to_other_zones 7 } create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 18 min_distance_group_placement 3 max_distance_to_other_zones 5 } create_object GOLD { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 18 min_distance_group_placement 3 max_distance_to_other_zones 5 } /* BAA BAA */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_groups 1 number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 13 max_distance_to_players 19 } create_object DEER { number_of_objects 3 number_of_groups 2 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 20 temp_min_distance_group_placement 6 } endif /* ****************************************************** */ elseif TEAM_CONTINENTS /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD { number_of_groups 10 number_of_objects 8 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 10 max_distance_to_other_zones 5 terrain_to_place_on DESERT } create_object STONE { number_of_groups 8 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 10 max_distance_to_other_zones 5 terrain_to_place_on DESERT } create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object BOAR { number_of_objects 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 4 max_distance_to_other_zones 7 } create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 4 max_distance_to_other_zones 5 } create_object STONE { number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 4 max_distance_to_other_zones 7 } /* BAA BAA */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_groups 2 number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 24 } create_object DEER { number_of_objects 4 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 24 min_distance_group_placement 9 } create_object DEER { number_of_objects 4 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 40 min_distance_group_placement 9 } create_object FORAGE { if TINY_MAP number_of_groups 0 elseif SMALL_MAP number_of_groups 0 elseif MEDIUM_MAP number_of_groups 0 elseif LARGE_MAP number_of_groups 1 elseif HUGE_MAP number_of_groups 2 elseif GIGANTIC_MAP number_of_groups 3 endif number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 number_of_groups 10 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 10 max_distance_to_other_zones 5 terrain_to_place_on DESERT } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif number_of_groups 8 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 10 max_distance_to_other_zones 5 terrain_to_place_on DESERT } endif /* ****************************************************** */ elseif EL_DORADO_V5 /* ****************************************************** */ /* MAP REVEALER */ if ALPINE_MAP create_object MAP_REVEALER { terrain_to_place_on DIRT_SNOW number_of_objects 999 set_place_for_every_player } elseif ASIAN_MAP create_object MAP_REVEALER { terrain_to_place_on DESERT number_of_objects 999 set_place_for_every_player } else create_object MAP_REVEALER { terrain_to_place_on DESERT number_of_objects 999 set_place_for_every_player } endif create_object MARLIN1 { terrain_to_place_on BEACH number_of_objects 1 number_of_groups 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 1 max_distance_to_players 5 } /* RESOURCES IN THE MIDDLE DESERT */ if ALPINE_MAP create_object STONE { terrain_to_place_on DIRT_SNOW number_of_objects 4 number_of_groups 10 group_variance 1 group_placement_radius 0 set_tight_grouping set_gaia_object_only min_distance_group_placement 0 set_scaling_to_map_size } create_object GOLD { terrain_to_place_on DIRT_SNOW number_of_objects 4 number_of_groups 10 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 0 set_scaling_to_map_size } elseif ASIAN_MAP create_object STONE { terrain_to_place_on DESERT number_of_objects 4 number_of_groups 10 group_variance 1 group_placement_radius 0 set_tight_grouping set_gaia_object_only min_distance_group_placement 0 set_scaling_to_map_size } create_object GOLD { terrain_to_place_on DESERT number_of_objects 4 number_of_groups 10 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 0 set_scaling_to_map_size } else create_object STONE { terrain_to_place_on DESERT number_of_objects 4 number_of_groups 10 group_variance 1 group_placement_radius 0 set_tight_grouping set_gaia_object_only min_distance_group_placement 0 set_scaling_to_map_size } create_object GOLD { terrain_to_place_on DESERT number_of_objects 4 number_of_groups 10 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 0 set_scaling_to_map_size } endif if STANDARD_RESOURCES /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 8 } create_object SHEEP { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object DEER { number_of_objects 4 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object BOAR { number_of_objects 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object GOLD { number_of_objects 2 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 5 max_distance_to_other_zones 7 } create_object STONE { number_of_objects 2 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 14 min_distance_group_placement 5 max_distance_to_other_zones 7 } endif /* ****************************************************** */ elseif EL_DORADO_V4 /* ****************************************************** */ /* MAP REVEALER */ if ALPINE_MAP create_object MAP_REVEALER { terrain_to_place_on DIRT_SNOW number_of_objects 999 set_place_for_every_player } elseif ASIAN_MAP create_object MAP_REVEALER { terrain_to_place_on DESERT number_of_objects 999 set_place_for_every_player } else create_object MAP_REVEALER { terrain_to_place_on DESERT number_of_objects 999 set_place_for_every_player } endif /* RESOURCES IN THE MIDDLE DESERT */ if ALPINE_MAP create_object STONE { terrain_to_place_on DIRT_SNOW number_of_objects 4 number_of_groups 10 group_variance 1 group_placement_radius 0 set_tight_grouping set_gaia_object_only min_distance_group_placement 0 set_scaling_to_map_size } create_object GOLD { terrain_to_place_on DIRT_SNOW number_of_objects 4 number_of_groups 10 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 0 set_scaling_to_map_size } elseif ASIAN_MAP create_object STONE { terrain_to_place_on DESERT number_of_objects 4 number_of_groups 10 group_variance 1 group_placement_radius 0 set_tight_grouping set_gaia_object_only min_distance_group_placement 0 set_scaling_to_map_size } create_object GOLD { terrain_to_place_on DESERT number_of_objects 4 number_of_groups 10 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 0 set_scaling_to_map_size } else create_object STONE { terrain_to_place_on DESERT number_of_objects 4 number_of_groups 10 group_variance 1 group_placement_radius 0 set_tight_grouping set_gaia_object_only min_distance_group_placement 0 set_scaling_to_map_size } create_object GOLD { terrain_to_place_on DESERT number_of_objects 4 number_of_groups 10 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 0 set_scaling_to_map_size } endif if STANDARD_RESOURCES create_object MARLIN1 { terrain_to_place_on SHALLOW number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 2 } create_object MARLIN1 { terrain_to_place_on SHALLOW number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 3 max_distance_to_players 3 } create_object MARLIN1 { terrain_to_place_on SHALLOW number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 4 } /* RESOURCES BY PLAYER */ /* BOARS */ create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 4 } /* BOARS */ create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 5 max_distance_to_players 5 } /* BAA BAA */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 } create_object SHEEP { number_of_groups 2 number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 20 } endif /* ****************************************************** */ elseif VITAL_RIVER /* ****************************************************** */ if STANDARD_RESOURCES create_object SHEEP { number_of_objects 3 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object FORAGE { number_of_objects 2 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 3 max_distance_to_players 5 min_distance_group_placement 6 } create_object BOAR { start_random percent_chance 40 number_of_objects 1 number_of_groups 2 percent_chance 40 number_of_objects 1 number_of_groups 1 percent_chance 15 number_of_objects 0 number_of_groups 0 percent_chance 5 number_of_objects 1 number_of_groups 3 end_random set_gaia_object_only set_scaling_to_map_size min_distance_to_players 24 terrain_to_place_on SHALLOW } create_object FORAGE { start_random percent_chance 40 number_of_objects 3 number_of_groups 5 percent_chance 30 number_of_objects 2 number_of_groups 9 percent_chance 20 number_of_objects 2 number_of_groups 12 percent_chance 10 number_of_objects 3 number_of_groups 7 end_random group_placement_radius 3 set_tight_grouping set_gaia_object_only terrain_to_place_on DIRT2 } create_object FORAGE { start_random percent_chance 50 number_of_objects 1 number_of_groups 11 percent_chance 50 number_of_objects 1 number_of_groups 7 end_random group_placement_radius 3 set_tight_grouping set_gaia_object_only terrain_to_place_on DIRT2 } create_object SHEEP { start_random percent_chance 40 number_of_objects 1 number_of_groups 3 percent_chance 40 number_of_objects 1 number_of_groups 4 percent_chance 20 number_of_objects 1 number_of_groups 1 end_random set_gaia_object_only min_distance_to_players 27 set_scaling_to_map_size terrain_to_place_on SHALLOW } create_object TURKEY { number_of_objects 2 number_of_groups 3 set_gaia_object_only min_distance_to_players 18 set_scaling_to_map_size terrain_to_place_on SHALLOW } create_object DEER { start_random percent_chance 40 number_of_objects 2 number_of_groups 50 percent_chance 40 number_of_objects 2 number_of_groups 50 percent_chance 20 number_of_objects 2 number_of_groups 50 end_random set_gaia_object_only terrain_to_place_on SHALLOW min_distance_group_placement 4 } create_object DEER { number_of_objects 1 number_of_groups 80 set_gaia_object_only terrain_to_place_on SHALLOW min_distance_group_placement 3 } endif /* ****************************************************** */ elseif HIGH_SEAS /* ****************************************************** */ create_object FORAGE { number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 7 max_distance_to_players 8 min_distance_group_placement 5 } create_object GOLD { number_of_objects 7 group_placement_radius 1 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 12 min_distance_group_placement 5 } create_object GOLD { number_of_objects 4 group_placement_radius 1 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 12 min_distance_group_placement 4 } create_object GOLD { number_of_objects 3 number_of_groups 10 group_placement_radius 1 set_tight_grouping set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 min_distance_group_placement 5 terrain_to_place_on DESERT } create_object STONE { number_of_objects 5 group_placement_radius 1 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 12 min_distance_group_placement 4 } create_object STONE { number_of_objects 3 number_of_groups 6 group_placement_radius 1 set_tight_grouping set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 min_distance_group_placement 5 terrain_to_place_on DESERT } create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 2 } create_object SHEEP { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 24 temp_min_distance_group_placement 4 } create_object DEER { number_of_objects 4 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 20 min_distance_group_placement 8 } create_object DEER { number_of_objects 6 set_gaia_object_only min_distance_to_players 24 terrain_to_place_on DESERT } create_object BOAR { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 8 } create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 20 min_distance_group_placement 8 } endif endif /* ****************************************************** */ if GIGA_PACK7 if NC_GOLDEN_ISLAND /* ****************************************************** */ create_object GOLD { number_of_objects 2 number_of_groups 1337 group_placement_radius 1 set_tight_grouping min_distance_group_placement 2 terrain_to_place_on GRASS_SNOW } if STANDARD_RESOURCES create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 2 } create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 2 } create_object STONE { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 20 min_distance_group_placement 7 max_distance_to_other_zones 2 } create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 24 max_distance_to_players 30 min_distance_group_placement 14 max_distance_to_other_zones 2 } create_object STONE { if TINY_MAP number_of_groups 1 elseif SMALL_MAP number_of_groups 1 elseif MEDIUM_MAP number_of_groups 2 elseif LARGE_MAP number_of_groups 2 elseif HUGE_MAP number_of_groups 3 elseif GIGANTIC_MAP number_of_groups 4 endif number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 42 temp_min_distance_group_placement 30 max_distance_to_other_zones 2 terrain_to_place_on SNOW min_distance_group_placement 4 } create_object GOLD { if TINY_MAP number_of_groups 1 elseif SMALL_MAP number_of_groups 1 elseif MEDIUM_MAP number_of_groups 2 elseif LARGE_MAP number_of_groups 2 elseif HUGE_MAP number_of_groups 3 elseif GIGANTIC_MAP number_of_groups 4 endif number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 42 temp_min_distance_group_placement 30 terrain_to_place_on SNOW max_distance_to_other_zones 2 min_distance_group_placement 4 } create_object DEER { if TINY_MAP number_of_groups 1 elseif SMALL_MAP number_of_groups 2 elseif MEDIUM_MAP number_of_groups 3 elseif LARGE_MAP number_of_groups 3 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 5 endif number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 42 temp_min_distance_group_placement 30 terrain_to_place_on SNOW min_distance_group_placement 4 } endif /* ****************************************************** */ elseif RESERVOIR2 /* ****************************************************** */ if STANDARD_RESOURCES /* COME AND GET IT */ create_object GOLD { number_of_objects 6 number_of_groups 8 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 group_variance 1 if WHOLEFTTHEFRIDGEOPEN terrain_to_place_on GRASS_SNOW else terrain_to_place_on DESERT endif } create_object STONE { number_of_objects 5 number_of_groups 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 group_variance 1 if WHOLEFTTHEFRIDGEOPEN terrain_to_place_on GRASS_SNOW else terrain_to_place_on DESERT endif } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 number_of_groups 4 if WHOLEFTTHEFRIDGEOPEN terrain_to_place_on GRASS_SNOW else terrain_to_place_on DESERT endif } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 number_of_groups 4 if WHOLEFTTHEFRIDGEOPEN terrain_to_place_on GRASS_SNOW else terrain_to_place_on DESERT endif } endif /* ****************************************************** */ elseif NC_FAIR_SALTMARSH /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD { number_of_objects 7 group_placement_radius 4 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 15 min_distance_group_placement 8 max_distance_to_other_zones 3 } create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 8 max_distance_to_other_zones 3 } create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 8 max_distance_to_other_zones 3 } create_object STONE { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 8 max_distance_to_other_zones 3 } create_object STONE { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 8 max_distance_to_other_zones 3 } create_object FORAGE { number_of_objects 9 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 14 min_distance_group_placement 4 max_distance_to_other_zones 3 } start_random percent_chance 45: create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 4 max_distance_to_other_zones 3 place_on_specific_land_id 42 } percent_chance 40: create_object STONE { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 4 max_distance_to_other_zones 3 place_on_specific_land_id 42 } percent_chance 15: create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 4 max_distance_to_other_zones 3 place_on_specific_land_id 42 } end_random start_random percent_chance 45: create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 4 max_distance_to_other_zones 3 place_on_specific_land_id 43 } percent_chance 40: create_object STONE { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 4 max_distance_to_other_zones 3 place_on_specific_land_id 43 } percent_chance 15: create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 4 max_distance_to_other_zones 3 place_on_specific_land_id 43 } end_random start_random percent_chance 45: create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 4 max_distance_to_other_zones 3 place_on_specific_land_id 44 } percent_chance 40: create_object STONE { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 4 max_distance_to_other_zones 3 place_on_specific_land_id 44 } percent_chance 15: create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 4 max_distance_to_other_zones 3 place_on_specific_land_id 44 } end_random start_random percent_chance 45: create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 4 max_distance_to_other_zones 3 place_on_specific_land_id 45 } percent_chance 40: create_object STONE { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 4 max_distance_to_other_zones 3 place_on_specific_land_id 45 } percent_chance 15: create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 4 max_distance_to_other_zones 3 place_on_specific_land_id 45 } end_random endif /* ****************************************************** */ elseif NC_WIDE_RIVERS /* ****************************************************** */ start_random percent_chance 60: create_object GOLD { number_of_objects 4 number_of_groups 3 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 4 place_on_specific_land_id 42 } percent_chance 20: create_object STONE { number_of_objects 5 number_of_groups 3 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 4 place_on_specific_land_id 42 } percent_chance 20: create_object GOLD { number_of_objects 7 number_of_groups 1 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 4 place_on_specific_land_id 42 } create_object STONE { number_of_objects 8 number_of_groups 1 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 4 place_on_specific_land_id 42 } end_random start_random percent_chance 60: create_object GOLD { number_of_objects 4 number_of_groups 3 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 4 place_on_specific_land_id 43 } percent_chance 20: create_object STONE { number_of_objects 5 number_of_groups 3 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 4 place_on_specific_land_id 43 } percent_chance 20: create_object GOLD { number_of_objects 7 number_of_groups 1 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 4 place_on_specific_land_id 43 } create_object STONE { number_of_objects 8 number_of_groups 1 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 4 place_on_specific_land_id 43 } end_random start_random percent_chance 60: create_object GOLD { number_of_objects 4 number_of_groups 3 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 4 place_on_specific_land_id 44 } percent_chance 20: create_object STONE { number_of_objects 5 number_of_groups 3 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 4 place_on_specific_land_id 44 } percent_chance 20: create_object GOLD { number_of_objects 7 number_of_groups 1 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 4 place_on_specific_land_id 44 } create_object STONE { number_of_objects 8 number_of_groups 1 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 4 place_on_specific_land_id 44 } end_random start_random percent_chance 60: create_object GOLD { number_of_objects 4 number_of_groups 3 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 4 place_on_specific_land_id 45 } percent_chance 20: create_object STONE { number_of_objects 5 number_of_groups 3 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 4 place_on_specific_land_id 45 } percent_chance 20: create_object GOLD { number_of_objects 7 number_of_groups 1 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 4 place_on_specific_land_id 45 } create_object STONE { number_of_objects 8 number_of_groups 1 group_variance 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 4 place_on_specific_land_id 45 } end_random /* ****************************************************** */ elseif CHICKEN_BALL /* ****************************************************** */ if STANDARD_RESOURCES create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 4 } create_object BOAR { number_of_objects 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 2 max_distance_to_players 4 } create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 14 min_distance_group_placement 4 } create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 4 } create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 26 min_distance_group_placement 4 } create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 26 min_distance_group_placement 4 } /* BAA BAA */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 11 } create_object SHEEP { number_of_groups 2 number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object DEER { number_of_objects 4 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 14 min_distance_group_placement 2 } create_object DEER { number_of_objects 4 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 40 min_distance_group_placement 2 } create_object FORAGE { if TINY_MAP number_of_groups 0 elseif SMALL_MAP number_of_groups 0 elseif MEDIUM_MAP number_of_groups 0 elseif LARGE_MAP number_of_groups 1 elseif HUGE_MAP number_of_groups 2 elseif GIGANTIC_MAP number_of_groups 3 endif number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 2 } create_object GOLD { number_of_groups 100 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 temp_min_distance_group_placement 35 min_distance_to_players 30 min_distance_group_placement 3 } create_object STONE { number_of_groups 100 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 temp_min_distance_group_placement 35 min_distance_to_players 30 min_distance_group_placement 3 } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif number_of_groups 100 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 temp_min_distance_group_placement 35 min_distance_to_players 30 min_distance_group_placement 3 } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif number_of_groups 100 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 temp_min_distance_group_placement 35 min_distance_to_players 30 min_distance_group_placement 3 } endif /* ****************************************************** */ elseif TREE_FORTS /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD /* extra */ { number_of_objects 4 number_of_groups 3 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } create_object STONE /* extra */ { number_of_objects 4 number_of_groups 2 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif number_of_groups 3 set_tight_grouping group_placement_radius 3 set_gaia_object_only min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif number_of_groups 2 set_tight_grouping group_placement_radius 3 set_gaia_object_only min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } endif /* ****************************************************** */ elseif MERRY_GO_ROUND /* ****************************************************** */ create_object GOLD { number_of_objects 5 number_of_groups 100 group_placement_radius 3 set_tight_grouping set_gaia_object_only temp_min_distance_group_placement 20 max_distance_to_other_zones 4 terrain_to_place_on DESERT } create_object STONE { number_of_objects 3 number_of_groups 100 group_placement_radius 3 set_tight_grouping set_gaia_object_only temp_min_distance_group_placement 20 max_distance_to_other_zones 4 terrain_to_place_on DESERT } /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 18 min_distance_group_placement 4 } create_object SHEEP { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 12 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 30 } create_object DEER { number_of_objects 4 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 24 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object BOAR { number_of_objects 1 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* ****************************************************** */ elseif POPPYFIELD /* ****************************************************** */ create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 11 min_distance_group_placement 2 } create_object GOLD { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 11 min_distance_group_placement 2 } /* BAA BAA */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 } create_object DEER { number_of_objects 1 number_of_groups 999 group_placement_radius 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 8 temp_min_distance_group_placement 1 } create_object DEER { number_of_objects 4 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 40 min_distance_group_placement 2 } create_object FORAGE { if TINY_MAP number_of_groups 0 elseif SMALL_MAP number_of_groups 0 elseif MEDIUM_MAP number_of_groups 0 elseif LARGE_MAP number_of_groups 1 elseif HUGE_MAP number_of_groups 2 elseif GIGANTIC_MAP number_of_groups 3 endif number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 2 } create_object GOLD { number_of_groups 100 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 18 temp_min_distance_group_placement 35 min_distance_group_placement 3 } create_object STONE { number_of_groups 100 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 18 temp_min_distance_group_placement 35 min_distance_group_placement 3 } /* ****************************************************** */ elseif TEAM_ISLAND_HOPPING /* ****************************************************** */ create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 10 max_distance_to_other_zones 3 } create_object GOLD { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 10 max_distance_to_other_zones 3 } create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 10 } create_object DEER { number_of_objects 3 number_of_groups 2 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 12 temp_min_distance_group_placement 4 } create_object GOLD { number_of_groups 100 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only temp_min_distance_group_placement 25 max_distance_to_other_zones 5 } create_object STONE { number_of_groups 100 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only temp_min_distance_group_placement 25 max_distance_to_other_zones 5 } /* ****************************************************** */ elseif ACCESSIBLE_FOREST /* ****************************************************** */ if STANDARD_RESOURCES create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object BOAR { number_of_objects 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 3 } create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 3 } create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 3 } create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 3 } /* BAA BAA */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_groups 2 number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 24 } create_object DEER { number_of_objects 4 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 24 min_distance_group_placement 2 } create_object DEER { number_of_objects 4 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 40 min_distance_group_placement 2 } create_object FORAGE { if TINY_MAP number_of_groups 0 elseif SMALL_MAP number_of_groups 0 elseif MEDIUM_MAP number_of_groups 0 elseif LARGE_MAP number_of_groups 1 elseif HUGE_MAP number_of_groups 2 elseif GIGANTIC_MAP number_of_groups 3 endif number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 2 } create_object GOLD { number_of_groups 100 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 temp_min_distance_group_placement 40 min_distance_to_players 30 min_distance_group_placement 3 } create_object STONE { number_of_groups 100 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 temp_min_distance_group_placement 40 min_distance_to_players 30 min_distance_group_placement 3 } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif number_of_groups 100 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 temp_min_distance_group_placement 40 min_distance_to_players 30 min_distance_group_placement 3 } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif number_of_groups 100 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 temp_min_distance_group_placement 40 min_distance_to_players 30 min_distance_group_placement 3 } endif /* ****************************************************** */ elseif JUNGLE_DIVE /* ****************************************************** */ create_object GOLD { number_of_groups 100 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 temp_min_distance_group_placement 18 terrain_to_place_on GRASS2 } create_object STONE { number_of_groups 100 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 temp_min_distance_group_placement 18 terrain_to_place_on GRASS2 } create_object GOLD { if TINY_MAP number_of_groups 5 number_of_objects 5 elseif SMALL_MAP number_of_groups 5 number_of_objects 5 elseif MEDIUM_MAP number_of_groups 8 number_of_objects 6 elseif LARGE_MAP number_of_groups 12 number_of_objects 6 elseif HUGE_MAP number_of_groups 14 number_of_objects 6 elseif GIGANTIC_MAP number_of_groups 14 number_of_objects 6 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 15 min_distance_group_placement 25 terrain_to_place_on GRASS2 } create_object STONE { if TINY_MAP number_of_groups 3 elseif SMALL_MAP number_of_groups 3 elseif MEDIUM_MAP number_of_groups 5 elseif LARGE_MAP number_of_groups 7 elseif HUGE_MAP number_of_groups 9 elseif GIGANTIC_MAP number_of_groups 12 endif number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 15 min_distance_group_placement 25 terrain_to_place_on GRASS2 } if STANDARD_RESOURCES create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object BOAR { number_of_objects 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 } create_object GOLD { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 } create_object STONE { number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 14 } create_object GOLD { number_of_objects 3 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 } /* BAA BAA */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_groups 2 number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 24 } create_object DEER { number_of_objects 4 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 24 min_distance_group_placement 9 } create_object DEER { number_of_objects 4 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 40 min_distance_group_placement 9 } create_object FORAGE { if TINY_MAP number_of_groups 0 elseif SMALL_MAP number_of_groups 0 elseif MEDIUM_MAP number_of_groups 0 elseif LARGE_MAP number_of_groups 1 elseif HUGE_MAP number_of_groups 2 elseif GIGANTIC_MAP number_of_groups 3 endif number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif /* ****************************************************** */ elseif MOUNTAINSIDE /* ****************************************************** */ if STANDARD_RESOURCES create_object STONE /* in center */ { number_of_objects 6 number_of_groups 4 group_variance 1 set_tight_grouping placement_radius 4 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 7 terrain_to_place_on DIRT_SNOW } else create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif number_of_groups 4 set_tight_grouping placement_radius 4 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 7 terrain_to_place_on DIRT_SNOW } endif /* ****************************************************** */ elseif CANYONS /* ****************************************************** */ /* RESOURCES BY PLAYER */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* BOARS */ create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 20 } create_object BOAR { number_of_objects 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 18 } /* BIG STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 } /* EXTRA STONE */ create_object STONE { if TINY_MAP number_of_groups 1 elseif SMALL_MAP number_of_groups 1 elseif MEDIUM_MAP number_of_groups 2 elseif LARGE_MAP number_of_groups 3 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 5 endif number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 24 } /* BIG GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 } /* STONE */ create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 14 } /* GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 } /* EXTRA GOLD */ create_object GOLD { if TINY_MAP number_of_groups 2 number_of_objects 3 elseif SMALL_MAP number_of_groups 2 number_of_objects 3 elseif MEDIUM_MAP number_of_groups 3 number_of_objects 3 group_variance 1 elseif LARGE_MAP number_of_groups 3 number_of_objects 3 group_variance 1 elseif HUGE_MAP number_of_groups 4 number_of_objects 4 group_variance 1 elseif GIGANTIC_MAP number_of_groups 5 number_of_objects 4 group_variance 1 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 24 } create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 } /* BAA BAA */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 } create_object SHEEP { number_of_groups 2 number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 20 } /* DEER */ create_object DEER { number_of_objects 4 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 35 min_distance_group_placement 9 } endif endif /* ****************************************************** */ if GIGA_PACK8 if TREASURE_ISLANDS /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD { number_of_objects 3 group_variance 1 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 20 place_on_specific_land_id 330 } create_object GOLD { number_of_objects 3 group_variance 1 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 20 place_on_specific_land_id 330 } create_object GOLD { number_of_objects 3 group_variance 1 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 20 place_on_specific_land_id 331 } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 4 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 else number_of_groups 3 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 20 place_on_specific_land_id 330 } create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 4 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 else number_of_groups 3 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 20 place_on_specific_land_id 330 } create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 4 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 else number_of_groups 3 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 20 place_on_specific_land_id 331 } endif /* ****************************************************** */ elseif ARCHIPEL /* ****************************************************** */ if STANDARD_RESOURCES /* RESOURCES FOR BONUS ISLANDS */ create_object GOLD { number_of_objects 3 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 0 place_on_specific_land_id 290 } create_object STONE { number_of_objects 3 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 0 place_on_specific_land_id 290 } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 0 place_on_specific_land_id 290 } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 0 place_on_specific_land_id 290 } endif /* ****************************************************** */ elseif ARTIFICIAL /* ****************************************************** */ create_object GOLD { terrain_to_place_on GRASS2 number_of_objects 3 number_of_groups 2 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 15 max_distance_to_other_zones 7 place_on_specific_land_id 230 } create_object STONE { terrain_to_place_on GRASS2 number_of_objects 3 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 15 max_distance_to_other_zones 7 place_on_specific_land_id 230 } create_object GOLD { terrain_to_place_on GRASS2 number_of_objects 3 number_of_groups 2 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 15 max_distance_to_other_zones 7 place_on_specific_land_id 230 } create_object STONE { terrain_to_place_on GRASS2 number_of_objects 3 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 15 max_distance_to_other_zones 7 place_on_specific_land_id 230 } /* ****************************************************** */ elseif THEGOLDENNILE /* ****************************************************** */ create_object GOLD { number_of_objects 10 number_of_groups 12 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 5 terrain_to_place_on GRASS2 } /* ****************************************************** */ elseif AMAZONAS /* ****************************************************** */ if STANDARD_RESOURCES start_random percent_chance 30 #define ISLAND_DECENT percent_chance 70 #define ISLAND_BAD end_random if ISLAND_DECENT create_object GOLD { number_of_objects 5 if LARGE_MAP number_of_groups 3 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 else number_of_groups 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 5 terrain_to_place_on GRASS } elseif ISLAND_BAD create_object GOLD { number_of_objects 3 if LARGE_MAP number_of_groups 3 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 else number_of_groups 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 5 terrain_to_place_on GRASS } endif else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 4 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 elseif TINY_MAP number_of_groups 2 elseif SMALL_MAP number_of_groups 2 else number_of_groups 3 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 5 terrain_to_place_on GRASS } endif endif endif /* ****************************************************** */ if GIGA_PACK9 if BRINKFACE /* ****************************************************** */ create_object GOLD { number_of_objects 10 number_of_groups 12 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 terrain_to_place_on DIRT max_distance_to_other_zones 2 } /* ****************************************************** */ elseif CONNECTED_ISLANDS /* ****************************************************** */ /* RESOURCES FOR BONUS ISLANDS */ create_object GOLD { number_of_objects 3 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 0 place_on_specific_land_id 20 } create_object STONE { number_of_objects 3 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 0 place_on_specific_land_id 20 } create_object GOLD { number_of_objects 3 number_of_groups 2 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 0 place_on_specific_land_id 21 } create_object GOLD { number_of_objects 3 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 0 place_on_specific_land_id 22 } if STANDARD_RESOURCES /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 12 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* MEDIUM GOLD */ create_object GOLD { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { number_of_objects 4 number_of_groups 1 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 30 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 20 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 4 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 30 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* NEAR SHEEP */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } /* FAR SHEEP */ create_object SHEEP { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } /* DEER */ create_object DEER { number_of_objects 4 group_variance 1 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } /* BOAR */ create_object BOAR { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } endif /* ****************************************************** */ elseif EMIGRATION /* ****************************************************** */ if STANDARD_RESOURCES /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 12 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 14 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR FORAGE */ create_object FORAGE { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* NEAR SHEEP */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } /* FAR SHEEP */ create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 } /* DEER */ create_object DEER { number_of_objects 4 group_variance 1 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 20 } /* BOAR */ create_object BOAR { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 } endif /* RESOURCES FOR MIGRA ISLAND */ /* 2 PLAYERS */ if TINY_MAP create_object GOLD { number_of_groups 1 number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object GOLD { number_of_groups 1 number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object GOLD { number_of_groups 1 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object STONE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object STONE { number_of_groups 1 number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } /* 3 PLAYERS */ elseif SMALL_MAP create_object GOLD { number_of_groups 1 number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object GOLD { number_of_groups 1 number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object GOLD { number_of_groups 1 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object GOLD { number_of_groups 1 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object STONE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object STONE { number_of_groups 1 number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } /* 4 PLAYERS */ elseif MEDIUM_MAP create_object GOLD { number_of_groups 1 number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object GOLD { number_of_groups 2 number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object GOLD { number_of_groups 1 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object GOLD { number_of_groups 1 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object STONE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object STONE { number_of_groups 1 number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object STONE { number_of_groups 1 number_of_objects 3 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } /* 6 PLAYERS */ elseif LARGE_MAP create_object GOLD { number_of_groups 1 number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object GOLD { number_of_groups 2 number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object GOLD { number_of_groups 2 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object STONE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object STONE { number_of_groups 1 number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object STONE { number_of_groups 1 number_of_objects 3 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } /* 8+ PLAYERS */ else create_object GOLD { number_of_groups 1 number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object GOLD { number_of_groups 2 number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object GOLD { number_of_groups 2 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object GOLD { number_of_groups 3 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object STONE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object STONE { number_of_groups 1 number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } create_object STONE { number_of_groups 2 number_of_objects 3 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } endif create_object SHEEP { number_of_objects 2 number_of_groups 1 set_loose_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 7 max_distance_to_other_zones 7 place_on_specific_land_id 10 } /* RESOURCES FOR EDGE ISLANDS */ create_object GOLD { number_of_groups 1 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only place_on_specific_land_id 11 } /* ****************************************************** */ elseif KILLINGFIELDS /* ****************************************************** */ if STANDARD_RESOURCES start_random percent_chance 30 #define ISLAND_DECENT percent_chance 70 #define ISLAND_BAD end_random if ISLAND_DECENT create_object GOLD { number_of_objects 5 if LARGE_MAP number_of_groups 3 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 else number_of_groups 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 15 terrain_to_place_on GRASS3 } elseif ISLAND_BAD create_object GOLD { number_of_objects 3 if LARGE_MAP number_of_groups 3 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 else number_of_groups 2 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 15 terrain_to_place_on GRASS3 } endif else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 4 elseif HUGE_MAP number_of_groups 4 elseif GIGANTIC_MAP number_of_groups 4 elseif TINY_MAP number_of_groups 2 elseif SMALL_MAP number_of_groups 2 else number_of_groups 3 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 15 terrain_to_place_on GRASS3 } endif /* ****************************************************** */ elseif RIVER_PIRATES /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD { if TINY_MAP number_of_groups 3 number_of_objects 4 elseif SMALL_MAP number_of_groups 4 number_of_objects 4 elseif MEDIUM_MAP number_of_groups 5 number_of_objects 5 elseif LARGE_MAP number_of_groups 7 number_of_objects 5 elseif HUGE_MAP number_of_groups 9 number_of_objects 5 else number_of_groups 10 number_of_objects 5 endif group_placement_radius 2 group_variance 1 set_tight_grouping set_gaia_object_only terrain_to_place_on GRASS2 min_distance_to_players 30 min_distance_group_placement 20 max_distance_to_other_zones 7 } create_object STONE { if TINY_MAP number_of_groups 2 number_of_objects 4 elseif SMALL_MAP number_of_groups 3 number_of_objects 4 elseif MEDIUM_MAP number_of_groups 4 number_of_objects 5 elseif LARGE_MAP number_of_groups 5 number_of_objects 5 elseif HUGE_MAP number_of_groups 7 number_of_objects 5 else number_of_groups 8 number_of_objects 5 endif group_placement_radius 2 group_variance 1 set_tight_grouping set_gaia_object_only terrain_to_place_on GRASS2 min_distance_to_players 30 min_distance_group_placement 20 max_distance_to_other_zones 7 } else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if TINY_MAP number_of_groups 3 elseif SMALL_MAP number_of_groups 4 elseif MEDIUM_MAP number_of_groups 5 elseif LARGE_MAP number_of_groups 7 elseif HUGE_MAP number_of_groups 9 else number_of_groups 10 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only terrain_to_place_on GRASS2 min_distance_to_players 30 min_distance_group_placement 20 max_distance_to_other_zones 7 } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif if TINY_MAP number_of_groups 2 elseif SMALL_MAP number_of_groups 3 elseif MEDIUM_MAP number_of_groups 4 elseif LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 7 else number_of_groups 8 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only terrain_to_place_on GRASS2 min_distance_to_players 30 min_distance_group_placement 20 max_distance_to_other_zones 7 } endif /* ****************************************************** */ elseif SHIPWRECK_ /* ****************************************************** */ /* STARTING FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 min_distance_group_placement 6 } /* STARTING GOLD */ create_object GOLD { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 11 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* STARTING SHEEP */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 10 } create_object SHEEP { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 14 } /* *****RESOURCES BY MAP***** */ create_object FORAGE { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } create_object FORAGE { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } if LARGE_MAP create_object FORAGE { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if LARGE_MAP create_object FORAGE { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if HUGE_MAP create_object FORAGE { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 40 max_distance_to_players 120 min_distance_group_placement 9 } endif /* EXTRA GOLD */ create_object GOLD { number_of_groups 4 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } create_object GOLD { number_of_groups 4 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } if TINY_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if TINY_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 4 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 4 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 4 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 4 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 5 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 5 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* EXTRA STONE */ create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } if TINY_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if TINY_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 4 number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 4 number_of_objects 5 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 4 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 4 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 4 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 4 number_of_objects 6 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 19 max_distance_to_players 120 min_distance_group_placement 9 } create_object TURKEY { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 35 min_distance_group_placement 5 } create_object DEER { number_of_objects 4 group_variance 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 19 } /* ****************************************************** */ elseif CENTRALSMASH /* ****************************************************** */ if STANDARD_RESOURCES start_random percent_chance 30 #define ISLAND_DECENT percent_chance 70 #define ISLAND_BAD end_random if ISLAND_DECENT create_object GOLD { number_of_objects 5 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 10 terrain_to_place_on DIRT } create_object STONE { number_of_objects 5 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 10 terrain_to_place_on DIRT } elseif ISLAND_BAD create_object GOLD { number_of_objects 3 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 10 terrain_to_place_on DIRT } create_object STONE { number_of_objects 3 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 10 terrain_to_place_on DIRT } endif else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 15 terrain_to_place_on DIRT } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 15 terrain_to_place_on DIRT } endif /* ****************************************************** */ elseif SEA__ /* ****************************************************** */ /* RESOURCES FOR BONUS ISLANDS */ create_object GOLD { number_of_objects 3 number_of_groups 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 7 max_distance_to_other_zones 0 terrain_to_place_on GRASS2 place_on_specific_land_id 170 } endif endif /* ****************************************************** */ if GIGA_PACK10 if LOCKEDTREASURES /* ****************************************************** */ if STANDARD_RESOURCES start_random percent_chance 30 #define ISLAND_DECENT percent_chance 70 #define ISLAND_BAD end_random if ISLAND_DECENT create_object GOLD { number_of_objects 5 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 5 terrain_to_place_on DIRT } create_object STONE { number_of_objects 5 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 5 terrain_to_place_on DIRT } elseif ISLAND_BAD create_object GOLD { number_of_objects 3 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 5 terrain_to_place_on DIRT } create_object STONE { number_of_objects 3 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 5 terrain_to_place_on DIRT } endif else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 5 terrain_to_place_on DIRT } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 5 terrain_to_place_on DIRT } endif /* ****************************************************** */ elseif SENNHEISER /* ****************************************************** */ if STANDARD_RESOURCES start_random percent_chance 30 #define ISLAND_DECENT percent_chance 70 #define ISLAND_BAD end_random if ISLAND_DECENT create_object GOLD { number_of_objects 5 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 20 terrain_to_place_on GRASS2 } create_object STONE { number_of_objects 5 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 20 terrain_to_place_on GRASS2 } elseif ISLAND_BAD create_object GOLD { number_of_objects 3 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 20 terrain_to_place_on GRASS2 } create_object STONE { number_of_objects 3 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 20 terrain_to_place_on GRASS2 } endif else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 20 terrain_to_place_on GRASS2 } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 20 terrain_to_place_on GRASS2 } endif /* ****************************************************** */ elseif BANANAISLANDS /* ****************************************************** */ if TINY_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object GOLD { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if SMALL_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if MEDIUM_MAP create_object STONE { number_of_groups 2 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if LARGE_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif if GIGANTIC_MAP create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players 40 min_distance_group_placement 9 } endif /* ****************************************************** */ elseif URBANISLANDS /* ****************************************************** */ if STANDARD_RESOURCES start_random percent_chance 30 #define ISLAND_DECENT percent_chance 70 #define ISLAND_BAD end_random if ISLAND_DECENT create_object GOLD { number_of_objects 4 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 group_variance 1 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 10 terrain_to_place_on GRASS2 } elseif ISLAND_BAD create_object GOLD { number_of_objects 2 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 10 terrain_to_place_on GRASS2 } endif else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players 10 min_distance_group_placement 10 terrain_to_place_on GRASS2 } endif /* ****************************************************** */ elseif THEDIVIDE /* ****************************************************** */ create_object RELIC { number_of_objects 20 terrain_to_place_on ROAD temp_min_distance_group_placement 8 } /* ****************************************************** */ elseif FARMISHING /* ****************************************************** */ if STANDARD_RESOURCES start_random percent_chance 30 #define ISLAND_DECENT percent_chance 70 #define ISLAND_BAD end_random if ISLAND_DECENT create_object GOLD { number_of_objects 5 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on FARMIA } create_object STONE { number_of_objects 5 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on FARMIA } elseif ISLAND_BAD create_object GOLD { number_of_objects 3 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on FARMIA } create_object STONE { number_of_objects 3 if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on FARMIA } endif else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on FARMIA } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 5 elseif HUGE_MAP number_of_groups 6 elseif GIGANTIC_MAP number_of_groups 6 else number_of_groups 4 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 5 terrain_to_place_on FARMIA } endif /* ****************************************************** */ elseif WATERLAND /* ****************************************************** */ if STANDARD_RESOURCES start_random percent_chance 30 #define ISLAND_DECENT percent_chance 70 #define ISLAND_BAD end_random if ISLAND_DECENT create_object GOLD { number_of_objects 5 if LARGE_MAP number_of_groups 6 elseif HUGE_MAP number_of_groups 7 elseif GIGANTIC_MAP number_of_groups 7 else number_of_groups 5 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 9 terrain_to_place_on GRASS3 } create_object STONE { number_of_objects 5 if LARGE_MAP number_of_groups 6 elseif HUGE_MAP number_of_groups 7 elseif GIGANTIC_MAP number_of_groups 7 else number_of_groups 5 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 9 terrain_to_place_on GRASS3 } elseif ISLAND_BAD create_object GOLD { number_of_objects 3 if LARGE_MAP number_of_groups 6 elseif HUGE_MAP number_of_groups 7 elseif GIGANTIC_MAP number_of_groups 7 else number_of_groups 5 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 9 terrain_to_place_on GRASS3 } create_object STONE { number_of_objects 3 if LARGE_MAP number_of_groups 6 elseif HUGE_MAP number_of_groups 7 elseif GIGANTIC_MAP number_of_groups 7 else number_of_groups 5 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 9 terrain_to_place_on GRASS3 } endif else create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 6 elseif GOLDGOOD number_of_objects 5 elseif GOLDNOTSOGOOD number_of_objects 4 elseif GOLDTOOLITTLE number_of_objects 4 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 6 elseif HUGE_MAP number_of_groups 7 elseif GIGANTIC_MAP number_of_groups 7 else number_of_groups 5 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 9 terrain_to_place_on GRASS3 } create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif if LARGE_MAP number_of_groups 6 elseif HUGE_MAP number_of_groups 7 elseif GIGANTIC_MAP number_of_groups 7 else number_of_groups 5 endif group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_group_placement 9 terrain_to_place_on GRASS3 } endif endif endif /* ****************************************************** */ if GIGA_PACK11 if NC_XMAS_TREE /* ****************************************************** */ if STANDARD_RESOURCES create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 8 } create_object SHEEP { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 24 } create_object BOAR { number_of_objects 1 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 20 } create_object DEER { number_of_objects 6 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 18 } create_object GOLD { number_of_objects 7 group_placement_radius 4 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 15 min_distance_group_placement 8 max_distance_to_other_zones 3 } create_object GOLD { number_of_objects 6 group_placement_radius 4 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 20 min_distance_group_placement 8 max_distance_to_other_zones 3 } create_object STONE { number_of_objects 7 group_placement_radius 4 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 20 min_distance_group_placement 8 max_distance_to_other_zones 3 } create_object STONE { number_of_objects 6 group_placement_radius 4 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 15 min_distance_group_placement 8 max_distance_to_other_zones 3 } endif /* ****************************************************** */ elseif HOUSE_BOAT /* ****************************************************** */ create_object VILLAGER { set_place_for_every_player min_distance_to_players 3 max_distance_to_players 5 } create_object SCOUT { number_of_objects 1 set_place_for_every_player min_distance_to_players 3 max_distance_to_players 5 } create_object SHEEP { number_of_objects 2 set_place_for_every_player set_gaia_object_only min_distance_to_players 3 max_distance_to_players 5 } create_object OAKTREE { number_of_objects 2 set_place_for_every_player set_gaia_object_only min_distance_to_players 3 max_distance_to_players 5 } /* ***** Player Resources ***** */ create_object GOLD /* Should generate four groups around each player */ { number_of_objects 2 number_of_groups 4 set_scaling_to_player_number set_tight_grouping temp_min_distance_group_placement 17 terrain_to_place_on STRIP } create_object STONE /* Should generate four groups around each player */ { number_of_objects 2 number_of_groups 4 set_scaling_to_player_number set_tight_grouping temp_min_distance_group_placement 17 terrain_to_place_on STRIP } create_object FORAGE /* Should generate four groups around each player */ { number_of_objects 2 number_of_groups 4 set_scaling_to_player_number set_tight_grouping temp_min_distance_group_placement 17 terrain_to_place_on STRIP } create_object SHEEP /* Should generate four groups around each player */ { number_of_objects 2 number_of_groups 8 set_loose_grouping set_scaling_to_player_number temp_min_distance_group_placement 17 terrain_to_place_on STRIP } create_object GOLD { number_of_objects 3 number_of_groups 3 set_scaling_to_player_number set_tight_grouping max_distance_to_other_zones 6 min_distance_group_placement 2 temp_min_distance_group_placement 15 terrain_to_place_on LAND } create_object STONE { number_of_objects 3 number_of_groups 2 set_scaling_to_player_number set_tight_grouping max_distance_to_other_zones 6 min_distance_group_placement 2 temp_min_distance_group_placement 15 terrain_to_place_on LAND } endif endif /* ****************************************************** */ if GIGA_PACK12 if BLACK_GOLDRUSH /* ****************************************************** */ if STANDARD_RESOURCES create_object STONE /* extra */ { number_of_objects 4 number_of_groups 2 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } endif /* ****************************************************** */ elseif BASIN_ /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD /* primary */ { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 } create_object STONE /* primary */ { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 } create_object GOLD /* secondary */ { number_of_objects 5 set_tight_grouping group_placement_radius 3 set_place_for_every_player set_gaia_object_only min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } create_object STONE /* secondary */ { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } create_object GOLD /* extra */ { number_of_objects 4 number_of_groups 3 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } create_object STONE /* extra */ { number_of_objects 4 number_of_groups 2 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } create_object SHEEP /* primary */ { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP /* secondary */ { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object FORAGE { number_of_objects 6 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object BOAR { number_of_objects 2 set_place_for_every_player set_gaia_object_only min_distance_to_players 16 max_distance_to_players 22 } create_object DEER { number_of_objects 4 set_place_for_every_player set_gaia_object_only set_loose_grouping min_distance_to_players 18 max_distance_to_players 24 } endif /* ****************************************************** */ elseif CHAOS_PIT /* ****************************************************** */ create_object TURKEY /* primary */ { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 6 } create_object TURKEY /* secondary */ { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 terrain_to_place_on GRASS2 } if TINY_MAP else /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 min_distance_group_placement 6 } endif /* HILL FORAGE */ create_object FORAGE { number_of_objects 5 number_of_groups 1 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_place_for_every_player terrain_to_place_on GRASS2 min_distance_to_players 10 max_distance_to_players 20 min_distance_group_placement 3 temp_min_distance_group_placement 10 } create_object DEER { number_of_objects 5 number_of_groups 1 set_place_for_every_player set_gaia_object_only set_loose_grouping terrain_to_place_on GRASS2 min_distance_group_placement 3 temp_min_distance_group_placement 15 min_distance_to_players 10 max_distance_to_players 20 temp_min_distance_group_placement 10 } create_object STONE { number_of_objects 3 number_of_groups 2 set_tight_grouping set_gaia_object_only set_place_for_every_player terrain_to_place_on GRASS2 min_distance_group_placement 3 min_distance_to_players 10 max_distance_to_players 25 temp_min_distance_group_placement 10 } create_object GOLD /* primary */ { number_of_objects 7 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_scaling_to_player_number min_distance_group_placement 11 temp_min_distance_group_placement 15 min_distance_to_players 15 terrain_to_place_on DIRT } create_object GOLD /* extra */ { number_of_objects 4 number_of_groups 7 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 7 temp_min_distance_group_placement 15 min_distance_to_players 15 terrain_to_place_on DIRT } /* ****************************************************** */ elseif CHASM /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD /* primary */ { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 } create_object STONE /* primary */ { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 } create_object GOLD /* secondary */ { number_of_objects 5 set_tight_grouping group_placement_radius 3 set_place_for_every_player set_gaia_object_only min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } create_object STONE /* secondary */ { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } create_object GOLD /* extra */ { number_of_objects 4 number_of_groups 3 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } create_object STONE /* extra */ { number_of_objects 4 number_of_groups 2 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } if HOT create_object TURKEY else create_object SHEEP endif { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } if HOT create_object TURKEY else create_object SHEEP endif { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object FORAGE { number_of_objects 6 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object BOAR { number_of_objects 2 set_place_for_every_player set_gaia_object_only min_distance_to_players 16 max_distance_to_players 22 } create_object DEER { number_of_objects 4 set_place_for_every_player set_gaia_object_only set_loose_grouping min_distance_to_players 18 max_distance_to_players 24 } endif /* ****************************************************** */ elseif CIVIL_NOMAD /* ****************************************************** */ create_object GOLD { number_of_objects 5 number_of_groups 100 set_tight_grouping set_scaling_to_map_size min_distance_group_placement 15 temp_min_distance_group_placement 30 terrain_to_place_on GRASS } create_object STONE { number_of_objects 4 number_of_groups 100 set_tight_grouping set_scaling_to_map_size min_distance_group_placement 15 temp_min_distance_group_placement 30 terrain_to_place_on GRASS } create_object SHEEP /* primary */ { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP /* secondary */ { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object FORAGE { number_of_objects 6 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object BOAR { number_of_objects 2 set_place_for_every_player set_gaia_object_only min_distance_to_players 16 max_distance_to_players 22 } create_object DEER { number_of_objects 4 set_place_for_every_player set_gaia_object_only set_loose_grouping min_distance_to_players 18 max_distance_to_players 24 } if STANDARD_RESOURCES /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } else /* NEAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 7 elseif GOLDGOOD number_of_objects 7 elseif GOLDNOTSOGOOD number_of_objects 6 elseif GOLDTOOLITTLE number_of_objects 5 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* NEAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } endif /* ****************************************************** */ elseif CIVIL_WAR /* ****************************************************** */ create_object GOLD { number_of_objects 5 number_of_groups 100 set_tight_grouping set_scaling_to_map_size min_distance_group_placement 15 temp_min_distance_group_placement 30 terrain_to_place_on GRASS } create_object STONE { number_of_objects 4 number_of_groups 100 set_tight_grouping set_scaling_to_map_size min_distance_group_placement 15 temp_min_distance_group_placement 30 terrain_to_place_on GRASS } create_object SHEEP /* primary */ { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP /* secondary */ { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object FORAGE { number_of_objects 6 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object BOAR { number_of_objects 2 set_place_for_every_player set_gaia_object_only min_distance_to_players 16 max_distance_to_players 22 } create_object DEER { number_of_objects 4 set_place_for_every_player set_gaia_object_only set_loose_grouping min_distance_to_players 18 max_distance_to_players 24 } if STANDARD_RESOURCES /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } else /* NEAR GOLD */ create_object GOLD { if GOLDLIKESHIT number_of_objects 10 elseif GOLDLIKECRAP number_of_objects 9 elseif GOLDALOT number_of_objects 8 elseif GOLDENOUGH number_of_objects 7 elseif GOLDGOOD number_of_objects 7 elseif GOLDNOTSOGOOD number_of_objects 6 elseif GOLDTOOLITTLE number_of_objects 5 elseif GOLDALMOSTGONE number_of_objects 3 elseif RANOUTOFGOLDDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } /* NEAR STONE */ create_object STONE { if STONELIKESHIT number_of_objects 10 elseif STONELIKECRAP number_of_objects 9 elseif STONEALOT number_of_objects 8 elseif STONEENOUGH number_of_objects 6 elseif STONEGOOD number_of_objects 5 elseif STONENOTSOGOOD number_of_objects 4 elseif STONETOOLITTLE number_of_objects 4 elseif STONEALMOSTGONE number_of_objects 3 elseif RANOUTOFSTONEDAMMIT number_of_objects 2 endif group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 if NO_ZONE else max_distance_to_other_zones 7 endif } endif /* ****************************************************** */ elseif CORAL_REEF /* ****************************************************** */ create_object GOLD /* primary */ { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 } create_object STONE /* primary */ { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 } create_object GOLD /* secondary */ { number_of_objects 5 set_tight_grouping group_placement_radius 3 set_place_for_every_player set_gaia_object_only min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } create_object STONE /* secondary */ { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } create_object GOLD /* extra */ { number_of_objects 4 number_of_groups 3 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } create_object STONE /* extra */ { number_of_objects 4 number_of_groups 2 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } create_object TURKEY /* primary */ { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object TURKEY /* secondary */ { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 terrain_to_place_on GROUND } create_object FORAGE { number_of_objects 6 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object BOAR { number_of_objects 2 set_place_for_every_player set_gaia_object_only min_distance_to_players 16 max_distance_to_players 22 } create_object DEER { number_of_objects 4 set_place_for_every_player set_gaia_object_only set_loose_grouping min_distance_to_players 18 max_distance_to_players 24 } endif endif /* ****************************************************** */ if GIGA_PACK13 if DOUBLE_ARENA /* ****************************************************** */ create_object GOLD /* primary */ { number_of_objects 7 number_of_groups 2 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 temp_min_distance_group_placement 7 min_distance_group_placement 7 } create_object STONE /* primary */ { number_of_objects 5 number_of_groups 2 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 temp_min_distance_group_placement 7 min_distance_group_placement 7 } create_object GOLD /* secondary */ { number_of_objects 5 number_of_groups 2 set_tight_grouping group_placement_radius 3 set_place_for_every_player set_gaia_object_only min_distance_to_players 18 max_distance_to_players 26 temp_min_distance_group_placement 7 min_distance_group_placement 7 max_distance_to_other_zones 7 } create_object STONE /* secondary */ { number_of_objects 4 number_of_groups 2 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } create_object GOLD /* extra */ { number_of_objects 4 number_of_groups 3 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } create_object STONE /* extra */ { number_of_objects 4 number_of_groups 2 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } create_object SHEEP /* primary */ { number_of_objects 4 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP /* secondary */ { number_of_objects 2 number_of_groups 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object FORAGE { number_of_objects 6 number_of_groups 2 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_place_for_every_player temp_min_distance_group_placement 7 min_distance_to_players 10 max_distance_to_players 12 } create_object BOAR { number_of_objects 4 set_place_for_every_player set_gaia_object_only min_distance_to_players 16 max_distance_to_players 22 } create_object DEER { number_of_objects 4 number_of_groups 2 set_place_for_every_player set_gaia_object_only set_loose_grouping temp_min_distance_Group_placement 15 min_distance_to_players 18 max_distance_to_players 24 } /* ****************************************************** */ elseif DROUGHT /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD /* primary */ { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 } create_object STONE /* primary */ { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 } create_object GOLD /* secondary */ { number_of_objects 5 set_tight_grouping group_placement_radius 3 set_place_for_every_player set_gaia_object_only min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } create_object STONE /* secondary */ { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } create_object GOLD /* extra */ { number_of_objects 4 number_of_groups 3 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } create_object STONE /* extra */ { number_of_objects 4 number_of_groups 2 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } if HOT create_object SHEEP else create_object TURKEY /* primary */ endif { number_of_objects 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } if HOT create_object SHEEP else create_object TURKEY /* secondary */ endif { number_of_objects 1 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object FORAGE { number_of_objects 3 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object BOAR { number_of_objects 1 set_place_for_every_player set_gaia_object_only min_distance_to_players 16 max_distance_to_players 22 } create_object DEER { number_of_objects 2 set_place_for_every_player set_gaia_object_only set_loose_grouping min_distance_to_players 18 max_distance_to_players 24 } endif /* ****************************************************** */ elseif ENSNARED_ARENA /* ****************************************************** */ create_object GOLD /* primary */ { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 terrain_to_place_on GROUND } create_object STONE /* primary */ { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 terrain_to_place_on GROUND } create_object GOLD /* secondary */ { number_of_objects 5 set_tight_grouping group_placement_radius 3 set_place_for_every_player set_gaia_object_only min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 terrain_to_place_on GROUND } create_object STONE /* secondary */ { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 terrain_to_place_on GROUND } create_object GOLD /* extra */ { number_of_objects 4 number_of_groups 3 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 terrain_to_place_on GROUND } create_object STONE /* extra */ { number_of_objects 4 number_of_groups 2 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 terrain_to_place_on GROUND } create_object SHEEP /* primary */ { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 terrain_to_place_on GROUND } create_object SHEEP /* secondary */ { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 terrain_to_place_on GROUND } create_object FORAGE { number_of_objects 6 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 terrain_to_place_on GROUND } create_object BOAR { number_of_objects 2 set_place_for_every_player set_gaia_object_only min_distance_to_players 16 max_distance_to_players 22 terrain_to_place_on GROUND } create_object DEER { number_of_objects 4 set_place_for_every_player set_gaia_object_only set_loose_grouping min_distance_to_players 18 max_distance_to_players 24 terrain_to_place_on GROUND } /* ****************************************************** */ elseif FLOODPLAINS /* ****************************************************** */ create_object GOLD { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 3 max_distance_to_players 4 min_distance_group_placement 1 temp_min_distance_group_placement 3 } create_object STONE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 3 max_distance_to_players 4 min_distance_group_placement 1 temp_min_distance_group_placement 3 } create_object GOLD /* extra */ { number_of_objects 4 number_of_groups 100 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 10 temp_min_distance_group_placement 20 min_distance_to_players 20 terrain_to_place_on DESERT } create_object STONE /* extra */ { number_of_objects 4 number_of_groups 100 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 10 temp_min_distance_group_placement 20 min_distance_to_players 20 terrain_to_place_on DESERT } create_object TURKEY /* primary */ { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 5 max_distance_to_players 5 } /* ****************************************************** */ elseif GOLDEN_GHOST /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD /* primary */ { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 } create_object STONE /* primary */ { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 } create_object STONE /* secondary */ { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } create_object STONE /* extra */ { number_of_objects 4 number_of_groups 2 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 terrain_to_place_on SNOW } create_object SHEEP /* primary */ { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP /* secondary */ { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object SHEEP /* extra */ { number_of_objects 3 group_variance 1 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 35 min_distance_group_placement 5 terrain_to_place_on ICY_BEACH } create_object FORAGE { number_of_objects 6 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object BOAR { number_of_objects 2 set_place_for_every_player set_gaia_object_only min_distance_to_players 16 max_distance_to_players 22 } create_object DEER { number_of_objects 4 set_place_for_every_player set_gaia_object_only set_loose_grouping min_distance_to_players 18 max_distance_to_players 24 } endif /* ****************************************************** */ elseif ISLA_AURORA /* ****************************************************** */ create_object GOLD /* extra */ { number_of_objects 5 number_of_groups 4 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 5 terrain_to_place_on DESERT } /* ****************************************************** */ elseif ISOLATED_RIVERS /* ****************************************************** */ create_object GOLD /* extra */ { number_of_objects 4 number_of_groups 2 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 terrain_to_place_on GRASS } create_object STONE /* extra */ { number_of_objects 4 number_of_groups 2 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 terrain_to_place_on GRASS } /* ****************************************************** */ elseif LANDSLIDE /* ****************************************************** */ create_object GOLD /* primary */ { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 } create_object STONE /* primary */ { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 } create_object GOLD /* secondary */ { number_of_objects 5 set_tight_grouping group_placement_radius 3 set_place_for_every_player set_gaia_object_only min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } create_object STONE /* secondary */ { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } create_object GOLD /* extra */ { number_of_objects 4 number_of_groups 3 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } create_object STONE /* extra */ { number_of_objects 4 number_of_groups 2 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 30 } if JUNGLE_MAP create_object TURKEY else create_object SHEEP endif { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } if JUNGLE_MAP create_object TURKEY else create_object SHEEP endif { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object FORAGE { number_of_objects 6 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object BOAR { number_of_objects 2 set_place_for_every_player set_gaia_object_only min_distance_to_players 16 max_distance_to_players 22 } create_object DEER { number_of_objects 4 set_place_for_every_player set_gaia_object_only set_loose_grouping min_distance_to_players 18 max_distance_to_players 24 } endif endif /* ****************************************************** */ if GIGA_PACK14 if MINERAL_RING /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD /* primary */ { number_of_objects 3 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 12 min_distance_group_placement 7 } create_object STONE /* primary */ { number_of_objects 2 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 12 min_distance_group_placement 7 } create_object SHEEP /* primary */ { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP /* secondary */ { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object FORAGE { number_of_objects 6 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object BOAR { number_of_objects 2 set_place_for_every_player set_gaia_object_only min_distance_to_players 16 max_distance_to_players 22 } create_object DEER { number_of_objects 4 set_place_for_every_player set_gaia_object_only set_loose_grouping min_distance_to_players 18 max_distance_to_players 24 } endif /* ****************************************************** */ elseif MOUNT_FUJI /* ****************************************************** */ if STANDARD_RESOURCES create_object GOLD /* primary */ { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 } create_object STONE /* primary */ { number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 } create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 9 max_distance_to_players 11 } create_object SHEEP { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object FORAGE { number_of_objects 6 set_tight_grouping group_placement_radius 4 set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object BOAR { number_of_objects 2 set_place_for_every_player set_gaia_object_only min_distance_to_players 16 max_distance_to_players 22 } create_object DEER { number_of_objects 4 set_place_for_every_player set_gaia_object_only set_loose_grouping min_distance_to_players 18 max_distance_to_players 24 } create_object GOLD /* extra */ { number_of_objects 4 number_of_groups 6 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 15 min_distance_to_players 20 terrain_to_place_on GRASS_SNOW } create_object STONE /* extra */ { number_of_objects 4 number_of_groups 3 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 20 min_distance_to_players 20 terrain_to_place_on GRASS_SNOW } create_object STONE /* mountain */ { number_of_objects 7 number_of_groups 2 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 3 temp_min_distance_group_placement 10 terrain_to_place_on SNOW } endif /* ****************************************************** */ elseif AQUAPOLIS /* ****************************************************** */ create_object GOLD /* primary */ { number_of_objects 7 number_of_groups 2 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 28 min_distance_group_placement 7 } create_object STONE /* primary */ { number_of_groups 2 number_of_objects 6 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 min_distance_group_placement 7 } create_object GOLD /* extra */ { number_of_objects 4 number_of_groups 2 set_tight_grouping set_gaia_object_only terrain_to_place_on DESERT min_distance_group_placement 5 temp_min_distance_group_placement 10 set_scaling_to_map_size } create_object STONE /* extra */ { number_of_objects 4 set_tight_grouping set_gaia_object_only terrain_to_place_on DESERT min_distance_group_placement 5 temp_min_distance_group_placement 10 set_scaling_to_map_size } endif endif /* ****************************************************** */ /* TREES ON MAPS */ /* ****************************************************** */ if GIGA_PACK1 if GHOSTLAKE_ /* ****************************************************** */ #define SNOWPINE__ create_object SNOWPINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif ARCHIPELAGO_ /* ****************************************************** */ if DESERT_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif if DESERT_MAP create_object PALMTREE { number_of_objects 15 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } elseif ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 15 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } else create_object OAKTREE { number_of_objects 15 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } endif /* ****************************************************** */ elseif ARENA_ /* ****************************************************** */ if DESERT_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif TROPICAL_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif FROZEN_MAP create_object SNOWPINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object SNOWPINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif if ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } else create_object OAKTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } endif /* ****************************************************** */ elseif OASIS_ /* ****************************************************** */ if DESERT_MAP create_object PALMTREE { number_of_objects 40 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } elseif FROZEN_MAP create_object SNOWPINETREE { number_of_objects 40 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } else create_object OAKTREE { number_of_objects 40 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } endif if DESERT_MAP create_object PALMTREE /* straggler trees */ { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif FROZEN_MAP create_object SNOWPINETREE /* straggler trees */ { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object SNOWPINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE /* straggler trees */ { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif /* ****************************************************** */ elseif HIGHLAND_ /* ****************************************************** */ if ALPINE_MAP create_object PINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } elseif ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } else create_object OAKTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } endif if DESERT_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif TROPICAL_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif FROZEN_MAP create_object SNOWPINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object SNOWPINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif if ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } else create_object OAKTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } endif /* ****************************************************** */ elseif MONGOLIA_ /* ****************************************************** */ create_object PINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } /* ****************************************************** */ elseif SCANDINAVIA_ /* ****************************************************** */ create_object SNOWPINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object SNOWPINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } create_object SNOWPINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif BALTIC_ /* ****************************************************** */ if ALPINE_MAP create_object PINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } else create_object SNOWPINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } endif if ALPINE_MAP create_object PINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif FROZEN_MAP create_object SNOWPINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object SNOWPINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif /* ****************************************************** */ elseif BLACKFOREST_ /* ****************************************************** */ if TROPICAL_MAP create_object JUNGLETREE elseif FROZEN_MAP create_object SNOWPINETREE else create_object OAKTREE endif { number_of_objects 100 set_gaia_object_only min_distance_to_players 6 min_distance_group_placement 2 } if FROZEN_MAP create_object SNOWPINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object SNOWPINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif TROPICAL_MAP create_object JUNGLETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object JUNGLETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif /* ****************************************************** */ elseif FORTRESS_ /* ****************************************************** */ if DESERT_MAP create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 min_distance_group_placement 2 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 min_distance_group_placement 2 } elseif FROZEN_MAP create_object SNOWPINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 min_distance_group_placement 2 } elseif ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 min_distance_group_placement 2 } else create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 10 min_distance_group_placement 2 } endif if DESERT_MAP create_object PALMTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size } elseif FROZEN_MAP create_object SNOWPINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size } else create_object OAKTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size } endif /* ****************************************************** */ elseif SALTMARSH_ /* ****************************************************** */ if DESERT_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif TROPICAL_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif FROZEN_MAP create_object SNOWPINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object SNOWPINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif create_object PALMTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif ARABIA_ /* ****************************************************** */ if DESERT_MAP create_object PALMTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } else create_object OAKTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } endif if DESERT_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif /* ****************************************************** */ elseif DRY_ARABIA /* ****************************************************** */ if DESERT_MAP create_object PALMTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } else create_object OAKTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } endif if DESERT_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif /* ****************************************************** */ elseif ISLANDS_ /* ****************************************************** */ if DESERT_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif TROPICAL_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif if DESERT_MAP create_object PALMTREE { number_of_objects 15 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 15 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } elseif TROPICAL_MAP create_object PALMTREE { number_of_objects 15 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } else create_object OAKTREE { number_of_objects 15 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } endif /* ****************************************************** */ elseif RIVERS_ /* ****************************************************** */ if DESERT_MAP create_object PALMTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } elseif ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } else create_object OAKTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } endif if DESERT_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif TROPICAL_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif /* ****************************************************** */ elseif YUCATAN_ /* ****************************************************** */ create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 100 set_gaia_object_only min_distance_to_players 6 min_distance_group_placement 2 } create_object PLANTS { number_of_objects 200 set_gaia_object_only } create_object JUNGLETREE { number_of_objects 100 set_gaia_object_only min_distance_to_players 6 min_distance_group_placement 2 } /* ****************************************************** */ elseif CONTINENTAL_ /* ****************************************************** */ if ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } else create_object OAKTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } endif if ALPINE_MAP create_object PINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif /* ****************************************************** */ elseif NOMAD_ /* ****************************************************** */ if DESERT_MAP create_object PALMTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size } elseif ALPINE_MAP create_object PINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size } else create_object OAKTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size } endif /* ****************************************************** */ elseif MIGRATION_ /* ****************************************************** */ if DESERT_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif if DESERT_MAP create_object PALMTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } else create_object OAKTREE { number_of_objects 30 set_gaia_object_only min_distance_to_players 8 set_scaling_to_map_size } endif /* ****************************************************** */ elseif COASTAL_ /* ****************************************************** */ if DESERT_MAP create_object PALMTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } elseif FROZEN_MAP create_object SNOWPINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } elseif ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } elseif TROPICAL_MAP create_object PALMTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } else create_object OAKTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } endif if DESERT_MAP create_object PALMTREE /* straggler trees */ { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ALPINE_MAP create_object PINETREE /* straggler trees */ { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ASIAN_MAP create_object BAMBOO_TREE /* straggler trees */ { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif FROZEN_MAP create_object SNOWPINETREE /* straggler trees */ { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object SNOWPINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif TROPICAL_MAP create_object JUNGLETREE /* straggler trees */ { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object JUNGLETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE /* straggler trees */ { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif /* ****************************************************** */ elseif MEDITERRANEAN_ /* ****************************************************** */ if DESERT_MAP create_object PALMTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } else create_object OAKTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } endif if DESERT_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif /* ****************************************************** */ elseif TEAM_ISLANDS_ /* ****************************************************** */ if DESERT_MAP create_object PALMTREE { number_of_objects 20 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 20 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } elseif FROZEN_MAP create_object SNOWPINETREE { number_of_objects 20 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } else create_object OAKTREE { number_of_objects 20 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } endif if DESERT_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif TROPICAL_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif FROZEN_MAP create_object SNOWPINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object SNOWPINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif /* ****************************************************** */ elseif CRATER_LAKE_ /* ****************************************************** */ create_object PINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } if DESERT_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif /* ****************************************************** */ elseif GOLD_RUSH_ /* ****************************************************** */ create_object OAKTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } if DESERT_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ALPINE_MAP create_object PINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } else create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif /* ****************************************************** */ elseif LAND_NOMAD /* ****************************************************** */ /* TREES NEAR PLAYER STARTS */ create_object OAKTREE { number_of_objects 5 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif /* endif TREES */ endif /* ****************************************************** */ if GIGA_PACK2 if RAFT_AP /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif TRADE_ROUTE_AP /* ****************************************************** */ if ROAD_STYLE_1 start_random percent_chance 50 #define PINE__ percent_chance 50 #define FOREST__ end_random elseif ROAD_STYLE_2 start_random percent_chance 50 #define PINE__ percent_chance 50 #define SNOWPINE__ end_random elseif ROAD_STYLE_3 start_random percent_chance 50 #define PALM__ percent_chance 50 #define JUNGLE__ end_random endif /* ****************************************************** */ elseif QUICKSAND_AP /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif HYPERBOREA_AP /* ****************************************************** */ #define SNOWPINE__ /* ****************************************************** */ elseif LOCK_WASHER_AP /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif MAZE_AP /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif INFREQUENT_AP /* ****************************************************** */ start_random percent_chance 50 #define BAMBOO__ percent_chance 50 #define JUNGLE__ end_random /* ****************************************************** */ elseif WOODEN_WEB_AP /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif GLACIER_AP /* ****************************************************** */ start_random percent_chance 50 #define PINE__ percent_chance 50 #define SNOWPINE__ end_random /* ****************************************************** */ elseif ROAD_TO_VICTORY_AP /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif CARIBBEAN_AP /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif AGRICULTURAL_AP /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif AUTUMNALAE_AP /* ****************************************************** */ #define PINE__ create_object TREE_F { number_of_groups 26 if LARGE_MAP number_of_objects 28 elseif HUGE_MAP number_of_objects 32 else number_of_objects 26 endif set_gaia_object_only terrain_to_place_on GRASS temp_min_distance_group_placement 15 set_loose_grouping set_scaling_to_map_size group_variance 1 group_placement_radius 30 } create_object TREE_G { number_of_groups 16 if LARGE_MAP number_of_objects 18 elseif HUGE_MAP number_of_objects 22 else number_of_objects 16 endif set_gaia_object_only terrain_to_place_on GRASS temp_min_distance_group_placement 15 set_loose_grouping set_scaling_to_map_size group_variance 1 group_placement_radius 30 } create_object TREE_C { number_of_objects 100 set_gaia_object_only terrain_to_place_on GRASS min_distance_group_placement 5 max_distance_group_placement 15 } /* ****************************************************** */ elseif TWO_RIVERS_AP /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif MELTING_ICE_AP /* ****************************************************** */ start_random percent_chance 50 #define BAMBOO__ percent_chance 50 #define FOREST__ end_random /* ****************************************************** */ elseif ARZACHEL_AP /* ****************************************************** */ if MODE__1 #define JUNGLE__ elseif MODE__2 start_random percent_chance 50 #define PINE__ percent_chance 50 #define SNOWPINE__ end_random elseif MODE__3 #define FOREST__ elseif MODE__4 #define BAMBOO__ elseif MODE__5 #define BAMBOO__ endif /* ****************************************************** */ elseif DAM_AP /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif FORT_AP /* ****************************************************** */ start_random percent_chance 50 #define PINE__ percent_chance 50 #define FOREST__ end_random /* ****************************************************** */ elseif RELIC_PONDS_AP /* ****************************************************** */ start_random percent_chance 50 #define JUNGLE__ percent_chance 50 #define PINE__ end_random /* ****************************************************** */ elseif FLOOD_AP /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif BIG_BLUE_AP /* ****************************************************** */ start_random percent_chance 50 #define SNOWPINE__ percent_chance 50 #define PINE__ end_random /* ****************************************************** */ elseif DEVASTATION_AP /* ****************************************************** */ #define PINE__ create_object OAKTREE { number_of_objects 50 set_gaia_object_only min_distance_group_placement 10 max_distance_group_placement 20 set_avoid_player_start_areas } create_object PINETREE { number_of_objects 150 set_gaia_object_only min_distance_group_placement 10 max_distance_group_placement 15 set_avoid_player_start_areas } /* ****************************************************** */ elseif FROSTY_ISLANDS_AP /* ****************************************************** */ if FROZEN #define SNOWPINE__ elseif COLD #define PINE__ endif /* ****************************************************** */ elseif MIXTURE_AP /* ****************************************************** */ start_random percent_chance 25 #define FOREST__ percent_chance 25 #define PINE__ percent_chance 25 #define PALM__ percent_chance 25 #define JUNGLE__ end_random /* ****************************************************** */ elseif BOARDS_OF_CANADA_AP /* ****************************************************** */ if DEFAULT_FORTRESS #define FOREST__ elseif JUNGLES #define JUNGLE__ elseif SUMMER #define PALM__ elseif RAINY #define PINE__ elseif WINTER #define SNOWPINE__ endif endif endif /* ****************************************************** */ if GIGA_PACK3 if EASTER_ISLAND_AP /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif ENSNARED_AP /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif GHOST_FOREST_AP /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif ANCIENT_LAKE_AP /* ****************************************************** */ start_random percent_chance 50 #define FOREST__ percent_chance 50 #define PINE__ end_random /* ****************************************************** */ elseif INNOVATION_AP /* ****************************************************** */ start_random percent_chance 50 #define FOREST__ percent_chance 50 #define PINE__ end_random /* ****************************************************** */ elseif HALLUCINATION_AP /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif CONFLICT_AP /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif HYDROLOGY_AP /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif ATARONCHRONON_AP /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif KYZYL_KUM_AP /* ****************************************************** */ start_random percent_chance 50 #define FOREST__ percent_chance 50 #define PALM__ end_random /* ****************************************************** */ elseif BAZAAR_WAR_AP /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif RAINFOREST_AP /* ****************************************************** */ #define JUNGLE__ /* ****************************************************** */ elseif DOUBLE_DANGER_AP /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif PALETTE_AP /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif JÁRNVIÐR_AP /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif SAND_OCEAN_AP /* ****************************************************** */ #define BAMBOO__ /* ****************************************************** */ elseif SAND_RIVER_AP /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif OLD_GROWTH_AP /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif GREAT_FOREST_AP /* ****************************************************** */ start_random percent_chance 20 #define FOREST__ percent_chance 20 #define PINE__ percent_chance 20 #define PALM__ percent_chance 20 #define JUNGLE__ percent_chance 20 #define BAMBOO__ end_random /* ****************************************************** */ elseif NEW_PLANET_AP /* ****************************************************** */ start_random percent_chance 50 create_object TREE_D { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 resource_delta 75 } create_object TREE_D { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 resource_delta 75 } percent_chance 50 create_object TREE_D { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 resource_delta 75 } create_object TREE_D { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 resource_delta 75 } end_random create_object TREE_A { number_of_objects 500 set_gaia_object_only terrain_to_place_on DESERT min_distance_to_players 30 temp_min_distance_group_placement 5 max_distance_group_placement 15 resource_delta 75 } create_object TREE_A { number_of_groups 28 if LARGE_MAP number_of_objects 30 elseif HUGE_MAP number_of_objects 32 else number_of_objects 28 endif set_gaia_object_only terrain_to_place_on DESERT temp_min_distance_group_placement 15 min_distance_to_players 15 set_tight_grouping set_scaling_to_map_size group_variance 1 group_placement_radius 30 resource_delta 75 } create_object TREE_D { number_of_groups 18 if LARGE_MAP number_of_objects 20 elseif HUGE_MAP number_of_objects 22 else number_of_objects 18 endif set_gaia_object_only terrain_to_place_on DESERT temp_min_distance_group_placement 15 min_distance_to_players 15 set_tight_grouping set_scaling_to_map_size group_variance 1 group_placement_radius 30 resource_delta 75 } create_object TREE_A { number_of_objects 150 set_gaia_object_only terrain_to_place_on DESERT min_distance_to_players 15 min_distance_group_placement 10 max_distance_group_placement 15 set_avoid_player_start_areas resource_delta 75 } /* ****************************************************** */ elseif LEAF_LAKES_AP /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif BARREN_LAND_AP /* ****************************************************** */ start_random percent_chance 50 create_object TREE_F { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object TREE_F { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } percent_chance 50 create_object TREE_G { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object TREE_G { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } end_random create_object TREE_F { number_of_objects 500 set_gaia_object_only terrain_to_place_on DIRT3 min_distance_to_players 30 temp_min_distance_group_placement 5 max_distance_group_placement 15 } create_object TREE_G { number_of_groups 28 if LARGE_MAP number_of_objects 30 elseif HUGE_MAP number_of_objects 32 else number_of_objects 28 endif set_gaia_object_only terrain_to_place_on DIRT3 temp_min_distance_group_placement 15 min_distance_to_players 15 set_tight_grouping set_scaling_to_map_size group_variance 1 group_placement_radius 30 } create_object TREE_F { number_of_groups 18 if LARGE_MAP number_of_objects 20 elseif HUGE_MAP number_of_objects 22 else number_of_objects 18 endif set_gaia_object_only terrain_to_place_on DIRT temp_min_distance_group_placement 15 min_distance_to_players 15 set_tight_grouping set_scaling_to_map_size group_variance 1 group_placement_radius 30 } create_object TREE_L { number_of_objects 150 set_gaia_object_only terrain_to_place_on DIRT3 min_distance_to_players 15 min_distance_group_placement 10 max_distance_group_placement 15 set_avoid_player_start_areas } /* ****************************************************** */ elseif SCYTHIA_AP /* ****************************************************** */ #define FOREST__ create_object TREE_H { number_of_objects 500 set_gaia_object_only terrain_to_place_on GRASS3 min_distance_to_players 30 temp_min_distance_group_placement 5 max_distance_group_placement 15 } create_object TREE_K { number_of_groups 28 if LARGE_MAP number_of_objects 30 elseif HUGE_MAP number_of_objects 32 else number_of_objects 28 endif set_gaia_object_only terrain_to_place_on GRASS3 temp_min_distance_group_placement 15 min_distance_to_players 15 set_tight_grouping set_scaling_to_map_size group_variance 1 group_placement_radius 30 } create_object TREE_B { number_of_groups 18 if LARGE_MAP number_of_objects 20 elseif HUGE_MAP number_of_objects 22 else number_of_objects 18 endif set_gaia_object_only terrain_to_place_on GRASS2 temp_min_distance_group_placement 15 min_distance_to_players 15 set_tight_grouping set_scaling_to_map_size group_variance 1 group_placement_radius 30 } create_object TREE_G { number_of_objects 150 set_gaia_object_only terrain_to_place_on GRASS3 min_distance_to_players 15 min_distance_group_placement 10 max_distance_group_placement 15 set_avoid_player_start_areas } /* ****************************************************** */ elseif FLUCTUATE_AP /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif AOFE_HIDEOUT /* ****************************************************** */ start_random percent_chance 50 #define FOREST__ percent_chance 50 #define PALM__ end_random create_object OAKTREE { number_of_objects 15 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } create_object PINETREE { number_of_objects 15 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } endif endif /* ****************************************************** */ if GIGA_PACK4 if AOFE_ACROPOLIS /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif AOFE_BUDAPEST /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif AOFE_CENOTES /* ****************************************************** */ #define JUNGLE__ create_object JUNGLE_TREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif AOFE_GOLDEN_PIT /* ****************************************************** */ if GOLDENPIT_JUNGLE #define JUNGLE__ elseif GOLDENPIT_WINTER #define SNOWPINE__ elseif GOLDENPIT_NORTHERN #define PINE__ elseif GOLDENPIT_CLASSIC #define FOREST__ endif if GOLDENPIT_JUNGLE create_object JUNGLETREE elseif GOLDENPIT_WINTER create_object SNOWPINETREE elseif GOLDENPIT_NORTHERN create_object PINETREE elseif GOLDENPIT_CLASSIC create_object OAKTREE endif { number_of_objects 20 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 if GOLDENPIT_JUNGLE terrain_to_place_on GRASS2 elseif GOLDENPIT_WINTER terrain_to_place_on GRASS_SNOW elseif GOLDENPIT_NORTHERN terrain_to_place_on GRASS3 elseif GOLDENPIT_CLASSIC terrain_to_place_on GRASS endif } /* ****************************************************** */ elseif AOFE_HILL_FORT /* ****************************************************** */ create_object PINETREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAK_FOREST_TREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } create_object OAK_FOREST_TREE { number_of_objects 15 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } create_object PINETREE { number_of_objects 15 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif AOFE_LOMBARDIA /* ****************************************************** */ start_random percent_chance 50 #define PINE__ percent_chance 50 #define SNOWPINE__ end_random create_object PINETREE { number_of_objects 12 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 terrain_to_place_on GRASS } create_object SNOWPINETREE { number_of_objects 12 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 terrain_to_place_on GRASS_SNOW } /* ****************************************************** */ elseif AOFE_STEPPE /* ****************************************************** */ start_random percent_chance 50 #define FOREST__ percent_chance 50 #define PINE__ end_random create_object OAKTREE { number_of_objects 6 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 terrain_to_place_on GRASS3 } create_object PINETREE { number_of_objects 6 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 terrain_to_place_on GRASS3 } /* ****************************************************** */ elseif AOFE_TEAM_ARENA /* ****************************************************** */ if DESERT_MAP #define PALM__ elseif ALPINE_MAP #define PINE__ elseif ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif TROPICAL_MAP create_object PALMTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } elseif FROZEN_MAP #define SNOWPINE__ else #define FOREST__ endif /* ****************************************************** */ elseif AOFE_VALLEY /* ****************************************************** */ if SMRK #define PINE__ elseif PRALES #define JUNGLE__ elseif KAKTUS #define PALM__ elseif KOPRIVA #define FOREST__ elseif RAMPOUCH #define SNOWPINE__ endif if SMRK create_object PINETREE elseif PRALES create_object JUNGLETREE elseif KAKTUS create_object PALMTREE elseif KOPRIVA create_object OAKTREE elseif RAMPOUCH create_object SNOWPINETREE endif { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif GOLDENHILL /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif HILLS /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif TSUNAMI /* ****************************************************** */ if DESERT_MAP #define PALM__ elseif ALPINE_MAP #define PINE__ elseif TROPCIAL_MAP #define JUNGLE__ else #define FOREST__ endif /* ****************************************************** */ elseif SOUL /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif HAMBURGER /* ****************************************************** */ start_random percent_chance 50 #define FOREST__ percent_chance 50 #define PINE__ end_random /* ****************************************************** */ elseif LAND_OF_LAKES /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif MICROPHONE /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif MEATBALLS /* ****************************************************** */ #define FOREST__ create_object OAKTREE { number_of_objects 5 number_of_groups 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 8 max_distance_to_players 22 min_distance_group_placement 2 } /* ****************************************************** */ elseif ATACAMA /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif SLIPPERY_SPRINGS /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif ROOSTER /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif SEALED_ISLANDS /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif STARDOM /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif BIGFOOT /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif PAVEDHIGHLAND /* ****************************************************** */ #define PINE__ endif endif /* ****************************************************** */ if GIGA_PACK5 if ATLANTEAN_RELICS /* ****************************************************** */ start_random percent_chance 50 #define PINE__ percent_chance 50 #define FOREST__ end_random /* ****************************************************** */ elseif DOUBLE_MIGRATION /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif SAND_MAZE /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif TENTACLEISLE /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif BORDER_DISPUTE /* ****************************************************** */ start_random percent_chance 50 #define FOREST__ percent_chance 50 #define PALM__ end_random /* ****************************************************** */ elseif ANATOLIA /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif DESERT__ /* ****************************************************** */ #define PINE__ create_object PALMTREE { terrain_to_place_on DESERT number_of_objects 10 set_gaia_object_only set_scaling_to_map_size } /* ****************************************************** */ elseif GREAT_LAKE /* ****************************************************** */ #define PINE__ create_object PINE_FOREST_TREE { terrain_to_place_on GRASS number_of_objects 20 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 10 } /* ****************************************************** */ elseif ONTARIO /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif PLAINS /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif WOODLAND /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif DISC /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif PARALLEL_WORLDS /* ****************************************************** */ create_object OAKTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 4 temp_min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 4 set_place_for_every_player set_gaia_object_only min_distance_to_players 24 terrain_to_place_on PINE_FOREST temp_min_distance_group_placement 6 } /* ****************************************************** */ elseif DESERTFOX /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif HIPPOS_BELLY /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif JDGROSSROX /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif SEIZE_THE_HUMP /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif ZERO /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif CLIFFY_ARENA /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif ACCESSIBLE_OASIS /* ****************************************************** */ if DESERT_MAP #define PALM__ elseif FROZEN_MAP #define SNOWPINE__ endif /* ****************************************************** */ elseif WET_WEB /* ****************************************************** */ #define JUNGLE__ /* ****************************************************** */ elseif RIPPLES /* ****************************************************** */ start_random percent_chance 50 #define FOREST__ percent_chance 50 #define PINE__ end_random /* ****************************************************** */ elseif MFOPLATEAU /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif MFOWOOGY /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif DUNES_ /* ****************************************************** */ #define PALM__ endif endif /* ****************************************************** */ if GIGA_PACK6 if CHAOS /* ****************************************************** */ start_random percent_chance 50 #define BAMBOO__ percent_chance 50 #define PALM__ end_random /* ****************************************************** */ elseif COASTAL_GOLDRUSH /* ****************************************************** */ #define BAMBOO__ /* ****************************************************** */ elseif FOCAL_POINT /* ****************************************************** */ start_random percent_chance 50 #define BAMBOO__ percent_chance 50 #define PALM__ end_random /* ****************************************************** */ elseif KINGLESS_HILL /* ****************************************************** */ #define FOREST__ create_object OAK_FOREST_TREE { number_of_objects 25 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 5 min_distance_to_players 10 } /* ****************************************************** */ elseif HARDWALL_ARAB /* ****************************************************** */ #define BAMBOO__ /* ****************************************************** */ elseif ICY_FOREST /* ****************************************************** */ start_random percent_chance 50 #define BAMBOO__ percent_chance 50 #define SNOWPINE__ end_random /* ****************************************************** */ elseif LAND_MADNESS /* ****************************************************** */ #define BAMBOO__ /* ****************************************************** */ elseif MIGRATION_PLUS /* ****************************************************** */ start_random percent_chance 50 #define BAMBOO__ percent_chance 50 #define PALM__ end_random /* ****************************************************** */ elseif MOATS /* ****************************************************** */ start_random percent_chance 50 #define BAMBOO__ percent_chance 50 #define FOREST__ end_random create_object OAKTREE { number_of_objects 20 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif PRECUT_MICHI /* ****************************************************** */ start_random percent_chance 50 #define BAMBOO__ percent_chance 50 #define FOREST__ end_random /* ****************************************************** */ elseif REVERSE_ARENA /* ****************************************************** */ start_random percent_chance 50 #define BAMBOO__ percent_chance 50 #define PALM__ end_random /* ****************************************************** */ elseif SQUARE_DONUT /* ****************************************************** */ start_random percent_chance 50 #define BAMBOO__ percent_chance 50 #define PALM__ end_random /* ****************************************************** */ elseif BULTROMAP /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif VALLEY_OF_GOLD /* ****************************************************** */ #define BAMBOO__ /* ****************************************************** */ elseif HOMELAND /* ****************************************************** */ #define JUNGLE__ /* ****************************************************** */ elseif RESERVOIR /* ****************************************************** */ #define FOREST__ create_object OAKTREE { number_of_objects 12 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 min_distance_group_placement 2 if WHOLEFTTHEFRIDGEOPEN terrain_to_place_on DIRT_SNOW else terrain_to_place_on GRASS2 endif } create_object PINETREE { number_of_objects 18 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif DUOPOLY /* ****************************************************** */ if RMS_JUNGLE #define JUNGLE__ elseif RMS_CLASSIC #define FOREST__ endif if RMS_JUNGLE create_object JUNGLETREE elseif RMS_CLASSIC create_object OAKTREE endif { start_random percent_chance 25 number_of_objects 15 percent_chance 50 number_of_objects 20 percent_chance 25 number_of_objects 25 end_random set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 if RMS_JUNGLE terrain_to_place_on GRASS2 elseif RMS_CLASSIC terrain_to_place_on GRASS endif } /* ****************************************************** */ elseif TEAM_MIGRATION /* ****************************************************** */ #define PALM__ create_object JUNGLETREE { number_of_objects 12 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 min_distance_group_placement 2 terrain_to_place_on GRASS2 } create_object PALMTREE { number_of_objects 18 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif TEAM_CONTINENTS /* ****************************************************** */ #define PINE__ create_object PINETREE { number_of_objects 18 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif EL_DORADO_V5 /* ****************************************************** */ if ASIAN_MAP #define BAMBOO__ else #define FOREST__ endif /* STRAGGLER TREES */ if ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object BAMBOO_TREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object BAMBOO_TREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object BAMBOO_TREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } elseif ALPINE_MAP create_object SNOWPINETREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object SNOWPINETREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object SNOWPINETREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object SNOWPINETREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } else create_object OAKTREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object OAKTREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object OAKTREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object OAKTREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } endif /* ****************************************************** */ elseif EL_DORADO_V4 /* ****************************************************** */ if ALPINE_MAP start_random percent_chance 50 #define SNOWPINE__ percent_chance 50 #define PINE__ end_random elseif ASIAN_MAP #define BAMBOO__ else #define FOREST__ endif /* STRAGGLER TREES */ if ASIAN_MAP create_object BAMBOO_TREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object BAMBOO_TREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object BAMBOO_TREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object BAMBOO_TREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } elseif ALPINE_MAP create_object SNOWPINETREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object SNOWPINETREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object SNOWPINETREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object SNOWPINETREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } else create_object OAKTREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object OAKTREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object OAKTREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } create_object OAKTREE { number_of_objects 50 set_gaia_object_only group_variance 1 group_placement_radius 1 min_distance_to_players 18 set_scale_by_groups set_scale_by_size } endif /* ****************************************************** */ elseif BCC3_FORTRESS /* ****************************************************** */ if DESERT_MAP #define PALM__ elseif ALPINE_MAP #define PINE__ elseif FROZEN_MAP create_object SNOWPINETREE #define SNOWPINE__ elseif ASIAN_MAP #define BAMBOO__ else #define FOREST__ endif if DESERT_MAP create_object PALMTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size } elseif FROZEN_MAP create_object SNOWPINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size } else create_object OAKTREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size } endif /* ****************************************************** */ elseif AUTUMN_KNOLLS /* ****************************************************** */ start_random percent_chance 50 #define FOREST__ percent_chance 50 #define PINE__ end_random /* ****************************************************** */ elseif VITAL_RIVER /* ****************************************************** */ #define PINE__ create_object PINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } create_object PINETREE { number_of_objects 10 set_gaia_object_only set_scaling_to_map_size terrain_to_place_on DIRT2 } /* ****************************************************** */ elseif HIGH_SEAS /* ****************************************************** */ create_object PALMTREE { number_of_objects 16 number_of_groups 16 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_scaling_to_map_size min_distance_group_placement 4 terrain_to_place_on DESERT } create_object OAK_FOREST_TREE { number_of_objects 5 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 6 min_distance_group_placement 2 terrain_to_place_on PLAYER_TERRAIN } endif endif /* ****************************************************** */ if GIGA_PACK7 if NC_FAIR_SALTMARSH /* ****************************************************** */ #define JUNGLE__ create_object JUNGLETREE { number_of_objects 1 number_of_groups 16 set_gaia_object_only min_distance_to_players 27 min_distance_group_placement 2 temp_min_distance_group_placement 9 set_scaling_to_map_size } /* ****************************************************** */ elseif NC_DECENTRING /* ****************************************************** */ create_object FOREST_TREE { number_of_objects 8 number_of_groups 4 group_placement_radius 3 terrain_to_place_on GRASS2 set_tight_grouping min_distance_group_placement 3 set_gaia_object_only max_distance_to_players 12 set_place_for_every_player max_distance_to_other_zones 2 } create_object PINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 20 } /* ****************************************************** */ elseif NC_GOLDEN_ISLAND /* ****************************************************** */ #define SNOWPINE__ create_object SNOW_PINE_TREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 terrain_to_place_on SNOW } /* ****************************************************** */ elseif NC_INVERTED_ARENA /* ****************************************************** */ create_object PRIMARY_TREE /* straggler trees */ { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PRIMARY_TREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } create_object PRIMARY_TREE { number_of_objects 16 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 min_distance_group_placement 2 spacing_to_other_terrain_types 5 terrain_to_place_on FIRST_PATCH } create_object SECONDARY_TREE { number_of_objects 22 set_gaia_object_only set_scaling_to_map_size spacing_to_other_terrain_types 5 min_distance_to_players 8 } /* ****************************************************** */ elseif NC_RING_FOREST /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif NC_VEG_ZONES /* ****************************************************** */ #define PINE__ create_object PINETREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif NC_WIDE_RIVERS /* ****************************************************** */ start_random percent_chance 50 #define FOREST__ percent_chance 50 #define PINE__ end_random create_object PINETREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 7 min_distance_group_placement 2 } /* ****************************************************** */ elseif PONTOON /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif POND_INSPECTION /* ****************************************************** */ create_object PALMTREE { number_of_objects 100 set_gaia_object_only temp_min_distance_group_placement 7 terrain_to_place_on GRASS } /* ****************************************************** */ elseif CHEESE /* ****************************************************** */ start_random percent_chance 50 #define FOREST__ percent_chance 50 #define PINE__ end_random /* ****************************************************** */ elseif CHICKEN_BALL /* ****************************************************** */ #define PINE__ create_object PINETREE { number_of_objects 18 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif TREE_FORTS /* ****************************************************** */ #define JUNGLE__ /* ****************************************************** */ elseif MERRY_GO_ROUND /* ****************************************************** */ start_random percent_chance 50 #define PALM__ percent_chance 50 #define PINE__ end_random /* ****************************************************** */ elseif POPPYFIELD /* ****************************************************** */ start_random percent_chance 50 #define FOREST__ percent_chance 50 #define PINE__ end_random create_object PINETREE { number_of_objects 18 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif SAVANNA /* ****************************************************** */ #define FOREST__ create_object BAMBOO_TREE { number_of_objects 20 temp_min_distance_group_placement 5 min_distance_to_players 20 set_scaling_to_map_size } create_object OAKTREE { number_of_objects 5 temp_min_distance_group_placement 3 set_scaling_to_map_size terrain_to_place_on DIRT } /* ****************************************************** */ elseif WATER_HORSE /* ****************************************************** */ #define PINE__ create_object PINETREE { number_of_objects 18 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif TEAM_ISLAND_HOPPING /* ****************************************************** */ #define PALM__ create_object PALMTREE { number_of_objects 6 number_of_groups 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 12 temp_min_distance_group_placement 2 } create_object PALMTREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 12 min_distance_group_placement 1 } create_object JUNGLETREE { number_of_objects 6 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 15 temp_min_distance_group_placement 15 } create_object OAKTREE { number_of_objects 18 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 15 temp_min_distance_group_placement 15 } /* ****************************************************** */ elseif ACCESSIBLE_FOREST /* ****************************************************** */ start_random percent_chance 34 #define PALM__ percent_chance 33 #define PINE__ percent_chance 33 #define FOREST__ end_random create_object PALMTREE { number_of_objects 12 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 min_distance_group_placement 2 terrain_to_place_on GRASS2 } create_object PALMTREE { number_of_objects 18 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } create_object PINETREE { number_of_objects 2 number_of_groups 99999999 group_placement_radius 1 set_loose_grouping set_gaia_object_only min_distance_group_placement 1 terrain_to_place_on LEAVES } /* ****************************************************** */ elseif RESERVOIR2 /* ****************************************************** */ #define SNOWPINE__ create_object OAKTREE { number_of_objects 12 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 min_distance_group_placement 2 if WHOLEFTTHEFRIDGEOPEN terrain_to_place_on DIRT_SNOW else terrain_to_place_on GRASS2 endif } create_object PINETREE { number_of_objects 18 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif JUNGLE_DIVE /* ****************************************************** */ #define PALM__ create_object PALMTREE { number_of_objects 12 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 min_distance_group_placement 2 terrain_to_place_on GRASS2 } create_object PALMTREE { number_of_objects 18 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif MOUNTAINSIDE /* ****************************************************** */ #define SNOWPINE__ /* ****************************************************** */ elseif CANYONS /* ****************************************************** */ if DRY_CANYONS #define PALM__ elseif SNOWY_CANYONS #define PINE__ else #define FOREST__ endif endif endif /* ****************************************************** */ if GIGA_PACK8 if GREEN_ARABIA /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif ARCHIPEL /* ****************************************************** */ #define BAMBOO__ /* ****************************************************** */ elseif ARTIFICIAL /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif ATLANTIC /* ****************************************************** */ start_random percent_chance 50 #define FOREST__ percent_chance 50 #define PINE__ end_random /* ****************************************************** */ elseif CLEARING_ /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif CONTINENT /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif FAIR_RIVERS /* ****************************************************** */ #define BAMBOO__ /* ****************************************************** */ elseif GHOST_SWAMP /* ****************************************************** */ #define BAMBOO__ /* ****************************************************** */ elseif LAKES_ /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif MONGOLIA__ /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif PIZZA /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif TREASURE_ISLANDS /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif TERRA_PANGEA /* ****************************************************** */ #define SNOWPINE__ /* ****************************************************** */ elseif TERRA_CONTINENTS /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif SOLIDCONTINENT /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif NEWTRILAKE /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif ECCLOVER /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif HINTERLAND /* ****************************************************** */ #define SNOWPINE__ /* ****************************************************** */ elseif TINY_LAKES_ /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif LANDBRIDGE /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif HUGERIVERS /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif VANISHED_LAKES /* ****************************************************** */ #define JUNGLE__ /* ****************************************************** */ elseif THEGOLDENNILE /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif NICESLICE /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif AMAZONAS /* ****************************************************** */ #define JUNGLE__ endif endif /* ****************************************************** */ if GIGA_PACK9 if CONNECTED_ISLANDS /* ****************************************************** */ #define PINE__ create_object PINETREE { terrain_to_place_on GRASS number_of_objects 20 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 10 } /* ****************************************************** */ elseif EMIGRATION /* ****************************************************** */ #define PINE__ create_object PINETREE { terrain_to_place_on GRASS number_of_objects 20 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 10 } /* ****************************************************** */ elseif ULTIMA1 /* ****************************************************** */ start_random percent_chance 50 #define FOREST__ percent_chance 50 #define PINE__ end_random /* ****************************************************** */ elseif KILLINGFIELDS /* ****************************************************** */ start_random percent_chance 50 #define PINE__ percent_chance 50 #define BAMBOO__ end_random /* ****************************************************** */ elseif OUTWARDBOUND /* ****************************************************** */ #define FOREST__ /* STARTING TREES */ create_object OAKTREE { number_of_objects 5 group_placement_radius 6 set_gaia_object_only set_place_for_every_player //min_distance_to_players 3 //max_distance_to_players 5 } create_object PINETREE { number_of_objects 18 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 40 terrain_to_place_on GRASS2 set_avoid_player_start_areas } create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 terrain_to_place_on GRASS3 } /* ****************************************************** */ elseif SCATTEREDISLETS /* ****************************************************** */ create_object TREE_F { number_of_groups 12 number_of_objects 25 group_variance 1 set_tight_grouping terrain_to_place_on GRASS temp_min_distance_group_placement 12 } create_object PINETREE { number_of_groups 6 number_of_objects 15 group_variance 1 set_tight_grouping terrain_to_place_on GRASS temp_min_distance_group_placement 10 } create_object TREE_E { number_of_groups 24 number_of_objects 20 group_variance 1 set_tight_grouping terrain_to_place_on GRASS2 temp_min_distance_group_placement 8 } create_object TREE_D { number_of_groups 4 number_of_objects 15 group_variance 1 set_tight_grouping terrain_to_place_on GRASS3 temp_min_distance_group_placement 6 } create_object PALM_FOREST_TREE { number_of_groups 4 number_of_objects 14 group_variance 1 terrain_to_place_on DESERT temp_min_distance_group_placement 4 } create_object TREE_TD { number_of_groups 4 number_of_objects 13 group_variance 1 min_distance_group_placement 4 terrain_to_place_on DESERT } create_object BAMBOO_TREE { number_of_groups 4 number_of_objects 12 group_variance 1 terrain_to_place_on LEAVES temp_min_distance_group_placement 4 } create_object TREE_TD { number_of_groups 4 number_of_objects 11 group_variance 1 terrain_to_place_on DIRT temp_min_distance_group_placement 4 } create_object TREE_TD { number_of_groups 4 number_of_objects 10 group_variance 1 terrain_to_place_on DIRT2 temp_min_distance_group_placement 4 } create_object TREE_TD { number_of_groups 4 number_of_objects 10 group_variance 1 terrain_to_place_on DIRT3 temp_min_distance_group_placement 4 } create_object TREE_TD { number_of_groups 10 number_of_objects 15 group_variance 1 terrain_to_place_on DESERT temp_min_distance_group_placement 4 } create_object TREE_F { number_of_groups 4 number_of_objects 10 group_variance 1 set_tight_grouping terrain_to_place_on SNOW temp_min_distance_group_placement 4 } create_object TREE_F { number_of_groups 3 number_of_objects 12 group_variance 1 set_tight_grouping terrain_to_place_on GRASS_SNOW temp_min_distance_group_placement 4 } create_object PINETREE { number_of_groups 4 number_of_objects 10 group_variance 1 set_tight_grouping terrain_to_place_on DIRT_SNOW temp_min_distance_group_placement 4 } /* ****************************************************** */ elseif SEAHAVEN /* ****************************************************** */ #define JUNGLE__ /* ****************************************************** */ elseif BAMBOOWORLD /* ****************************************************** */ #define BAMBOO__ /* ****************************************************** */ elseif RIVER_PIRATES /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif CANALS /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif DUNES /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif TEAM_GLACIERS /* ****************************************************** */ #define SNOWPINE__ /* ****************************************************** */ elseif SEASONS /* ****************************************************** */ if WINTER #define SNOWPINE__ else #define FOREST__ endif /* ****************************************************** */ elseif SHIPWRECK_ /* ****************************************************** */ #define JUNGLE__ create_object PALMTREE { number_of_objects 100 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif SEA__ /* ****************************************************** */ start_random percent_chance 50 #define JUNGLE__ percent_chance 50 #define PALM__ end_random /* ****************************************************** */ elseif AMAZONWIDE /* ****************************************************** */ #define JUNGLE__ /* ****************************************************** */ elseif PROMONTORIES /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif BEACHBEACH_ /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif BRINKFACE /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif SMICHI /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif METROPOLIS /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif CENTRALSMASH /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif SURROUNDED /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif SHOSHOLOZA /* ****************************************************** */ start_random percent_chance 50 #define PINE__ percent_chance 50 #define FOREST__ end_random /* ****************************************************** */ elseif DEADLYCRACK /* ****************************************************** */ #define FOREST__ endif endif /* ****************************************************** */ if GIGA_PACK10 if LOCKEDTREASURES /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif SENNHEISER /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif BANANAISLANDS /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif SILENT /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif WETWOODLAND /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif REVERSEDSOUL /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif URBANISLANDS /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif THEDIVIDE /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif FARMISHING /* ****************************************************** */ #define JUNGLE__ /* ****************************************************** */ elseif LOSTINBOGS /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif WATERLAND /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif BRAZILIAN /* ****************************************************** */ #define JUNGLE__ /* ****************************************************** */ elseif WATERHOLE /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif LANTERN /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif FAKESAFETY /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif BIGMAC /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif VELBON /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif HIMALAYAS /* ****************************************************** */ #define JUNGLE_ /* ****************************************************** */ elseif SHELLSHOCKED /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif SIDEWOOD /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif GANKSNEAKIN /* ****************************************************** */ start_random percent_chance 50 #define FOREST__ percent_chance 50 #define PINE__ end_random /* ****************************************************** */ elseif DARKBRIDGE /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif ACER /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif BASIN /* ****************************************************** */ if BAMBOO #define BAMBOO__ elseif FOREST #define FOREST__ endif /* ****************************************************** */ elseif CASPIAN /* ****************************************************** */ #define PINE__ endif endif /* ****************************************************** */ if GIGA_PACK11 if ALIGATOR /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif GLUEDWITHWOOD /* ****************************************************** */ #define JUNGLE__ /* ****************************************************** */ elseif KINGF /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif VERSACE /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif DESERTSTRIPES /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif DESERTDOTS /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif DIAMONDFIELD /* ****************************************************** */ #define JUNGLE__ /* ****************************************************** */ elseif BUTTON /* ****************************************************** */ start_random percent_chance 50 #define FOREST__ percent_chance 50 #define PINE__ end_random /* ****************************************************** */ elseif TEAM_ACROPOLIS /* ****************************************************** */ #define FOREST__ create_object OAK_FOREST_TREE { number_of_objects 8 number_of_groups 24 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 40 min_distance_group_placement 2 temp_min_distance_group_placement 8 terrain_to_place_on GRASS } /* ****************************************************** */ elseif TWINPUDDLES /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif MFO_TWOSEAS /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif MFO_DOUBLECOASTAL /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif EYE_OF_SAURON /* ****************************************************** */ create_object OAKTREE { number_of_objects 4 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 3 } create_object OAKTREE { number_of_groups 3 number_of_objects 10 set_gaia_object_only group_placement_radius 3 set_tight_grouping set_place_for_every_player min_distance_to_players 7 max_distance_to_players 10 min_distance_group_placement 3 } /* ****************************************************** */ elseif MFO_OVERTHERIVER /* ****************************************************** */ #define JUNGLE__ /* ****************************************************** */ elseif NC_WHITE_ARABIA /* ****************************************************** */ #define SNOWPINE__ /* ****************************************************** */ elseif NC_XMAS_TREE /* ****************************************************** */ #define SNOWPINE__ /* ****************************************************** */ elseif SHORELANDS /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif NC_COLD_RIVERS /* ****************************************************** */ #define SNOWPINE__ /* ****************************************************** */ elseif MFO_DOUBLERIVERS /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif MFO_DESERTCARAVANS /* ****************************************************** */ #define PALM__ endif endif /* ****************************************************** */ if GIGA_PACK12 if MFO_DOUBLEHIGHLAND /* ****************************************************** */ #define FOREST__ create_object FOREST_TREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif MFO_DOUBLEMEDI /* ****************************************************** */ #define PINE__ create_object PINE_FOREST_TREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif MFO_DOUBLEYUCATAN /* ****************************************************** */ #define PALM__ create_object PALMTREE { number_of_objects 100 set_gaia_object_only min_distance_to_players 6 min_distance_group_placement 2 } create_object PLANTS { number_of_objects 200 set_gaia_object_only } create_object JUNGLETREE { number_of_objects 100 set_gaia_object_only min_distance_to_players 6 min_distance_group_placement 2 } /* ****************************************************** */ elseif MFO_DOUBLEARABIA /* ****************************************************** */ #define FOREST__ create_object FOREST_TREE { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } /* ****************************************************** */ elseif MFO_TRIPLEARABIA /* ****************************************************** */ create_object STRAGGLER_TREES { number_of_objects 30 set_gaia_object_only set_scaling_to_map_size min_distance_to_players 8 } create_object 1ST_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object 2ND_TREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } /* ****************************************************** */ elseif CANOPY /* ****************************************************** */ create_object JUNGLETREE { number_of_objects 10 set_scaling_to_map_size min_distance_to_players 5 temp_min_distance_group_placement 5 terrain_to_place_on GRASS2 } create_object JUNGLETREE { number_of_objects 50 set_scaling_to_map_size temp_min_distance_group_placement 7 terrain_to_place_on LEAVES } create_object JUNGLETREE { number_of_objects 100 set_scaling_to_map_size temp_min_distance_group_placement 5 terrain_to_place_on GRASS } /* ****************************************************** */ elseif AGGRESSION /* ****************************************************** */ create_object TREEE /* straggler trees */ { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object TREEE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } /* ****************************************************** */ elseif AMBUSH /* ****************************************************** */ create_object TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object TREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } /* ****************************************************** */ elseif SHERWOOD_FOREST /* ****************************************************** */ #define FOREST__ create_object OAKTREE { number_of_groups 70 number_of_objects 7 set_loose_grouping min_distance_group_placement 2 set_gaia_object_only min_distance_to_players 12 terrain_to_place_on LEAVES set_scaling_to_map_size } create_object OAKTREE { number_of_groups 450 number_of_objects 2 set_loose_grouping min_distance_group_placement 1 set_gaia_object_only min_distance_to_players 9 terrain_to_place_on LEAVES set_scaling_to_map_size } /* ****************************************************** */ elseif BATTLEFIELD /* ****************************************************** */ #define FOREST__ create_object OAKTREE { number_of_objects 25 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 min_distance_to_players 10 } /* ****************************************************** */ elseif BASIN_ /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif BLACK_GOLDRUSH /* ****************************************************** */ if COLD #define SNOWPINE__ else #define JUNGLE__ endif /* ****************************************************** */ elseif BOG /* ****************************************************** */ #define JUNGLE__ /* ****************************************************** */ elseif CALDERA /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif CANYON /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif CHAOS_PIT /* ****************************************************** */ #define JUNGLE__ create_object JUNGLETREE { number_of_objects 10 set_scaling_to_map_size min_distance_group_placement 3 terrain_to_place_on GRASS2 min_distance_to_players 10 } create_object JUNGLETREE { number_of_objects 10 set_scaling_to_map_size min_distance_group_placement 3 min_distance_to_players 10 terrain_to_place_on GRASS } /* ****************************************************** */ elseif CHASM /* ****************************************************** */ if HOT #define JUNGLE__ else #define SNOWPINE__ endif /* ****************************************************** */ elseif CIVIL_NOMAD /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif CIVIL_WAR /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif CLUSTER /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif CORAL_REEF /* ****************************************************** */ #define PALM__ create_object PALMTREE { number_of_objects 15 set_scaling_to_map_size temp_min_distance_group_placement 2 terrain_to_place_on GRASS } /* ****************************************************** */ elseif COUNTRYSIDE_ /* ****************************************************** */ #define FOREST__ create_object FOREST_TREE { number_of_objects 25 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 } /* ****************************************************** */ elseif CRATER_ /* ****************************************************** */ #define JUNGLE__ create_object PALMTREE { number_of_objects 10 set_scaling_to_map_size temp_min_distance_group_placement 7 terrain_to_place_on DESERT } /* ****************************************************** */ elseif CRISS_CROSS /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif CROSS /* ****************************************************** */ #define PALM__ endif endif /* ****************************************************** */ if GIGA_PACK13 if CROP_CIRCLES /* ****************************************************** */ #define FOREST__ create_object FOREST_TREE { number_of_objects 25 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 10 terrain_to_place_on GRASS3 } /* ****************************************************** */ elseif DEADLY_FOREST /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif DOUBLE_ARENA /* ****************************************************** */ create_object TREE { number_of_objects 4 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object TREE { number_of_objects 6 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } /* ****************************************************** */ elseif DROUGHT /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif DRY_CROSS /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif DRY_RIVER /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif ENSNARED_ARENA /* ****************************************************** */ create_object TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object TREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } /* ****************************************************** */ elseif EPICENTER /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif EXCAVATED_ARENA /* ****************************************************** */ #define PALM__ create_object PALM_FOREST_TREE { number_of_objects 15 set_gaia_object_only set_scaling_to_map_size terrain_to_place_on DIRT min_distance_to_players 15 temp_min_distance_group_placement 10 } /* ****************************************************** */ elseif FJORDS /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif FLOODED_BEACHES /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif FOREST_ROAD /* ****************************************************** */ create_object TREEE { number_of_objects 10 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 5 terrain_to_place_on PATCH3 } create_object TREEE /* straggler trees */ { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object TREEE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } /* ****************************************************** */ elseif GOLDEN_ATOLL /* ****************************************************** */ #define PALM__ create_object PALMTREE { number_of_objects 10 set_scaling_to_map_size temp_min_distance_group_placement 7 terrain_to_place_on DESERT } /* ****************************************************** */ elseif GOLDEN_GHOST /* ****************************************************** */ #define SNOWPINE__ /* ****************************************************** */ elseif GORGE /* ****************************************************** */ if HOT #define PALM__ else #define JUNGLE__ endif if HOT create_object PALMTREE else create_object JUNGLETREE endif { number_of_objects 20 set_scaling_to_map_size min_distance_to_players 15 temp_min_distance_group_placement 5 } create_object STONE /* extra */ { number_of_objects 4 number_of_groups 100 group_varience 1 set_tight_grouping group_placement_radius 3 set_gaia_object_only set_scaling_to_map_size temp_min_distance_group_placement 7 terrain_to_place_on PATCH2 } /* ****************************************************** */ elseif ICE_CAPS /* ****************************************************** */ #define SNOWPINE__ /* ****************************************************** */ elseif ICE_MOUND /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif INFERNO /* ****************************************************** */ #define JUNGLE__ /* ****************************************************** */ elseif ISLA_AURORA /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif ISOLATED_RIVERS /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif LAGOON /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif JUNGLE_SWAMP /* ****************************************************** */ #define JUNGLE__ /* ****************************************************** */ elseif LANDSLIDE /* ****************************************************** */ create_object TREE /* straggler trees */ { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object TREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } /* ****************************************************** */ elseif LOCH_NESS /* ****************************************************** */ #define PINE__ endif endif /* ****************************************************** */ if GIGA_PACK14 if GREAT_WALL /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif MANGROVE_SWAMP /* ****************************************************** */ #define JUNGLE__ /* ****************************************************** */ elseif ARCTIC_CIRCLE /* ****************************************************** */ #define SNOWPINE__ /* ****************************************************** */ elseif AQUAPOLIS /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif VOLCANO /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif VALLEY_OF_KINGS /* ****************************************************** */ #define PALM__ create_object PALM_FOREST_TREE { number_of_objects 15 set_gaia_object_only set_scaling_to_map_size terrain_to_place_on DIRT temp_min_distance_group_placement 10 } /* ****************************************************** */ elseif ROCKY_POUND /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif MELTING_FJORDS /* ****************************************************** */ #define SNOWPINE__ /* ****************************************************** */ elseif WOODEN_CROSS /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif SERPENTINE /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif PACIFIC_BEACH /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif OUTBACK /* ****************************************************** */ #define FOREST__ /* ****************************************************** */ elseif RIPPLE /* ****************************************************** */ create_object TREE /* straggler trees */ { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object TREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } /* ****************************************************** */ elseif RAVINES /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif SWALLET /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif SHOALS /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif SAHARA /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif POND_ARENA /* ****************************************************** */ if OAK #define FOREST__ elseif PINE #define PINE__ endif /* ****************************************************** */ elseif PLATEAU /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif OASIS_ISLAND /* ****************************************************** */ #define PALM__ create_object PALM_FOREST_TREE { number_of_objects 20 temp_min_distance_group_placement 10 min_distance_to_players 20 set_scaling_to_map_size } /* ****************************************************** */ elseif MOUNT_FUJI /* ****************************************************** */ #define PINE__ /* ****************************************************** */ elseif MINERAL_RING /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif MAELSTROM /* ****************************************************** */ #define PALM__ /* ****************************************************** */ elseif LAVA_LAKES /* ****************************************************** */ #define JUNGLE__ endif endif /* ****************************************************** */ if FOREST__ /* ****************************************************** */ create_object OAK_FOREST_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAK_FOREST_TREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } /* ****************************************************** */ elseif PINE__ /* ****************************************************** */ create_object PINE_FOREST_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PINE_FOREST_TREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } /* ****************************************************** */ elseif PALM__ /* ****************************************************** */ create_object PALM_FOREST_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object PALM_FOREST_TREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } /* ****************************************************** */ elseif SNOWPINE__ /* ****************************************************** */ create_object SNOW_PINE_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object SNOW_PINE_TREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } /* ****************************************************** */ elseif JUNGLE__ /* ****************************************************** */ create_object JUNGLE_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object JUNGLE_TREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } /* ****************************************************** */ elseif BAMBOO__ /* ****************************************************** */ create_object BAMBOO_TREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object BAMBOO_TREE { number_of_objects 3 set_gaia_object_only set_place_for_every_player min_distance_to_players 6 max_distance_to_players 8 min_distance_group_placement 2 } endif /* ****************************************************** */ if GIGA_PACK1 if GHOSTLAKE_ /* ****************************************************** */ create_connect_all_players_land { /* replace_terrain GRASS DESERT replace_terrain WATER SHALLOW replace_terrain FOREST DESERT replace_terrain PALM_DESERT DESERT terrain_cost WATER 7 terrain_cost FOREST 7 terrain_cost PALM_DESERT 7 terrain_cost SHALLOW 3 terrain_cost DESERT 1 terrain_cost GRASS 2 terrain_cost BEACH 7 terrain_size WATER 2 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PALM_DESERT 0 0 terrain_size DESERT 0 0 } */ /* ****************************************************** */ elseif ARENA_ /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW replace_terrain FOREST GRASS replace_terrain PINE_FOREST GRASS replace_terrain BAMBOO GRASS terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost BAMBOO 7 terrain_cost PALM_DESERT 7 terrain_cost PINE_FOREST 7 terrain_cost SHALLOW 3 terrain_cost DESERT 1 terrain_cost DIRT2 2 terrain_cost DIRT3 3 terrain_cost GRASS 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost BEACH 7 terrain_size WATER 3 1 terrain_size MED_WATER 3 1 terrain_size DEEP_WATER 3 1 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size GRASS 0 0 terrain_size FOREST 6 1 terrain_size BAMBOO 6 1 terrain_size PINE_FOREST 6 1 terrain_size PALM_DESERT 0 0 terrain_size DESERT 0 0 terrain_size DIRT2 0 0 terrain_size DIRT3 0 0 } /* ****************************************************** */ elseif HIGHLAND_ /* ****************************************************** */ /* ****************************************************** */ create_connect_all_players_land { if FROZEN_MAP replace_terrain WATER ICE replace_terrain MED_WATER ICE replace_terrain DEEP_WATER ICE else replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW endif terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost SNOW_FOREST 7 terrain_cost ICE 3 terrain_cost SHALLOW 3 terrain_cost DESERT 1 terrain_cost DIRT2 1 terrain_cost DIRT3 1 terrain_cost GRASS 2 terrain_cost SNOW 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost GRASS_SNOW 2 terrain_cost DIRT_SNOW 2 terrain_cost BEACH 7 terrain_size WATER 2 1 terrain_size MED_WATER 2 1 terrain_size DEEP_WATER 2 1 terrain_size GRASS 0 0 terrain_size SNOW 0 0 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size GRASS_SNOW 0 0 terrain_size GRASS_DIRT 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 terrain_size DESERT 0 0 terrain_size DIRT2 0 0 terrain_size DIRT3 0 0 } /* ****************************************************** */ elseif BALTIC_ /* ****************************************************** */ /* create_connect_teams_lands { replace_terrain GRASS DESERT replace_terrain WATER SHALLOW replace_terrain FOREST DIRT2 replace_terrain PALM_DESERT DIRT2 terrain_cost WATER 7 terrain_cost FOREST 7 terrain_cost PALM_DESERT 7 terrain_cost SHALLOW 3 terrain_cost DESERT 1 terrain_cost GRASS 2 terrain_cost BEACH 7 terrain_size WATER 2 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PALM_DESERT 0 0 terrain_size DESERT 0 0 } */ create_elevation 7 { if ALPINE_MAP base_terrain GRASS2 else base_terrain SNOW number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } endif create_elevation 5 { if ALPINE_MAP base_terrain GRASS else base_terrain GRASS_SNOW number_of_clumps 14 number_of_tiles 2000 set_scale_by_groups set_scale_by_size } endif /* ****************************************************** */ elseif BLACKFOREST_ /* ****************************************************** */ create_connect_all_players_land { replace_terrain GRASS GRASS replace_terrain GRASS2 GRASS2 replace_terrain GRASS3 GRASS3 replace_terrain LEAVES LEAVES replace_terrain SNOW SNOW replace_terrain GRASS_SNOW GRASS_SNOW replace_terrain WATER SHALLOW replace_terrain DEEP_WATER SHALLOW replace_terrain JUNGLE GRASS replace_terrain SNOW_FOREST SNOW replace_terrain FOREST GRASS terrain_cost WATER 5 terrain_cost MED_WATER 7 terrain_cost ICE 5 terrain_cost JUNGLE 2 terrain_cost FOREST 2 terrain_cost SNOW_FOREST 2 terrain_cost GRASS 1 terrain_cost GRASS2 1 terrain_cost GRASS3 1 terrain_cost LEAVES 2 terrain_cost SNOW 1 terrain_cost GRASS_SNOW 1 terrain_cost BEACH 4 terrain_size WATER 2 1 terrain_size ICE 2 1 terrain_size MED_WATER 2 1 terrain_size GRASS 0 0 terrain_size LEAVES 0 0 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size SNOW 0 0 terrain_size GRASS_SNOW 0 0 terrain_size JUNGLE 3 1 terrain_size FOREST 3 1 terrain_size SNOW_FOREST 3 1 terrain_size DESERT 0 0 terrain_size ROAD2 0 0 } create_connect_teams_lands { replace_terrain GRASS ROAD2 replace_terrain GRASS3 ROAD2 replace_terrain GRASS2 ROAD2 replace_terrain LEAVES ROAD2 replace_terrain SNOW ROAD2 replace_terrain GRASS_SNOW ROAD2 replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain JUNGLE ROAD2 replace_terrain SNOW_FOREST ROAD2 replace_terrain FOREST ROAD2 replace_terrain PALM_DESERT DESERT terrain_cost WATER 7 terrain_cost MED_WATER 7 terrain_cost ICE 7 terrain_cost JUNGLE 7 terrain_cost FOREST 7 terrain_cost SNOW_FOREST 7 terrain_cost GRASS 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost LEAVES 2 terrain_cost SNOW 2 terrain_cost GRASS_SNOW 2 terrain_cost BEACH 4 terrain_cost ROAD2 1 terrain_size WATER 2 1 terrain_size MED_WATER 2 1 terrain_size ICE 2 1 terrain_size GRASS 1 0 terrain_size SNOW 1 0 terrain_size GRASS_SNOW 1 0 terrain_size GRASS2 1 0 terrain_size GRASS3 1 0 terrain_size LEAVES 1 0 terrain_size JUNGLE 1 0 terrain_size FOREST 1 0 terrain_size SNOW_FOREST 1 0 terrain_size DESERT 0 0 terrain_size ROAD2 0 0 } /* ****************************************************** */ elseif RIVERS_ /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost BAMBOO 7 terrain_cost PALM_DESERT 7 terrain_cost SHALLOW 3 terrain_cost DESERT 1 terrain_cost DIRT 1 terrain_cost DIRT 2 terrain_cost DIRT 3 terrain_cost GRASS 2 terrain_cost BEACH 7 terrain_size WATER 3 1 terrain_size MED_WATER 3 1 terrain_size DEEP_WATER 3 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size BAMBOO 0 0 terrain_size PALM_DESERT 0 0 terrain_size DESERT 0 0 } /* ****************************************************** */ elseif YUCATAN_ /* ****************************************************** */ create_connect_all_players_land { replace_terrain GRASS GRASS replace_terrain GRASS2 GRASS2 replace_terrain GRASS3 GRASS3 replace_terrain FOREST GRASS3 replace_terrain JUNGLE GRASS3 terrain_cost FOREST 2 terrain_cost JUNGLE 2 terrain_cost GRASS 1 terrain_cost GRASS2 1 terrain_cost GRASS3 1 terrain_size FOREST 2 1 terrain_size JUNGLE 2 1 terrain_size GRASS 1 0 terrain_size GRASS2 1 0 terrain_size GRASS3 1 0 } create_connect_teams_lands { replace_terrain GRASS GRASS replace_terrain GRASS2 GRASS2 replace_terrain GRASS3 GRASS3 replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW replace_terrain FOREST GRASS replace_terrain JUNGLE GRASS3 terrain_cost WATER 7 terrain_cost MED_WATER 7 terrain_cost DEEP_WATER 7 terrain_cost FOREST 4 terrain_cost JUNGLE 4 terrain_cost GRASS 2 terrain_cost BEACH 4 terrain_size WATER 2 1 terrain_size MED_WATER 2 1 terrain_size DEEP_WATER 2 1 terrain_size GRASS 1 0 terrain_size GRASS2 1 0 terrain_size GRASS3 1 0 terrain_size FOREST 2 1 terrain_size JUNGLE 2 1 } /* ****************************************************** */ elseif CONTINENTAL_ /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost BAMBOO 7 terrain_cost PALM_DESERT 7 terrain_cost PINE_FOREST 7 terrain_cost SHALLOW 3 terrain_cost DESERT 1 terrain_cost DIRT2 2 terrain_cost DIRT3 3 terrain_cost GRASS 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost BEACH 7 terrain_size WATER 3 1 terrain_size MED_WATER 3 1 terrain_size DEEP_WATER 3 1 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size BAMBOO 0 0 terrain_size PINE_FOREST 0 0 terrain_size PALM_DESERT 0 0 terrain_size DESERT 0 0 terrain_size DIRT2 0 0 terrain_size DIRT3 0 0 } /* ****************************************************** */ elseif NOMAD_ /* ****************************************************** */ create_connect_all_players_land { if FROZEN_MAP replace_terrain WATER ICE replace_terrain MED_WATER ICE replace_terrain DEEP_WATER ICE else replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW endif terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost PALM_DESERT 7 terrain_cost SNOW_FOREST 7 terrain_cost JUNGLE 7 terrain_cost SHALLOW 3 terrain_cost DESERT 2 terrain_cost DIRT 2 terrain_cost DIRT2 2 terrain_cost DIRT3 2 terrain_cost DIRT_SNOW 2 terrain_cost GRASS 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost GRASS_SNOW 2 terrain_cost SNOW 2 terrain_cost BEACH 7 terrain_size WATER 3 1 terrain_size MED_WATER 3 1 terrain_size DEEP_WATER 3 1 terrain_size GRASS 0 0 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size GRASS_SNOW 0 0 terrain_size SNOW 0 0 terrain_size DIRT 0 0 terrain_size DIRT2 0 0 terrain_size DIRT3 0 0 terrain_size DIRT_SNOW 0 0 terrain_size SNOW_FOREST 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 terrain_size PALM_DESERT 0 0 terrain_size JUNGLE 0 0 terrain_size DESERT 0 0 } /* ****************************************************** */ elseif COASTAL_ /* ****************************************************** */ create_connect_all_players_land { if FROZEN_MAP replace_terrain WATER ICE replace_terrain MED_WATER ICE replace_terrain DEEP_WATER ICE else replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW endif terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost PALM_DESERT 7 terrain_cost SNOW_FOREST 7 terrain_cost JUNGLE 7 terrain_cost SHALLOW 3 terrain_cost DESERT 2 terrain_cost DIRT 2 terrain_cost DIRT2 2 terrain_cost DIRT3 2 terrain_cost DIRT_SNOW 2 terrain_cost GRASS 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost GRASS_SNOW 2 terrain_cost SNOW 2 terrain_cost BEACH 7 terrain_size WATER 2 1 terrain_size MED_WATER 2 1 terrain_size DEEP_WATER 2 1 terrain_size GRASS 0 0 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size GRASS_SNOW 0 0 terrain_size SNOW 0 0 terrain_size DIRT 0 0 terrain_size DIRT2 0 0 terrain_size DIRT3 0 0 terrain_size DIRT_SNOW 0 0 terrain_size SNOW_FOREST 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 terrain_size PALM_DESERT 0 0 terrain_size JUNGLE 0 0 terrain_size DESERT 0 0 } /* ****************************************************** */ elseif MEDITERRANEAN_ /* ****************************************************** */ create_connect_all_players_land { /* replace_terrain GRASS DESERT replace_terrain WATER SHALLOW replace_terrain FOREST DESERT replace_terrain PALM_DESERT DESERT terrain_cost WATER 7 terrain_cost FOREST 7 terrain_cost PALM_DESERT 7 terrain_cost SHALLOW 3 terrain_cost DESERT 1 terrain_cost GRASS 2 terrain_cost BEACH 7 terrain_size WATER 2 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PALM_DESERT 0 0 terrain_size DESERT 0 0 } */ /* ****************************************************** */ elseif TEAM_ISLANDS_ /* ****************************************************** */ create_connect_teams_lands { replace_terrain GRASS ROAD2 replace_terrain GRASS2 ROAD2 replace_terrain GRASS3 ROAD2 replace_terrain GRASS_SNOW ROAD2 replace_terrain DIRT_SNOW ROAD2 replace_terrain SNOW ROAD2 replace_terrain WATER GRASS replace_terrain MED_WATER GRASS replace_terrain DEEP_WATER GRASS replace_terrain BEACH GRASS replace_terrain FOREST ROAD2 replace_terrain PALM_DESERT ROAD2 replace_terrain PINE_FOREST ROAD2 replace_terrain SNOW_FOREST ROAD2 replace_terrain DESERT ROAD2 replace_terrain DIRT ROAD2 replace_terrain DIRT2 ROAD2 replace_terrain DIRT3 ROAD2 terrain_cost WATER 5 terrain_cost MED_WATER 7 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost PALM_DESERT 7 terrain_cost PINE_FOREST 7 terrain_cost SNOW_FOREST 7 terrain_cost DESERT 5 terrain_cost DIRT 5 terrain_cost DIRT2 5 terrain_cost DIRT3 5 terrain_cost DIRT_SNOW 5 terrain_cost GRASS 2 terrain_cost SNOW 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost GRASS_SNOW 2 terrain_cost BEACH 4 terrain_cost ROAD2 1 terrain_size WATER 6 1 terrain_size DEEP_WATER 6 1 terrain_size GRASS 1 0 terrain_size GRASS2 1 0 terrain_size GRASS3 1 0 terrain_size SNOW 1 0 terrain_size GRASS_SNOW 1 0 terrain_size FOREST 3 1 terrain_size PALM_DESERT 3 1 terrain_size PINE_FOREST 3 1 terrain_size SNOW_FOREST 3 1 terrain_size DESERT 0 0 terrain_size DIRT 0 0 terrain_size DIRT2 0 0 terrain_size DIRT3 0 0 terrain_size DIRT_SNOW 0 0 terrain_size ROAD2 0 0 } /* ****************************************************** */ elseif CRATER_LAKE_ /* ****************************************************** */ /* create_connect_teams_lands { replace_terrain GRASS DESERT replace_terrain WATER SHALLOW replace_terrain FOREST DIRT2 replace_terrain PALM_DESERT DIRT2 terrain_cost WATER 7 terrain_cost FOREST 7 terrain_cost PALM_DESERT 7 terrain_cost SHALLOW 3 terrain_cost DESERT 1 terrain_cost GRASS 2 terrain_cost BEACH 7 terrain_size WATER 2 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PALM_DESERT 0 0 terrain_size DESERT 0 0 } */ /* ****************************************************** */ elseif GOLD_RUSH_ /* ****************************************************** */ /* create_connect_teams_lands { replace_terrain GRASS DESERT replace_terrain WATER SHALLOW replace_terrain FOREST DIRT2 replace_terrain PALM_DESERT DIRT2 terrain_cost WATER 7 terrain_cost FOREST 7 terrain_cost PALM_DESERT 7 terrain_cost SHALLOW 3 terrain_cost DESERT 1 terrain_cost GRASS 2 terrain_cost BEACH 7 terrain_size WATER 2 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PALM_DESERT 0 0 terrain_size DESERT 0 0 } */ /* ****************************************************** */ elseif LAND_NOMAD /* ****************************************************** */ create_connect_all_players_land /* or create_connect_teams_lands or create_connect_all_lands */ { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_size SHALLOW 3 1 } endif endif /* ****************************************************** */ if GIGA_PACK2 if RAFT_AP /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW terrain_cost WATER 4 terrain_cost MED_WATER 2 terrain_size WATER 3 1 terrain_size MED_WATER 1 1 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost BEACH 4 terrain_size GRASS 0 0 terrain_size FOREST 0 0 } /* ****************************************************** */ elseif HYPERBOREA_AP /* ****************************************************** */ create_connect_all_players_land { replace_terrain SNOW SNOW replace_terrain GRASS_SNOW GRASS_SNOW replace_terrain SNOW_FOREST SNOW replace_terrain PINE_FOREST GRASS_SNOW terrain_cost PINE_FOREST 2 terrain_cost SNOW_FOREST 2 terrain_cost SNOW 1 terrain_cost GRASS_SNOW 1 terrain_size SNOW 0 0 terrain_size GRASS_SNOW 0 0 terrain_size PINE_FOREST 3 1 terrain_size SNOW_FOREST 3 1 terrain_size ROAD2 0 0 } if NOTCMODE start_random percent_chance 100 #define NOLINKS end_random else start_random percent_chance 70 #define LINKED percent_chance 30 #define NOLINKS end_random endif if LINKED #const ROAD_SNOW 38 create_connect_teams_lands { start_random percent_chance 50 replace_terrain SNOW ROAD_SNOW replace_terrain GRASS_SNOW ROAD_SNOW replace_terrain SNOW_FOREST ROAD_SNOW replace_terrain PINE_FOREST ROAD_SNOW percent_chance 50 replace_terrain SNOW ROAD2 replace_terrain GRASS_SNOW ROAD2 replace_terrain SNOW_FOREST ROAD2 replace_terrain PINE_FOREST ROAD2 end_random terrain_cost PINE_FOREST 7 terrain_cost SNOW_FOREST 7 terrain_cost SNOW 2 terrain_cost GRASS_SNOW 2 terrain_cost ROAD_SNOW 1 terrain_cost ROAD2 1 terrain_size SNOW 1 0 terrain_size GRASS_SNOW 1 0 terrain_size PINE_FOREST 1 0 terrain_size SNOW_FOREST 1 0 terrain_size ROAD_SNOW 1 0 terrain_size ROAD2 1 0 } elseif NOLINKS endif /* ****************************************************** */ elseif WOODEN_WEB_AP /* ****************************************************** */ start_random percent_chance 50 #define MODE_1 percent_chance 50 #define MODE_2 end_random if MODE_1 create_connect_all_players_land { replace_terrain FOREST GRASS terrain_cost FOREST 5 terrain_size FOREST 3 1 } elseif MODE_2 create_connect_all_lands { replace_terrain FOREST GRASS terrain_cost FOREST 2 terrain_size FOREST 5 1 } endif /* ****************************************************** */ elseif ROAD_TO_VICTORY_AP /* ****************************************************** */ create_connect_all_lands { start_random percent_chance 25 replace_terrain WATER ROAD replace_terrain MED_WATER ROAD replace_terrain DEEP_WATER ROAD replace_terrain BEACH ROAD percent_chance 25 replace_terrain WATER ROAD2 replace_terrain MED_WATER ROAD2 replace_terrain DEEP_WATER ROAD2 replace_terrain BEACH ROAD2 percent_chance 25 if IT_BEGINS replace_terrain WATER BEACH replace_terrain MED_WATER BEACH replace_terrain DEEP_WATER BEACH else replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW replace_terrain BEACH SHALLOW endif percent_chance 25 replace_terrain WATER BEACH replace_terrain MED_WATER BEACH replace_terrain DEEP_WATER BEACH end_random terrain_cost WATER 4 terrain_cost MED_WATER 7 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 4 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size BEACH 3 1 terrain_size GRASS 0 0 terrain_size FOREST 3 1 terrain_size PINE_FOREST 3 1 } /* ****************************************************** */ elseif CARIBBEAN_AP /* ****************************************************** */ create_connect_all_players_land { start_random percent_chance 35 replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW replace_terrain BEACH SHALLOW percent_chance 65 end_random terrain_cost WATER 4 terrain_cost MED_WATER 7 terrain_cost DEEP_WATER 12 terrain_cost PALM_DESERT 7 terrain_cost JUNGLE 7 terrain_cost BEACH 4 terrain_size WATER 5 1 terrain_size MED_WATER 3 1 terrain_size DEEP_WATER 3 1 terrain_size BEACH 3 1 terrain_size GRASS 0 0 terrain_size DESERT 0 0 terrain_size PALM_DESERT 0 0 terrain_size JUNGLE 0 0 } /* ****************************************************** */ elseif TWO_RIVERS_AP /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW replace_terrain BEACH SHALLOW terrain_cost WATER 4 terrain_cost MED_WATER 7 terrain_cost DEEP_WATER 12 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 4 terrain_size WATER 3 1 terrain_size MED_WATER 3 1 terrain_size DEEP_WATER 3 1 terrain_size BEACH 3 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif MELTING_ICE_AP /* ****************************************************** */ create_connect_all_players_land { terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost BEACH 7 terrain_cost ICE 4 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size ICE 3 1 } /* ****************************************************** */ elseif ARZACHEL_AP /* ****************************************************** */ create_connect_all_players_land { if MODE__1 if OASIS_STYLE replace_terrain JUNGLE DIRT3 terrain_cost JUNGLE 25 terrain_cost DIRT3 5 terrain_size JUNGLE 5 1 if SYMBOL_MARK start_random percent_chance 50 terrain_cost JUNGLE 5 percent_chance 50 end_random endif endif elseif MODE__2 if OASIS_STYLE replace_terrain SNOW_FOREST GRASS_SNOW terrain_cost SNOW_FOREST 25 terrain_cost GRASS_SNOW 5 terrain_size SNOW_FOREST 5 1 if SYMBOL_MARK start_random percent_chance 50 terrain_cost SNOW_FOREST 5 percent_chance 50 end_random endif endif elseif MODE__3 if OASIS_STYLE replace_terrain PALM_DESERT DIRT3 terrain_cost PALM_DESERT 25 terrain_cost DIRT3 5 terrain_size PALM_DESERT 5 1 if SYMBOL_MARK start_random percent_chance 50 terrain_cost PALM_DESERT 5 percent_chance 50 end_random endif endif elseif MODE__5 if OASIS_STYLE replace_terrain BAMBOO DIRT2 terrain_cost BAMBOO 25 terrain_cost DIRT2 5 terrain_size BAMBOO 5 1 if SYMBOL_MARK start_random percent_chance 50 terrain_cost BAMBOO 5 percent_chance 50 end_random endif endif } elseif MODE__4 create_connect_teams_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain BEACH SHALLOW terrain_cost WATER 21 terrain_cost MED_WATER 21 terrain_cost BAMBOO 7 terrain_cost SNOW_FOREST 7 terrain_cost BEACH 5 terrain_cost DIRT 1 terrain_size WATER 7 1 terrain_size MED_WATER 7 1 terrain_size DIRT 0 0 } endif /* ****************************************************** */ elseif RELIC_PONDS_AP /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER BEACH replace_terrain SHALLOW BEACH terrain_cost WATER 4 terrain_cost FOREST 7 terrain_cost JUNGLE 7 terrain_cost BEACH 4 terrain_size WATER 4 1 terrain_size BEACH 3 1 terrain_size GRASS 0 0 terrain_size FOREST 3 1 terrain_size PINE_FOREST 3 1 } /* ****************************************************** */ elseif FLOOD_AP /* ****************************************************** */ if GIGANTIC_MAP create_connect_teams_lands { replace_terrain WATER BEACH terrain_cost WATER 4 terrain_cost MED_WATER 7 terrain_cost DEEP_WATER 12 terrain_cost FOREST 7 terrain_cost BEACH 5 terrain_size WATER 4 1 terrain_size MED_WATER 5 1 terrain_size DEEP_WATER 5 1 terrain_size BEACH 1 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 } endif /* 4v4 Connection O.K */ if HUGE_MAP create_connect_teams_lands { replace_terrain WATER BEACH terrain_cost WATER 4 terrain_cost MED_WATER 7 terrain_cost DEEP_WATER 12 terrain_cost FOREST 7 terrain_cost BEACH 5 terrain_size WATER 4 1 terrain_size MED_WATER 5 1 terrain_size DEEP_WATER 5 1 terrain_size BEACH 1 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 } endif if LARGE_MAP /* 3v3 Connection O.K */ create_connect_teams_lands { replace_terrain WATER BEACH terrain_cost WATER 4 terrain_cost MED_WATER 7 terrain_cost DEEP_WATER 12 terrain_cost FOREST 7 terrain_cost BEACH 5 terrain_size WATER 6 1 terrain_size MED_WATER 5 1 terrain_size DEEP_WATER 5 1 terrain_size BEACH 1 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 } endif if MEDIUM_MAP /* 2v2 Connection bigger looks O.K */ create_connect_teams_lands { replace_terrain WATER BEACH terrain_cost WATER 4 terrain_cost MED_WATER 7 terrain_cost DEEP_WATER 12 terrain_cost FOREST 7 terrain_cost BEACH 5 terrain_size WATER 9 1 terrain_size MED_WATER 5 1 terrain_size DEEP_WATER 5 1 terrain_size BEACH 1 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 } endif /* 1v1 no connections */ endif endif /* ****************************************************** */ if GIGA_PACK3 if ENSNARED_AP /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW terrain_cost WATER 4 terrain_cost MED_WATER 2 terrain_size WATER 3 1 terrain_size MED_WATER 1 1 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost BEACH 3 terrain_size GRASS3 0 0 terrain_size FOREST 0 0 } /* ****************************************************** */ elseif ANCIENT_LAKE_AP /* ****************************************************** */ create_connect_teams_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW replace_terrain BEACH SHALLOW terrain_cost WATER 4 terrain_cost MED_WATER 7 terrain_cost DEEP_WATER 12 terrain_cost FOREST 7 terrain_cost BEACH 4 terrain_size WATER 6 1 terrain_size MED_WATER 6 1 terrain_size DEEP_WATER 6 1 terrain_size BEACH 3 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 } /* ****************************************************** */ elseif INNOVATION_AP /* ****************************************************** */ create_connect_teams_lands { start_random percent_chance 50 replace_terrain GRASS FUNGUSROAD replace_terrain GRASS2 FUNGUSROAD replace_terrain GRASS3 FUNGUSROAD replace_terrain GRASS_SNOW FUNGUSROAD replace_terrain DIRT_SNOW FUNGUSROAD replace_terrain SNOW FUNGUSROAD replace_terrain WATER GRASS replace_terrain MED_WATER GRASS replace_terrain DEEP_WATER GRASS replace_terrain BEACH GRASS replace_terrain FOREST FUNGUSROAD replace_terrain PALM_DESERT FUNGUSROAD replace_terrain PINE_FOREST FUNGUSROAD replace_terrain SNOW_FOREST FUNGUSROAD replace_terrain DESERT FUNGUSROAD replace_terrain DIRT FUNGUSROAD replace_terrain DIRT2 FUNGUSROAD replace_terrain DIRT3 FUNGUSROAD terrain_size FUNGUSROAD 0 0 terrain_cost FUNGUSROAD 1 percent_chance 50 replace_terrain GRASS ROAD2 replace_terrain GRASS2 ROAD2 replace_terrain GRASS3 ROAD2 replace_terrain GRASS_SNOW ROAD2 replace_terrain DIRT_SNOW ROAD2 replace_terrain SNOW ROAD2 replace_terrain WATER GRASS replace_terrain MED_WATER GRASS replace_terrain DEEP_WATER GRASS replace_terrain BEACH GRASS replace_terrain FOREST ROAD2 replace_terrain PALM_DESERT ROAD2 replace_terrain PINE_FOREST ROAD2 replace_terrain SNOW_FOREST ROAD2 replace_terrain DESERT ROAD2 replace_terrain DIRT ROAD2 replace_terrain DIRT2 ROAD2 replace_terrain DIRT3 ROAD2 terrain_size ROAD2 0 0 terrain_cost ROAD2 1 end_random terrain_cost WATER 5 terrain_cost MED_WATER 7 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost PALM_DESERT 7 terrain_cost PINE_FOREST 7 terrain_cost SNOW_FOREST 7 terrain_cost DESERT 5 terrain_cost DIRT 5 terrain_cost DIRT2 5 terrain_cost DIRT3 5 terrain_cost DIRT_SNOW 5 terrain_cost GRASS 2 terrain_cost SNOW 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost GRASS_SNOW 2 terrain_cost BEACH 4 terrain_size WATER 6 1 terrain_size DEEP_WATER 6 1 terrain_size GRASS 1 0 terrain_size GRASS2 1 0 terrain_size GRASS3 1 0 terrain_size SNOW 1 0 terrain_size GRASS_SNOW 1 0 terrain_size FOREST 3 1 terrain_size PALM_DESERT 3 1 terrain_size PINE_FOREST 3 1 terrain_size SNOW_FOREST 3 1 terrain_size DESERT 0 0 terrain_size DIRT 0 0 terrain_size DIRT2 0 0 terrain_size DIRT3 0 0 terrain_size DIRT_SNOW 0 0 } /* ****************************************************** */ elseif CONFLICT_AP /* ****************************************************** */ #const ROAD3 40 create_connect_all_lands { replace_terrain FOREST2 ROAD3 replace_terrain PALM_DESERT ROAD3 replace_terrain PINE_FOREST ROAD3 replace_terrain SNOW_FOREST ROAD3 replace_terrain ROAD2 ROAD3 terrain_size ROAD3 2 0 terrain_cost ROAD3 1 terrain_cost FOREST2 2 terrain_cost PALM_DESERT 7 terrain_cost PINE_FOREST 7 terrain_cost SNOW_FOREST 7 terrain_cost GRASS 1 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost GRASS_SNOW 2 terrain_size GRASS 0 0 terrain_size GRASS2 1 0 terrain_size GRASS3 1 0 terrain_size FOREST2 3 1 terrain_size PALM_DESERT 3 1 terrain_size PINE_FOREST 3 1 terrain_size SNOW_FOREST 3 1 } create_connect_all_players_land { replace_terrain GRASS ROAD2 replace_terrain GRASS2 ROAD2 replace_terrain GRASS3 ROAD2 replace_terrain FOREST ROAD2 start_random percent_chance 40 replace_terrain FOREST2 ROAD2 end_random replace_terrain LEAVES ROAD2 terrain_size ROAD2 1 0 terrain_cost ROAD2 0 } create_connect_all_lands { replace_terrain GRASS ROAD2 replace_terrain GRASS2 ROAD2 replace_terrain GRASS3 ROAD2 replace_terrain FOREST2 ROAD2 replace_terrain LEAVES ROAD2 terrain_size ROAD2 1 0 terrain_cost ROAD2 0 } /* ****************************************************** */ elseif DOUBLE_DANGER_AP /* ****************************************************** */ if WATER_MAP create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW if LARGE_MAP terrain_cost WATER 3 terrain_cost MED_WATER 1 elseif HUGE_MAP terrain_cost WATER 2 terrain_cost MED_WATER 1 else terrain_cost WATER 4 endif terrain_cost MED_WATER 2 terrain_size WATER 3 1 terrain_size MED_WATER 3 1 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost BEACH 4 terrain_size GRASS 0 0 terrain_size FOREST 0 0 } endif /* ****************************************************** */ elseif JÁRNVIÐR_AP /* ****************************************************** */ create_connect_all_players_land { replace_terrain PINE_FOREST GRASS terrain_cost PINE_FOREST 2 if TINY_MAP terrain_size PINE_FOREST 15 1 else terrain_size PINE_FOREST 7 1 endif } /* ****************************************************** */ elseif FLUCTUATE_AP /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW terrain_cost WATER 1 terrain_cost MED_WATER 1 if TINY_MAP terrain_size WATER 10 1 terrain_size MED_WATER 10 1 else terrain_size WATER 3 1 terrain_size MED_WATER 3 1 endif terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost BEACH 4 terrain_size GRASS 0 0 terrain_size FOREST 0 0 } endif endif /* ****************************************************** */ if GIGA_PACK4 if AOFE_TEAM_ARENA /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW replace_terrain FOREST GRASS replace_terrain PINE_FOREST GRASS replace_terrain BAMBOO GRASS terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost BAMBOO 7 terrain_cost PALM_DESERT 7 terrain_cost PINE_FOREST 7 terrain_cost SHALLOW 3 terrain_cost DESERT 1 terrain_cost DIRT2 2 terrain_cost DIRT3 3 terrain_cost GRASS 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost BEACH 7 terrain_size WATER 3 1 terrain_size MED_WATER 3 1 terrain_size DEEP_WATER 3 1 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size GRASS 0 0 terrain_size FOREST 6 1 terrain_size BAMBOO 6 1 terrain_size PINE_FOREST 6 1 terrain_size PALM_DESERT 0 0 terrain_size DESERT 0 0 terrain_size DIRT2 0 0 terrain_size DIRT3 0 0 } /* ****************************************************** */ elseif GOLDENHILL /* ****************************************************** */ create_connect_all_lands /* or create_connect_teams_lands or create_connect_all_lands */ { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 3 terrain_cost MED_WATER 5 terrain_cost DEEP_WATER 7 terrain_size SHALLOW 6 6 } /* ****************************************************** */ elseif TSUNAMI /* ****************************************************** */ start_random percent_chance 33 #define LINKITALL percent_chance 33 #define LINKBUDDIESONLY percent_chance 34 #define NOLINK end_random if LINKITALL create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } elseif LINKBUDDIESONLY create_connect_teams_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } elseif NOLINK endif /* ****************************************************** */ elseif LAND_OF_LAKES /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 3 1 terrain_size MED_WATER 3 1 terrain_size DEEP_WATER 3 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif HAMBURGER /* ****************************************************** */ if TINY_MAP create_connect_all_players_land { replace_terrain WATER PINE_FOREST replace_terrain MED_WATER PINE_FOREST replace_terrain DEEP_WATER PINE_FOREST replace_terrain BEACH PINE_FOREST terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 3 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_cost DESERT 1 terrain_size WATER 15 1 terrain_size MED_WATER 15 1 terrain_size DEEP_WATER 15 1 terrain_size BEACH 15 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } else create_connect_all_players_land /* or create_connect_teams_lands or create_connect_all_lands */ { replace_terrain BEACH PINE_FOREST replace_terrain PINE_FOREST PINE_FOREST replace_terrain WATER PINE_FOREST replace_terrain MED_WATER PINE_FOREST terrain_cost PINE_FOREST 2 terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_size PINE_FOREST 21 0 } endif /* ****************************************************** */ elseif MICROPHONE /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif MEATBALLS /* ****************************************************** */ create_connect_teams_lands { replace_terrain DESERT WATER replace_terrain PALM_DESERT MED_WATER terrain_cost DESERT 1 terrain_cost PALM_DESERT 1 terrain_size WATER 5 0 terrain_size MED_WATER 5 0 } /* ****************************************************** */ elseif ROOSTER /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER GRASS2 replace_terrain MED_WATER GRASS2 replace_terrain DEEP_WATER GRASS2 replace_terrain BEACH GRASS2 terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 8 1 terrain_size MED_WATER 8 1 terrain_size DEEP_WATER 8 1 terrain_size BEACH 8 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif SEALED_ISLANDS /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER ROAD replace_terrain MED_WATER ROAD replace_terrain DEEP_WATER ROAD replace_terrain BEACH ROAD terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 2 1 terrain_size MED_WATER 2 1 terrain_size DEEP_WATER 2 1 terrain_size BEACH 2 1 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif STARDOM /* ****************************************************** */ create_connect_all_lands { replace_terrain LEAVES WATER replace_terrain PINE_FOREST WATER terrain_cost LEAVES 7 terrain_cost PINE_FOREST 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size LEAVES 5 1 terrain_size PINE_FOREST 4 1 terrain_size FOREST 0 0 } create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif BIGFOOT /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif PAVEDHIGHLAND /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER ROAD replace_terrain MED_WATER ROAD replace_terrain DEEP_WATER ROAD replace_terrain BEACH ROAD terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost SNOW_FOREST 7 terrain_cost ICE 3 terrain_cost SHALLOW 3 terrain_cost DESERT 1 terrain_cost DIRT2 1 terrain_cost DIRT3 1 terrain_cost GRASS 2 terrain_cost SNOW 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost GRASS_SNOW 2 terrain_cost DIRT_SNOW 2 terrain_cost BEACH 7 terrain_size WATER 6 1 terrain_size MED_WATER 6 1 terrain_size DEEP_WATER 6 1 terrain_size BEACH 6 1 terrain_size GRASS 0 0 terrain_size SNOW 0 0 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size GRASS_SNOW 0 0 terrain_size GRASS_DIRT 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 terrain_size DESERT 0 0 terrain_size DIRT2 0 0 terrain_size DIRT3 0 0 } endif endif /* ****************************************************** */ if GIGA_PACK5 if DOUBLE_MIGRATION /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif TENTACLEISLE /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 } /* ****************************************************** */ elseif GREAT_LAKE /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 2 1 terrain_size MED_WATER 2 1 terrain_size DEEP_WATER 2 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif HIPPOS_BELLY /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER GRASS2 replace_terrain BEACH GRASS2 terrain_cost WATER 40 terrain_cost FOREST 1 terrain_cost PINE_FOREST 1 terrain_cost SHALLOW 1 terrain_cost GRASS 3 terrain_cost GRASS2 1 terrain_cost GRASS3 3 terrain_cost BEACH 40 terrain_size WATER 15 0 terrain_size BEACH 7 0 terrain_size GRASS 0 0 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } endif endif /* ****************************************************** */ if GIGA_PACK6 if FOCAL_POINT /* ****************************************************** */ create_connect_teams_lands { replace_terrain BAMBOO ICE terrain_cost BAMBOO 4 terrain_size ICE 1 0 } /* ****************************************************** */ elseif GANDALF_CANYONLANDS /* ****************************************************** */ create_connect_all_players_land { if FROZEN_MAP replace_terrain WATER ICE else replace_terrain WATER SHALLOW endif terrain_cost WATER 7 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost PALM_DESERT 7 terrain_cost SNOW_FOREST 7 terrain_cost JUNGLE 7 terrain_cost SHALLOW 3 terrain_cost DESERT 2 terrain_cost DIRT 2 terrain_cost DIRT2 2 terrain_cost DIRT3 2 terrain_cost DIRT_SNOW 2 terrain_cost GRASS 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost GRASS_SNOW 2 terrain_cost SNOW 2 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size GRASS_SNOW 0 0 terrain_size SNOW 0 0 terrain_size DIRT 0 0 terrain_size DIRT2 0 0 terrain_size DIRT3 0 0 terrain_size DIRT_SNOW 0 0 terrain_size SNOW_FOREST 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 terrain_size PALM_DESERT 0 0 terrain_size JUNGLE 0 0 terrain_size DESERT 0 0 } /* ****************************************************** */ elseif BULTROMAP /* ****************************************************** */ create_connect_teams_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif EL_DORADO_V5 /* ****************************************************** */ start_random percent_chance 50 create_connect_all_players_land { replace_terrain WATER BEACH terrain_size BEACH 6 1 } end_random /* ****************************************************** */ elseif MIGRATION_PLUS /* ****************************************************** */ if TINY_MAP create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW terrain_cost WATER 10 terrain_cost MED_WATER 100 terrain_size SHALLOW 4 0 } elseif SMALL_MAP create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW terrain_cost WATER 10 terrain_cost MED_WATER 100 terrain_size SHALLOW 2 0 } else create_connect_teams_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW terrain_cost WATER 10 terrain_cost MED_WATER 100 if MEDIUM_MAP terrain_size SHALLOW 2 0 elseif LARGE_MAP terrain_size SHALLOW 1 0 else terrain_size SHALLOW 1 0 endif } endif /* ****************************************************** */ elseif MOATS /* ****************************************************** */ create_connect_all_players_land { replace_terrain MED_WATER GRASS replace_terrain BEACH GRASS terrain_cost MED_WATER 2 terrain_cost BEACH 2 terrain_size MED_WATER 3 0 terrain_size BEACH 3 0 } /* ****************************************************** */ elseif PRECUT_MICHI /* ****************************************************** */ create_connect_all_players_land { replace_terrain FOREST ICE if MANY_CUTS terrain_cost FOREST 2 elseif SOME_CUTS terrain_cost FOREST 4 else terrain_cost FOREST 10 endif if B6 terrain_size ICE 1 0 elseif LARGE_MAP terrain_size ICE 2 0 elseif MEDIUM_MAP terrain_size ICE 3 0 elseif SMALL_MAP terrain_size ICE 4 0 else terrain_size ICE 6 0 endif } /* ****************************************************** */ elseif REVERSE_ARENA /* ****************************************************** */ /* this might fix trapped players */ create_connect_teams_lands { replace_terrain BAMBOO GRASS3 replace_terrain GRASS3 GRASS3 terrain_cost BAMBOO 100 terrain_cost GRASS3 1 terrain_size GRASS3 3 0 } /* ****************************************************** */ elseif HOMELAND /* ****************************************************** */ start_random percent_chance 50 create_connect_all_players_land { replace_terrain JUNGLE GRASS terrain_cost JUNGLE 5 terrain_size JUNGLE 10 1 } percent_chance 50 create_connect_all_players_land { replace_terrain JUNGLE GRASS terrain_cost JUNGLE 2 terrain_size JUNGLE 5 1 } end_random /* ****************************************************** */ elseif TEAM_MIGRATION /* ****************************************************** */ create_connect_teams_lands { replace_terrain WATER DIRT replace_terrain MED_WATER DIRT replace_terrain DEEP_WATER DIRT replace_terrain BEACH DIRT terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost BEACH 2 terrain_size WATER 9 1 terrain_size MED_WATER 9 1 terrain_size DEEP_WATER 9 1 terrain_size BEACH 9 1 } /* ****************************************************** */ elseif TEAM_CONTINENTS /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif HIGH_SEAS /* ****************************************************** */ create_connect_all_players_land { replace_terrain BEACH DESERT replace_terrain MED_WATER DESERT replace_terrain DEEP_WATER DESERT terrain_cost MED_WATER 1 terrain_cost DEEP_WATER 10 if TINY_MAP terrain_size MED_WATER 6 1 terrain_size DEEP_WATER 6 1 elseif SMALL_MAP terrain_size MED_WATER 6 1 terrain_size DEEP_WATER 6 1 elseif MEDIUM_MAP terrain_size MED_WATER 6 1 terrain_size DEEP_WATER 6 1 else terrain_size MED_WATER 6 1 terrain_size DEEP_WATER 6 1 endif } endif endif /* ****************************************************** */ if GIGA_PACK7 if NC_FAIR_SALTMARSH /* ****************************************************** */ create_connect_all_lands { replace_terrain JUNGLE GRASS replace_terrain WATER SHALLOW terrain_cost GRASS 1 terrain_cost GRASS2 1 terrain_cost GRASS3 1 terrain_cost JUNGLE 4 terrain_cost BEACH 3 terrain_cost SHALLOW 3 terrain_cost WATER 4 terrain_size JUNGLE 8 4 terrain_size WATER 8 4 } /* ****************************************************** */ elseif NC_RING_FOREST /* ****************************************************** */ create_connect_all_players_land { replace_terrain ALT_FOREST GRASS terrain_cost ALT_FOREST 1 terrain_cost FOREST 3 if TINY_MAP terrain_size ALT_FOREST 23 0 else terrain_size ALT_FOREST 20 0 endif } /* ****************************************************** */ elseif NC_WIDE_RIVERS /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost SHALLOW 3 terrain_cost GRASS 2 terrain_cost GRASS3 2 terrain_cost GRASS2 15 terrain_cost BEACH 7 terrain_size WATER 3 1 terrain_size MED_WATER 3 1 terrain_size DEEP_WATER 3 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size BAMBOO 0 0 terrain_size PALM_DESERT 0 0 terrain_size DESERT 0 0 } /* ****************************************************** */ elseif TREE_FORTS /* ****************************************************** */ create_connect_all_players_land { replace_terrain WOODS GROUND terrain_size WOODS 2 0 terrain_cost WOODS 1 } /* ****************************************************** */ elseif STRANDED /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER DIRT2 replace_terrain MED_WATER DIRT2 replace_terrain DEEP_WATER DIRT2 replace_terrain BEACH DIRT2 terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 2 1 terrain_size MED_WATER 2 1 terrain_size DEEP_WATER 2 1 terrain_size BEACH 2 1 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif WATER_HORSE /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER GRASS2 replace_terrain BEACH GRASS2 terrain_cost WATER 40 terrain_cost FOREST 1 terrain_cost PINE_FOREST 1 terrain_cost SHALLOW 1 terrain_cost GRASS 3 terrain_cost GRASS2 1 terrain_cost GRASS3 3 terrain_cost BEACH 40 terrain_size WATER 15 0 terrain_size BEACH 7 0 terrain_size GRASS 0 0 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif LOW_COUNTRIES /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW replace_terrain FOREST GRASS3 replace_terrain PINE_FOREST DIRT3 terrain_cost WATER 5 terrain_cost MED_WATER 15 terrain_cost DEEP_WATER 30 terrain_cost FOREST 3 terrain_cost PINE_FOREST 3 terrain_cost SHALLOW 20 terrain_cost DESERT 15 terrain_cost DIRT2 2 terrain_cost DIRT3 2 terrain_cost DIRT 2 terrain_cost SNOW 2 terrain_cost GRASS 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost BEACH 30 terrain_size WATER 2 1 terrain_size MED_WATER 2 1 terrain_size DEEP_WATER 2 1 terrain_size GRASS 0 0 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size GRASS_DIRT 0 0 terrain_size FOREST 3 1 terrain_size PINE_FOREST 3 1 terrain_size DESERT 0 0 terrain_size DIRT2 0 0 terrain_size DIRT3 0 0 } create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW replace_terrain FOREST GRASS3 replace_terrain PINE_FOREST DIRT3 terrain_cost WATER 5 terrain_cost MED_WATER 15 terrain_cost DEEP_WATER 30 terrain_cost FOREST 3 terrain_cost PINE_FOREST 3 terrain_cost SHALLOW 20 terrain_cost DESERT 15 terrain_cost DIRT2 2 terrain_cost DIRT3 2 terrain_cost DIRT 2 terrain_cost SNOW 2 terrain_cost GRASS 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost BEACH 30 terrain_size WATER 2 1 terrain_size MED_WATER 2 1 terrain_size DEEP_WATER 2 1 terrain_size GRASS 0 0 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size GRASS_DIRT 0 0 terrain_size FOREST 3 1 terrain_size PINE_FOREST 3 1 terrain_size DESERT 0 0 terrain_size DIRT2 0 0 terrain_size DIRT3 0 0 } endif endif /* ****************************************************** */ if GIGA_PACK8 if ARCHIPEL /* ****************************************************** */ create_connect_teams_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif ARTIFICIAL /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif ATLANTIC /* ****************************************************** */ create_connect_all_players_land { start_random percent_chance 50 replace_terrain WATER BEACH replace_terrain MED_WATER BEACH replace_terrain DEEP_WATER BEACH percent_chance 50 replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW end_random terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif TERRA_PANGEA /* ****************************************************** */ start_random percent_chance 35 create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } end_random /* ****************************************************** */ elseif CONTINENT /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 2 1 terrain_size MED_WATER 2 1 terrain_size DEEP_WATER 2 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif FAIR_RIVERS /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 2 1 terrain_size MED_WATER 2 1 terrain_size DEEP_WATER 2 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif LAKES_ /* ****************************************************** */ create_connect_teams_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif PIZZA /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 2 1 terrain_size MED_WATER 2 1 terrain_size DEEP_WATER 2 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif TERRA_CONTINENTS /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 3 1 terrain_size MED_WATER 3 1 terrain_size DEEP_WATER 3 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif SOLIDCONTINENT /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif NEWTRILAKE /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER GRASS2 replace_terrain MED_WATER GRASS2 replace_terrain DEEP_WATER GRASS2 start_random percent_chance 50 replace_terrain BEACH GRASS2 end_random terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 11 terrain_cost BEACH 2 terrain_size WATER 6 0 terrain_size MED_WATER 4 0 terrain_size DEEP_WATER 3 0 terrain_size BEACH 3 0 } /* ****************************************************** */ elseif HINTERLAND /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 3 1 terrain_size MED_WATER 3 1 terrain_size DEEP_WATER 3 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif TINY_LAKES_ /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 3 1 terrain_size MED_WATER 3 1 terrain_size DEEP_WATER 3 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif LANDBRIDGE /* ****************************************************** */ start_random percent_chance 30 #define MUSTEKNENE percent_chance 70 #define MUSTEKJOJO end_random if MUSTEKNENE elseif MUSTEKJOJO create_connect_all_lands { replace_terrain WATER GRASS2 replace_terrain MED_WATER GRASS2 replace_terrain DEEP_WATER GRASS2 replace_terrain BEACH GRASS2 terrain_cost WATER 99 terrain_cost MED_WATER 99 terrain_cost DEEP_WATER 99 terrain_cost FOREST 1 terrain_cost PINE_FOREST 1 terrain_cost SHALLOW 1 terrain_cost GRASS 3 terrain_cost GRASS2 1 terrain_cost GRASS3 3 terrain_cost BEACH 99 terrain_size WATER 6 1 terrain_size MED_WATER 6 2 terrain_size DEEP_WATER 6 2 terrain_size BEACH 7 0 terrain_size GRASS 0 0 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } endif /* ****************************************************** */ elseif HUGERIVERS /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 3 1 terrain_size MED_WATER 3 1 terrain_size DEEP_WATER 3 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif THEGOLDENNILE /* ****************************************************** */ start_random percent_chance 95 #define OKAYCOMEON percent_chance 5 #define DONOTCROSS end_random if OKAYCOMEON create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } elseif DONOTCROSS endif endif endif /* ****************************************************** */ if GIGA_PACK9 if RIVER_PIRATES /* ****************************************************** */ create_connect_all_players_land { replace_terrain JUNGLE WATER terrain_cost JUNGLE 7 terrain_size JUNGLE 2 replace_terrain GRASS WATER terrain_cost GRASS 7 terrain_size GRASS 2 replace_terrain DIRT3 WATER terrain_cost DIRT3 7 terrain_size DIRT3 2 replace_terrain DIRT2 WATER terrain_cost DIRT2 7 terrain_size DIRT2 2 replace_terrain GRASS2 WATER terrain_cost GRASS2 7 terrain_size GRASS2 2 } /* ****************************************************** */ elseif CONNECTED_ISLANDS /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif EMIGRATION /* ****************************************************** */ start_random percent_chance 50 create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 2 1 terrain_size MED_WATER 2 1 terrain_size DEEP_WATER 2 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } end_random /* ****************************************************** */ elseif CANALS /* ****************************************************** */ create_connect_all_players_land { replace_terrain GRASS WATER replace_terrain GRASS3 WATER replace_terrain LEAVES WATER replace_terrain WATER WATER replace_terrain BEACH WATER replace_terrain PALM_DESERT WATER terrain_cost GRASS 4 terrain_cost GRASS3 4 terrain_cost LEAVES 4 terrain_cost WATER 4 terrain_cost BEACH 4 terrain_cost PALM_DESERT 8 terrain_size GRASS 1 0 terrain_size GRASS3 1 0 terrain_size LEAVES 1 0 terrain_size WATER 2 1 terrain_size BEACH 1 0 terrain_size PALM_DESERT 1 0 } /* ****************************************************** */ elseif AMAZONWIDE /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 3 1 terrain_size MED_WATER 3 1 terrain_size DEEP_WATER 3 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif CENTRALSMASH /* ****************************************************** */ if TINY_MAP create_connect_all_lands { replace_terrain PALM_DESERT GRASS2 terrain_cost PALM_DESERT 3 terrain_size PALM_DESERT 6 1 } create_connect_all_lands { replace_terrain PALM_DESERT GRASS2 terrain_cost PALM_DESERT 3 terrain_size PALM_DESERT 6 1 } else create_connect_all_lands { replace_terrain PALM_DESERT GRASS2 terrain_cost PALM_DESERT 3 terrain_size PALM_DESERT 6 1 } create_connect_all_lands { replace_terrain PALM_DESERT GRASS2 terrain_cost PALM_DESERT 3 terrain_size PALM_DESERT 6 1 } create_connect_all_lands { replace_terrain PALM_DESERT GRASS2 terrain_cost PALM_DESERT 3 terrain_size PALM_DESERT 6 1 } create_connect_all_lands { replace_terrain PALM_DESERT GRASS2 terrain_cost PALM_DESERT 3 terrain_size PALM_DESERT 6 1 } create_connect_all_lands { replace_terrain PALM_DESERT GRASS2 terrain_cost PALM_DESERT 3 terrain_size PALM_DESERT 6 1 } endif /* ****************************************************** */ elseif SHOSHOLOZA /* ****************************************************** */ create_connect_all_lands { replace_terrain FOREST WATER terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif DEADLYCRACK /* ****************************************************** */ create_connect_all_lands { replace_terrain DEEP_WATER GRASS2 replace_terrain LEAVES GRASS2 replace_terrain BEACH GRASS2 terrain_cost DEEP_WATER 99 terrain_cost LEAVES 99 terrain_cost FOREST 1 terrain_cost PINE_FOREST 1 terrain_cost SHALLOW 1 terrain_cost GRASS 3 terrain_cost GRASS2 1 terrain_cost GRASS3 3 terrain_cost BEACH 99 terrain_size DEEP_WATER 6 1 terrain_size LEAVES 6 1 terrain_size BEACH 7 0 terrain_size GRASS 0 0 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } endif endif /* ****************************************************** */ if GIGA_PACK10 if LOCKEDTREASURES /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif URBANISLANDS /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER ROAD replace_terrain MED_WATER ROAD replace_terrain DEEP_WATER ROAD start_random percent_chance 90 replace_terrain BEACH ROAD end_random terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 2 1 terrain_size MED_WATER 2 1 terrain_size DEEP_WATER 2 1 terrain_size BEACH 2 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif BRAZILIAN /* ****************************************************** */ create_connect_all_lands { replace_terrain JUNGLE GRASS2 terrain_cost JUNGLE 2 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size JUNGLE 8 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } create_connect_all_lands { replace_terrain JUNGLE GRASS2 terrain_cost JUNGLE 2 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size JUNGLE 8 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } create_connect_all_lands { replace_terrain JUNGLE GRASS2 terrain_cost JUNGLE 2 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size JUNGLE 8 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } start_random percent_chance 50 #define SANDISHERE percent_chance 50 #define SANDISNOTHERE end_random if SANDISHERE create_connect_all_lands { start_random percent_chance 50 replace_terrain WATER BEACH replace_terrain MED_WATER BEACH replace_terrain DEEP_WATER BEACH percent_chance 50 replace_terrain WATER ROAD replace_terrain MED_WATER ROAD replace_terrain DEEP_WATER ROAD replace_terrain BEACH ROAD end_random terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size BEACH 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } elseif SANDISNOTHERE endif /* ****************************************************** */ elseif LANTERN /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif FAKESAFETY /* ****************************************************** */ create_connect_all_lands { replace_terrain FOREST GRASS terrain_cost FOREST 7 terrain_size FOREST 4 1 } /* ****************************************************** */ elseif BIGMAC /* ****************************************************** */ if TINY_MAP create_connect_all_players_land { replace_terrain WATER PINE_FOREST replace_terrain MED_WATER PINE_FOREST replace_terrain DEEP_WATER PINE_FOREST replace_terrain BEACH PINE_FOREST terrain_cost WATER 7 terrain_cost MED_WATER 7 terrain_cost DEEP_WATER 7 terrain_cost GRASS 3 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_cost DESERT 1 terrain_size WATER 30 1 terrain_size MED_WATER 30 1 terrain_size DEEP_WATER 30 1 terrain_size BEACH 30 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } else create_connect_all_players_land { replace_terrain BEACH PINE_FOREST replace_terrain PINE_FOREST PINE_FOREST replace_terrain WATER PINE_FOREST replace_terrain MED_WATER PINE_FOREST replace_terrain DEEP_WATER PINE_FOREST terrain_cost PINE_FOREST 2 terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 9 terrain_size PINE_FOREST 25 0 } create_connect_all_players_land { replace_terrain BEACH PINE_FOREST replace_terrain PINE_FOREST PINE_FOREST replace_terrain WATER PINE_FOREST replace_terrain MED_WATER PINE_FOREST replace_terrain DEEP_WATER PINE_FOREST terrain_cost PINE_FOREST 2 terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 9 terrain_size PINE_FOREST 25 0 } endif /* ****************************************************** */ elseif SHELLSHOCKED /* ****************************************************** */ start_random percent_chance 50 create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } percent_chance 50 create_connect_teams_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } end_random /* ****************************************************** */ elseif DARKBRIDGE /* ****************************************************** */ create_connect_teams_lands { start_random percent_chance 80 replace_terrain WATER GRASS2 replace_terrain BEACH GRASS2 percent_chance 20 replace_terrain WATER BEACH replace_terrain BEACH BEACH end_random terrain_cost WATER 7 terrain_cost BEACH 7 terrain_size WATER 11 1 terrain_size BEACH 11 1 } /* ****************************************************** */ elseif ACER /* ****************************************************** */ create_connect_all_lands { replace_terrain PINE_FOREST GRASS terrain_cost PINE_FOREST 7 terrain_size PINE_FOREST 8 1 } /* ****************************************************** */ elseif CASPIAN /* ****************************************************** */ start_random percent_chance 50 create_connect_all_lands percent_chance 50 create_connect_teams_lands end_random { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 } endif endif /* ****************************************************** */ if GIGA_PACK11 if GLUEDWITHWOOD /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER BAMBOO replace_terrain DEEP_WATER BAMBOO replace_terrain BEACH BAMBOO terrain_cost WATER 3 terrain_cost DEEP_WATER 5 terrain_cost BEACH 7 terrain_size WATER 11 1 terrain_size DEEP_WATER 11 1 terrain_size BEACH 11 1 } create_connect_all_lands { replace_terrain WATER BEACH replace_terrain DEEP_WATER BEACH replace_terrain BAMBOO BEACH terrain_cost WATER 3 terrain_cost DEEP_WATER 5 terrain_cost BAMBOO 5 terrain_size WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size BAMBOO 4 1 } /* ****************************************************** */ elseif ALIGATOR /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW replace_terrain PINE_FOREST SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size PINE_FOREST 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 } /* ****************************************************** */ elseif KINGF /* ****************************************************** */ #const MOSSYROAD 39 create_connect_all_lands { start_random percent_chance 60 replace_terrain WATER MOSSYROAD replace_terrain MED_WATER MOSSYROAD replace_terrain DEEP_WATER MOSSYROAD replace_terrain BEACH MOSSYROAD percent_chance 40 replace_terrain WATER BEACH replace_terrain MED_WATER BEACH replace_terrain DEEP_WATER BEACH replace_terrain BEACH BEACH end_random terrain_cost WATER 1 terrain_cost MED_WATER 3 terrain_cost DEEP_WATER 5 terrain_cost BEACH 5 terrain_size WATER 2 1 terrain_size MED_WATER 2 1 terrain_size DEEP_WATER 2 1 terrain_size BEACH 2 1 } /* ****************************************************** */ elseif VERSACE /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER BEACH replace_terrain MED_WATER BEACH replace_terrain DEEP_WATER BEACH terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif MFO_TWOSEAS /* ****************************************************** */ start_random percent_chance 60 create_connect_all_lands { replace_terrain WATER GRASS replace_terrain MED_WATER GRASS replace_terrain DEEP_WATER GRASS replace_terrain BEACH GRASS terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost BAMBOO 7 terrain_cost PALM_DESERT 7 terrain_cost PINE_FOREST 7 terrain_cost SHALLOW 7 terrain_cost DESERT 1 terrain_cost DIRT2 2 terrain_cost DIRT3 3 terrain_cost GRASS 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost BEACH 7 terrain_size WATER 8 1 terrain_size MED_WATER 8 1 terrain_size DEEP_WATER 8 1 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size BAMBOO 0 0 terrain_size PINE_FOREST 0 0 terrain_size PALM_DESERT 0 0 terrain_size DESERT 0 0 terrain_size DIRT2 0 0 terrain_size DIRT3 0 0 } percent_chance 40 create_connect_all_lands { replace_terrain WATER BEACH replace_terrain MED_WATER BEACH replace_terrain DEEP_WATER BEACH terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost BAMBOO 7 terrain_cost PALM_DESERT 7 terrain_cost PINE_FOREST 7 terrain_cost SHALLOW 7 terrain_cost DESERT 1 terrain_cost DIRT2 2 terrain_cost DIRT3 3 terrain_cost GRASS 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost BEACH 7 terrain_size WATER 8 1 terrain_size MED_WATER 8 1 terrain_size DEEP_WATER 8 1 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size BAMBOO 0 0 terrain_size PINE_FOREST 0 0 terrain_size PALM_DESERT 0 0 terrain_size DESERT 0 0 terrain_size DIRT2 0 0 terrain_size DIRT3 0 0 } /* ****************************************************** */ elseif MFO_FOURSEAS /* ****************************************************** */ start_random percent_chance 65 create_connect_all_lands { replace_terrain WATER GRASS replace_terrain MED_WATER GRASS replace_terrain DEEP_WATER GRASS replace_terrain BEACH GRASS terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost BAMBOO 7 terrain_cost PALM_DESERT 7 terrain_cost PINE_FOREST 7 terrain_cost SHALLOW 7 terrain_cost DESERT 1 terrain_cost DIRT2 2 terrain_cost DIRT3 3 terrain_cost GRASS 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost BEACH 7 terrain_size WATER 8 1 terrain_size MED_WATER 8 1 terrain_size DEEP_WATER 8 1 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size BAMBOO 0 0 terrain_size PINE_FOREST 0 0 terrain_size PALM_DESERT 0 0 terrain_size DESERT 0 0 terrain_size DIRT2 0 0 terrain_size DIRT3 0 0 } start_random percent_chance 35 create_connect_all_lands { replace_terrain WATER BEACH replace_terrain MED_WATER BEACH replace_terrain DEEP_WATER BEACH terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost FOREST 7 terrain_cost BAMBOO 7 terrain_cost PALM_DESERT 7 terrain_cost PINE_FOREST 7 terrain_cost SHALLOW 7 terrain_cost DESERT 1 terrain_cost DIRT2 2 terrain_cost DIRT3 3 terrain_cost GRASS 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost BEACH 7 terrain_size WATER 8 1 terrain_size MED_WATER 8 1 terrain_size DEEP_WATER 8 1 terrain_size GRASS2 0 0 terrain_size GRASS3 0 0 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size BAMBOO 0 0 terrain_size PINE_FOREST 0 0 terrain_size PALM_DESERT 0 0 terrain_size DESERT 0 0 terrain_size DIRT2 0 0 terrain_size DIRT3 0 0 } end_random /* ****************************************************** */ elseif MFO_DESERTCARAVANS /* ****************************************************** */ create_connect_teams_lands { replace_terrain DESERT ROADS replace_terrain PALM_DESERT ROADS replace_terrain PINE_FOREST ROADS replace_terrain GRASS ROADS replace_terrain GRASS2 ROADS replace_terrain JUNGLE ROADS replace_terrain GRASS3 ROADS replace_terrain DIRT ROADS replace_terrain DIRT2 ROADS replace_terrain DIRT3 ROADS replace_terrain BEACH ROADS replace_terrain WATER SHALLOW terrain_cost WATER 99 terrain_cost MED_WATER 99 terrain_cost DEEP_WATER 99 terrain_cost SHALLOW 99 terrain_cost PALM_DESERT 7 terrain_cost JUNGLE 7 terrain_cost BAMBOO 7 terrain_cost FOREST 7 terrain_cost GRASS 2 terrain_cost GRASS2 2 terrain_cost GRASS3 2 terrain_cost DIRT 2 terrain_cost DIRT2 2 terrain_cost DIRT3 2 terrain_cost LEAVES 2 terrain_cost DESERT 2 terrain_cost ROADS 1 terrain_cost BEACH 99 terrain_size GRASS 1 0 terrain_size SNOW 1 0 terrain_size DIRT_SNOW 1 0 terrain_size GRASS_SNOW 1 0 terrain_size GRASS2 1 0 terrain_size GRASS3 1 0 terrain_size DIRT 1 0 terrain_size DIRT2 1 0 terrain_size DIRT3 1 0 terrain_size LEAVES 1 0 terrain_size JUNGLE 1 0 terrain_size PALM_DESERT 1 0 terrain_size DESERT 1 0 terrain_size BAMBOO 1 0 terrain_size FOREST 1 0 terrain_size PINE_FOREST 1 0 terrain_size SNOW_FOREST 1 0 terrain_size ROADS 0 0 terrain_size WATER 3 1 terrain_size MED_WATER 3 1 terrain_size DEEP_WATER 3 1 terrain_size BEACH 1 0 terrain_size SHALLOW 0 0 } create_connect_all_lands { replace_terrain BEACH SHALLOW replace_terrain WATER SHALLOW terrain_cost WATER 9 terrain_cost BEACH 9 terrain_size BEACH 7 1 terrain_size WATER 7 1 } /* ****************************************************** */ elseif SHORELANDS /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW terrain_cost WATER 7 terrain_cost FOREST 4 terrain_cost GRASS 1 terrain_cost SNOW 3 terrain_size LEAVES 30 10 terrain_size SHALLOW 15 3 terrain_size DIRT 13 0 terrain_size GRASS_SNOW 5 1 } /* ****************************************************** */ elseif GREENCIRCLE /* ****************************************************** */ create_connect_all_lands { replace_terrain FOREST GRASS terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size FOREST 10 1 terrain_size GRASS 0 0 terrain_size PINE_FOREST 0 0 } endif endif /* ****************************************************** */ if GIGA_PACK12 if BLACK_GOLDRUSH /* ****************************************************** */ create_connect_all_lands { replace_terrain WOODS GROUND terrain_size WOODS 1 0 terrain_size GROUND 1 0 terrain_cost WOODS 7 } /* ****************************************************** */ elseif MFO_DOUBLEHIGHLAND /* ****************************************************** */ create_connect_all_players_land { if FROZEN_MAP replace_terrain WATER ICE replace_terrain MED_WATER ICE replace_terrain DEEP_WATER ICE elseif MONGOLIAN_MAP replace_terrain WATER ICE replace_terrain MED_WATER ICE replace_terrain DEEP_WATER ICE else replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW endif terrain_cost BEACH 7 terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost 1_FOREST 7 terrain_cost 2_FOREST 7 terrain_cost ICE 3 terrain_cost SHALLOW 3 terrain_cost BASE_1 1 terrain_cost BASE_2 1 terrain_cost BASE_3 1 terrain_cost 1_PATCH 1 terrain_cost 2_PATCH 1 terrain_cost 3_PATCH 1 terrain_size WATER 2 1 terrain_size MED_WATER 2 1 terrain_size DEEP_WATER 2 1 terrain_size BASE_1 0 0 terrain_size BASE_2 0 0 terrain_size BASE_3 0 0 terrain_size 1_PATCH 0 0 terrain_size 2_PATCH 0 0 terrain_size 3_PATCH 0 0 terrain_size 1_FOREST 0 0 terrain_size 2_FOREST 0 0 } /* ****************************************************** */ elseif MFO_DOUBLEYUCATAN /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW replace_terrain DEEP_WATER SHALLOW terrain_cost WATER 7 terrain_cost MED_WATER 9 terrain_cost DEEP_WATER 15 terrain_cost GRASS 2 terrain_cost FOREST 7 terrain_cost PINE_FOREST 7 terrain_cost BEACH 7 terrain_size WATER 4 1 terrain_size MED_WATER 4 1 terrain_size DEEP_WATER 4 1 terrain_size GRASS 0 0 terrain_size FOREST 0 0 terrain_size PINE_FOREST 0 0 } /* ****************************************************** */ elseif CHASM /* ****************************************************** */ create_connect_all_lands { replace_terrain PATCH ROCKS replace_terrain BEACH ROCKS terrain_size ROCKS 2 1 } endif endif /* ****************************************************** */ if GIGA_PACK13 if CROP_CIRCLES /* ****************************************************** */ create_connect_all_lands { replace_terrain BAMBOO FARM2 terrain_size BAMBOO 1 0 terrain_cost BAMBOO 2 terrain_cost FARM2 1 } /* ****************************************************** */ elseif EPICENTER /* ****************************************************** */ create_connect_all_lands { replace_terrain DIRT BEACH terrain_size DIRT 1 0 terrain_cost DIRT 3 } /* ****************************************************** */ elseif FJORDS /* ****************************************************** */ create_connect_teams_lands { replace_terrain DEEP_WATER MED_WATER replace_terrain MED_WATER WATER replace_terrain WATER SHALLOW terrain_size DEEP_WATER 7 0 terrain_size MED_WATER 5 0 terrain_size WATER 3 0 terrain_cost DEEP_WATER 3 terrain_cost MED_WATER 3 terrain_cost WATER 3 } /* ****************************************************** */ elseif FOREST_ROAD /* ****************************************************** */ create_connect_all_lands { replace_terrain WOODS GROUND terrain_cost WOODS 5 terrain_size WOODS 1 0 } /* ****************************************************** */ elseif GOLDEN_ATOLL /* ****************************************************** */ create_connect_all_players_land { replace_terrain WATER SHALLOW terrain_size WATER 5 0 terrain_cost WATER 3 terrain_cost MED_WATER 10 terrain_cost DESERT 15 } /* ****************************************************** */ elseif ICE_CAPS /* ****************************************************** */ create_connect_teams_lands { replace_terrain MED_WATER WATER replace_terrain WATER ICE replace_terrain ICY_BEACH ICE replace_terrain SNOW_FOREST SNOW terrain_size DEEP_WATER 6 0 terrain_size MED_WATER 4 0 terrain_size WATER 2 0 terrain_size ICY_BEACH 2 0 terrain_cost WATER 7 terrain_cost SNOW_FOREST 2 terrain_cost SNOW 15 terrain_cost MED_WATER 15 } /* ****************************************************** */ elseif ISOLATED_RIVERS /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW terrain_size WATER 2 0 terrain_cost WATER 3 } /* ****************************************************** */ elseif LANDSLIDE /* ****************************************************** */ create_connect_all_players_land { replace_terrain WOODS GROUND replace_terrain PATCH1 PATCH2 terrain_cost WOODS 5 terrain_cost PATCH1 5 terrain_size WOODS 12 0 terrain_size PATCH 10 0 } endif endif /* ****************************************************** */ if GIGA_PACK14 if SHOALS /* ****************************************************** */ create_connect_teams_lands { replace_terrain WATER BEACH replace_terrain PALM_DESERT DESERT terrain_size DEEP_WATER 6 0 terrain_size MED_WATER 4 0 terrain_size WATER 2 0 terrain_cost WATER 7 terrain_cost PALM_DESERT 2 terrain_cost GRASS2 15 terrain_cost MED_WATER 15 } /* ****************************************************** */ elseif PACIFIC_BEACH /* ****************************************************** */ create_connect_all_lands { replace_terrain JUNGLE GRASS2 terrain_size JUNGLE 2 0 terrain_cost JUNGLE 3 } /* ****************************************************** */ elseif MELTING_FJORDS /* ****************************************************** */ create_connect_all_players_land { replace_terrain DEEP_WATER MED_WATER replace_terrain MED_WATER WATER replace_terrain WATER ICE replace_terrain ICY_BEACH ICE replace_terrain BEACH ICE terrain_size DEEP_WATER 7 0 terrain_size MED_WATER 5 0 terrain_size WATER 3 0 terrain_size ICY_BEACH 5 0 terrain_size BEACH 5 0 terrain_cost DEEP_WATER 3 terrain_cost MED_WATER 3 terrain_cost WATER 3 terrain_cost ICY_BEACH 3 terrain_cost BEACH 3 } /* ****************************************************** */ elseif RIVAL_CITIES /* ****************************************************** */ create_connect_all_lands { replace_terrain WATER SHALLOW replace_terrain MED_WATER SHALLOW terrain_cost WATER 3 terrain_cost MED_WATER 3 terrain_size WATER 2 0 terrain_size MED_WATER 2 0 } endif endif