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taoc_Arabia.rms
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taoc_Arabia.rms
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<PLAYER_SETUP>
random_placement
ai_info_map_type ARABIA 0 0 0
<LAND_GENERATION>
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
}
<TERRAIN_GENERATION>
/* 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
<OBJECTS_GENERATION>
create_object TOWN_CENTER
{
set_place_for_every_player
group_placement_radius 18
min_distance_to_players 0
max_distance_to_players 0
}
create_object VILLAGER
{
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 6
}
create_object SCOUT
{
number_of_objects 1
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 9
}
if LUDIKRIS_MAP
create_object RELIC
{
number_of_objects 250
min_distance_to_players 25
temp_min_distance_group_placement 110
}
else
create_object RELIC
{
number_of_objects 5
min_distance_to_players 25
temp_min_distance_group_placement 20
}
endif
if REGICIDE
create_object VILLAGER
{
number_of_objects 7
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 6
}
create_object KING
{
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 6
}
create_object CASTLE
{
set_place_for_every_player
min_distance_to_players 10
max_distance_to_players 10
}
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
}
/* 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
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
}
create_object SHEEP
{
number_of_objects 1
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 1
max_distance_to_players 2
}
create_object SHEEP
{
number_of_objects 3
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 DEER
{
start_random
percent_chance 50
number_of_objects 4
percent_chance 50
number_of_objects 3
end_random
group_placement_radius 3
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
start_random
percent_chance 50
min_distance_to_players 14
max_distance_to_players 22
percent_chance 50
min_distance_to_players 23
max_distance_to_players 30
end_random
}
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
}
create_object WOLF
{
number_of_objects 2
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 30
max_distance_to_players 40
}
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
if LUDIKRIS_MAP
create_object GOLD
{
number_of_groups 250
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
temp_min_distance_group_placement 44
}
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 LUDIKRIS_MAP
create_object STONE
{
number_of_groups 250
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
temp_min_distance_group_placement 44
}
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_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 LUDIKRIS_MAP
create_object FORAGE
{
number_of_groups 12
number_of_objects 5
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
temp_min_distance_group_placement 15
}
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
create_object HAWK
{
number_of_objects 4
set_scaling_to_map_size
}
create_object WOLF
{
number_of_groups 3
set_loose_grouping
start_random
percent_chance 75
number_of_objects 1
percent_chance 25
number_of_objects 2
end_random
set_scaling_to_map_size
set_gaia_object_only
min_distance_group_placement 12
min_distance_to_players 40
max_distance_to_players 120
}
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 SHORE_FISH
{
number_of_objects 4
min_distance_group_placement 5
set_gaia_object_only
set_scaling_to_map_size
}
endif
<ELEVATION_GENERATION>
if TINY_MAP
create_elevation 2
{
if DESERT_MAP
base_terrain DIRT
else
base_terrain GRASS3
endif
number_of_clumps 20
number_of_tiles 3000
set_scale_by_groups
set_scale_by_size
}
else
create_elevation 2
{
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
}
endif
<CLIFF_GENERATION>
min_number_of_cliffs 10
max_number_of_cliffs 15
min_length_of_cliff 3
max_length_of_cliff 10