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Copy path2015 Map Pack.rms
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2015 Map Pack.rms
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/* Map Pack made by HJ January 2015. */
/* Special thanks to MadCADer, Papaya and Prophet for their maps. */
/* ************************************ */
<PLAYER_SETUP>
random_placement
start_random
percent_chance 10 #define FLOOD
percent_chance 10 #define GHOST_FOREST
percent_chance 10 #define BOARDS_OF_CANADA
percent_chance 10 #define ATARONCHRONON
percent_chance 10 #define SEIZE_THE_HUMP
percent_chance 10 #define TEAM_MIGRATION
percent_chance 10 #define BEDOUINS
percent_chance 10 #define FJORDS
percent_chance 10 #define CROSS
percent_chance 10 #define DEVASTATION
end_random
/* ****************************************************** */
if FLOOD
/* ****************************************************** */
<LAND_GENERATION>
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
}
<TERRAIN_GENERATION>
create_terrain 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_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 9
land_percent 8
}
<CONNECTION_GENERATION>
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 */
/* ****************************************************** */
elseif GHOST_FOREST
/* ****************************************************** */
<LAND_GENERATION>
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 BOARDS_OF_CANADA
/* ****************************************************** */
<PLAYER_SETUP>
start_random
percent_chance 50
random_placement
percent_chance 50
grouped_by_team
end_random
<LAND_GENERATION>
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
}
/* ****************************************************** */
<TERRAIN_GENERATION>
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
<ELEVATION_GENERATION>
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
<CLIFF_GENERATION>
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
/* ****************************************************** */
elseif ATARONCHRONON
/* ****************************************************** */
#const WALKABLE_WATER 28
<LAND_GENERATION>
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
}
<TERRAIN_GENERATION>
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
spacing_to_other_terrain_types 2
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 0
/* Version 1 */
spacing_to_other_terrain_types 1
land_percent 2
percent_chance 100
/* 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
}
<ELEVATION_GENERATION>
create_elevation 10
{
base_terrain WALKABLE_WATER
number_of_clumps 3000
number_of_tiles 12000
}
start_random
percent_chance 30
create_elevation 2
{
number_of_clumps 15
number_of_tiles 3000
set_scale_by_groups
set_scale_by_size
base_terrain GRASS
}
end_random
/* ****************************************************** */
elseif SEIZE_THE_HUMP
/* ****************************************************** */
<PLAYER_SETUP>
grouped_by_team
<LAND_GENERATION>
base_terrain DESERT
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
}
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
}
/* *********************************** */
<TERRAIN_GENERATION>
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
}
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
}
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
}
<ELEVATION_GENERATION>
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 TEAM_MIGRATION
/* ****************************************************** */
<PLAYER_SETUP>
grouped_by_team
ai_info_map_type MIGRATION 0 0 0
/* ****************************************************** */
<LAND_GENERATION>
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
}
/* **************************************** */
<TERRAIN_GENERATION>
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
land_percent 3
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
}
/* ****************************************************** */
elseif BEDOUINS
/* ****************************************************** */
<PLAYER_SETUP>
nomad_resources
ai_info_map_type BEDOUINS 1 0 0
<LAND_GENERATION>
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_GENERATION>
/* 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