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Created August 8, 2017 09:41
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/* ******************************************************************* */
/* */
/* FenCrazyV6 */
/* [email protected] */
/* ******************************************************************* */
/* based upon: fenris_unknownB13.rms, fenris_crazymapv10.rms */
/* & ES@THE_UNKNOWN (c) Ensemble Studios */
/* ------------------------------------------------------------------- */
/* V1 changes/fixes (from unknownBx): */
/* * only 0 - 1 TC now instead of 0 - 3 TC's */
/* * changed so one get defense BT's and castles more often */
/* * fixed walled in by trees */
/* * fixed "eye-candy" in middle */
/* * Two types of Nomad: */
/* 1) "REAL NOMAD" (where vills are scattered across map */
/* 2) "FAKE NOMAD" (all vills located near the */
/* "standard starting point" - with gold/stone/berries/sheep etc */
/* (where you would normally expect to find your TC in a */
/* regular game/map) */
/* * added 0-5 gaia villagers pr player in nomad maps */
/* * if nomad added random 0-2 outposts */
/* * added a random possibiltiy for monk(s) as scouts in 'fake nomad' */
/* one will get more vills if there's monks */
/* * readded VDML scout (2% chance) */
/* * added possibility to get a King scout (one will not lose game */
/* if king dies - unless the game is regicide ofcourse) */
/* * reduced nbr of crazy scouts from 0-2 to 0-1 */
/* * increased nbr of eye-candy objects */
/* * removed commented code */
/* * changed forage level (boars/deers/sheep/berries) back to total */
/* random including very low */
/* * readded wolves/jaguars (not on nomad maps) */
/* * readded low gold (still 0% chance of EXTRA LOW & NO gold */
/* * removed Hawks and Macaws totally */
/* * tidyed up the code to make file smaller */
/* * removed IronBoar, DireWolf etc */
/* * fixed player_lands/PLAYER_TREES */
/* * LARGE_AVOIDANCE & XLARGE_AVOIDANCE removed */
/* * minor adjustments done to player_lands/land_percent */
/* * corrected PlayerTrees according to LAND1-LAND10 */
/* * adjustment done to the "mixing of water" according to water map */
/* * fixed resource-layout for 'real nomad' games */
/* * ensured that all lands are connected in 'nomad' games */
/* * readded "Connection Information" */
/* ------------------------------------------------------------------- */
/* V2 changes/fixes: */
/* * Fixed Player Lands on real nomad games (no trees bug) */
/* * made scout available in fake nomad games */
/* * minor adjustments done to how villagers gets created in fake */
/* nomad games, hopefully it fixed the extra-vill-for-host bug */
/* ------------------------------------------------------------------- */
/* V3 changes/fixes: */
/* * Reduced chance for desert map */
/* * 1% chance for VDML or Monk (changed from 2%) */
/* ------------------------------------------------------------------- */
/* V4 changes/fixes: */
/* * TC generation: */
/* - 95% chance for 1 TC */
/* - 4% chance for 2 TCs */
/* - 1% chance for 3 TCs */
/* ------------------------------------------------------------------- */
/* V5 changes/fixes: */
/* * TC generation: */
/* - 70% chance for 1 TC */
/* - 20% chance for 2 TCs */
/* - 10% chance for 3 TCs */
/* * rewrote the crazyscouts/defense sections so that you get better */
/* defense if the scouts are more mean */
/* * rewrote replace_terrain / terrain_size from 4 2 to 1 0 */
/* * removed everything snowy */
/* * randomized "Select Player Land Avoidance" again */
/* * added section to add extra vills at random not just */
/* if nomad and monk scout */
/* * removed all border logic in "create_player_lands" */
/* * since its never used; removed everything conserning */
/* -EXTRA_LOW_FOREST */
/* -EXTRA_LOW_PLAYER_GOLD */
/* -NO_PLAYER_GOLD */
/* * redid LOW/NORMAL/HIGH _FOREST_CLUMPS */
/* * redid randomization of LAND1-10 */
/* * redid distance_to_players for vills/tc's */
/* * 0-3 instead of 0-2 outpost in nomad games */
/* * increased the nbr of KF_ECONFOOD and KF_ECONRES */
/* * removed chance of KF_ECONUNITS (never had any logic anyways :?) */
/* ------------------------------------------------------------------- */
/* V6 changes/fixes: */
/* * TC generation: */
/* - 85% chance for 1 TC */
/* - 10% chance for 2 TCs */
/* - 5% chance for 3 TCs */
/* * Moved <PLAYER_SETUP> and added ai_info_map_type */
/* * Added stuff for resource_delta */
/* * Removed KF_ECONUNITS alltogether */
/* * Changed elevation entirely */
/* * Redid KF_ECONBUILDINGS from const to define */
/* * Removed all eyecandy */
/* * Removed jungle due to 255 zone crapzor */
/* * Removed connect all lands - due to 255 zone crapzor overflow */
/* * Removed monk on nomad, added regular scout instead */
/* * Some changes to zones on nomad */
/* * Redid scouts and villie production */
/* * Removed all special chars and tabs and trailing spaces */
/* * Tidyed up all the idents */
/* * Fixed so no scout is given that AI's cant use */
/* * Redid the KFCRAZYUNITS totally */
/* * Tried to add docks, but the danger of infair dock is too big */
/* * Added Walls */
/* * Tidyed up villager-code */
/* * New gaia vills randomization */
/* * EXTRA_HIGH_BOAR now randomly gives much more boar */
/* * Adjusted up a bit EXTRA_HIGH_SHEEP and down EXTRA_LOW_DEER */
/* * Brought back jungle and snow/ice */
/* * Adjusted up a bit wolves-count */
/* * There should be no wolves if no scout now */
/* * Changed connection-rules a bit */
/* * Adjusted max_distance_to_players for wall so that enemies wall */
/* dont overlap */
/* * Adjusted max_distance_to_players for TC so that they dont end up */
/* on top of each other - also hopefully avoiding the walls */
/* * NO_CONNECTIONS removed */
/* * Added VERY_HIGH_CLIFF and randomized min_length_of_cliff, */
/* max_length_of_cliff, cliff_curliness and min_distance_cliffs */
/* * Fixed a bad bug introduced with the new gaia vills code */
/* ******************************************************************* */
/* * TIPS: */
/* * If map is suddenly weird and/or acting up do a search for: */
/* "else if" */
/* ******************************************************************* */
#const MOSS_ROAD 39
/* ******************************************************************* */
/* Setup TC(s), nomad, starting crazy-stuff etc */
/* ******************************************************************* */
start_random
percent_chance 60 #define KF_TC
percent_chance 40 #define KF_NOMAD
end_random
if KF_TC
start_random
percent_chance 85 #define KF_ONE_TC
percent_chance 10 #define KF_TWO_TC
percent_chance 5 #define KF_THREE_TC
end_random
start_random
percent_chance 50 #define KF_MIL_U
percent_chance 25 #define KF_MIL_B
percent_chance 25 #define KF_ECON
end_random
endif
if KF_NOMAD
start_random
percent_chance 50 #define REAL_NOMAD
percent_chance 50 #define FAKE_NOMAD
end_random
start_random
percent_chance 50 #define KF_MIL_B
percent_chance 50 #define KF_ECON
end_random
endif
if KF_MIL_U /* Military Units */
start_random
percent_chance 34 #define KF_MIL_U_G /* Good units */
percent_chance 33 #define KF_MIL_U_M /* Medium units */
percent_chance 33 #define KF_MIL_U_B /* Bad units */
#define KF_WOLVES
end_random
endif
if KF_MIL_U_B
start_random
percent_chance 17 #const KFCRAZYUNIT 93 /* Spearman */
percent_chance 17 #const KFCRAZYUNIT 74 /* Militia */
percent_chance 17 #const KFCRAZYUNIT 358 /* Pikeman */
percent_chance 17 #const KFCRAZYUNIT 751 /* Eagle Warrior */
percent_chance 16 #const KFCRAZYUNIT 75 /* Man-at-arms */
percent_chance 16 #const KFCRAZYUNIT 448 /* Scout Cavalry */
end_random
#define CRAZYUNITDEF
elseif KF_MIL_U_M
start_random
percent_chance 8 #const KFCRAZYUNIT 329 /* Camel */
percent_chance 8 #const KFCRAZYUNIT 546 /* Light Cavalry */
percent_chance 7 #const KFCRAZYUNIT 330 /* Heavy Camel */
percent_chance 7 #const KFCRAZYUNIT 38 /* Knight */
percent_chance 7 #const KFCRAZYUNIT 441 /* Hussar */
percent_chance 7 #const KFCRAZYUNIT 359 /* Halberdier */
percent_chance 7 #const KFCRAZYUNIT 291 /* Samurai */
percent_chance 7 #const KFCRAZYUNIT 232 /* Woad Raider */
percent_chance 7 #const KFCRAZYUNIT 77 /* Long Swordman */
percent_chance 7 #const KFCRAZYUNIT 692 /* Berserk */
percent_chance 7 #const KFCRAZYUNIT 752 /* Elite Eagle Warrior */
percent_chance 7 #const KFCRAZYUNIT 725 /* Jaguar Warrior */
percent_chance 7 #const KFCRAZYUNIT 759 /* (Barracks)Huskarl */
percent_chance 7 #const KFCRAZYUNIT 473 /* Two-Handed Swordman */
end_random
#define CRAZYUNITDEF
elseif KF_MIL_U_G
start_random
percent_chance 1 #const KFCRAZYUNIT 726 /* Elite Jaguar Warrior */
percent_chance 1 #const KFCRAZYUNIT 761 /* (Barracks)Elite Huskarl */
percent_chance 1 #const KFCRAZYUNIT 560 /* Elite Samurai */
percent_chance 1 #const KFCRAZYUNIT 567 /* Champion */
percent_chance 1 #const KFCRAZYUNIT 534 /* Elite Woad Raider */
percent_chance 1 #const KFCRAZYUNIT 694 /* Elite Berserk */
percent_chance 1 #const KFCRAZYUNIT 430 /* Joan the Maid */
percent_chance 1 #const KFCRAZYUNIT 783 /* Saythan Wild Woman */
percent_chance 2 #const KFCRAZYUNIT 165 /* Charlemagne */
percent_chance 2 #const KFCRAZYUNIT 169 /* Aethelfirth */
percent_chance 2 #const KFCRAZYUNIT 195 /* Kitabatake */
percent_chance 2 #const KFCRAZYUNIT 196 /* Minamoto */
percent_chance 2 #const KFCRAZYUNIT 845 /* Nobunaga */
percent_chance 2 #const KFCRAZYUNIT 171 /* Erik the Red */
percent_chance 2 #const KFCRAZYUNIT 164 /* Sheriff of Nottingham */
percent_chance 2 #const KFCRAZYUNIT 168 /* Theodoric the Goth */
percent_chance 2 #const KFCRAZYUNIT 424 /* Charles Martel */
percent_chance 2 #const KFCRAZYUNIT 198 /* El Cid */
percent_chance 2 #const KFCRAZYUNIT 426 /* Harald Hardraade */
percent_chance 2 #const KFCRAZYUNIT 173 /* King Arthur */
percent_chance 2 #const KFCRAZYUNIT 170 /* Siegfried */
percent_chance 2 #const KFCRAZYUNIT 640 /* La Hire */
percent_chance 2 #const KFCRAZYUNIT 432 /* William Wallace */
percent_chance 2 #const KFCRAZYUNIT 40 /* Cataphract */
percent_chance 2 #const KFCRAZYUNIT 755 /* Tarkan */
percent_chance 2 #const KFCRAZYUNIT 757 /* Elite Tarkan */
percent_chance 2 #const KFCRAZYUNIT 283 /* Cavalier */
percent_chance 2 #const KFCRAZYUNIT 553 /* Elite Cataphract */
percent_chance 2 #const KFCRAZYUNIT 569 /* Paladin */
percent_chance 2 #const KFCRAZYUNIT 167 /* Belisarius */
percent_chance 2 #const KFCRAZYUNIT 166 /* Roland */
percent_chance 2 #const KFCRAZYUNIT 852 /* Scythian Scout */
percent_chance 2 #const KFCRAZYUNIT 197 /* Alesander Nevski */
percent_chance 2 #const KFCRAZYUNIT 175 /* Gawain */
percent_chance 2 #const KFCRAZYUNIT 636 /* Sieur Bertrand */
percent_chance 2 #const KFCRAZYUNIT 161 /* The Black Prince */
percent_chance 2 #const KFCRAZYUNIT 777 /* Attila the Hun */
percent_chance 2 #const KFCRAZYUNIT 779 /* Bleda the Hun */
percent_chance 2 #const KFCRAZYUNIT 648 /* Guy Josselyne */
percent_chance 2 #const KFCRAZYUNIT 174 /* Lancelot */
percent_chance 2 #const KFCRAZYUNIT 176 /* Mordred */
percent_chance 2 #const KFCRAZYUNIT 160 /* Richard the Lionhearted */
percent_chance 2 #const KFCRAZYUNIT 646 /* Constable Richemont */
percent_chance 2 #const KFCRAZYUNIT 824 /* El Cid Campeador */
percent_chance 2 #const KFCRAZYUNIT 632 /* Frankish Paladin */
percent_chance 2 #const KFCRAZYUNIT 680 /* Master of the Templar */
percent_chance 2 #const KFCRAZYUNIT 634 /* Sieur de Metz */
percent_chance 2 #const KFCRAZYUNIT 849 /* William the Conqueror */
percent_chance 2 #const KFCRAZYUNIT 638 /* Duke D'Alencon */
percent_chance 2 #const KFCRAZYUNIT 847 /* Henry V */
percent_chance 2 #const KFCRAZYUNIT 678 /* Reynald de Chatillon */
percent_chance 2 #const KFCRAZYUNIT 629 /* Joan of Arc */
percent_chance 2 #const KFCRAZYUNIT 702 /* Kushluk */
percent_chance 2 #const KFCRAZYUNIT 652 /* Sir John Fastolf */
end_random
#define CRAZYUNITDEF
endif
if KF_MIL_U_B
#define KF_DEF_B
elseif KF_MIL_U_M
#define KF_DEF_M
elseif KF_MIL_U_G
#define KF_DEF_G
endif
if KF_ECON
start_random
percent_chance 34 #define KF_ECONFOOD
percent_chance 33 #define KF_ECONRES
percent_chance 33 #define KF_ECONBUILDINGS
end_random
endif
if KF_ECONFOOD
start_random
percent_chance 33 #const KFCRAZYUNIT 48
percent_chance 34 #const KFCRAZYUNIT 59
percent_chance 33 #const KFCRAZYUNIT 65
end_random
#define CRAZYUNITDEF
elseif KF_ECONRES
start_random
percent_chance 50 #const KFCRAZYUNIT 66
percent_chance 50 #const KFCRAZYUNIT 102
end_random
#define CRAZYUNITDEF
elseif KF_ECONBUILDINGS
start_random
percent_chance 17 #define KF_EB_FARM
percent_chance 17 #define KF_EB_HOUSE
percent_chance 17 #define KF_EB_MILL
percent_chance 17 #define KF_EB_MARKET
percent_chance 16 #define KF_EB_BLACKSMITH
percent_chance 16 #define KF_EB_UNIVERSITY
end_random
endif
/* ******************************************************************* */
/* Setup resource delta */
/* ******************************************************************* */
start_random
percent_chance 50 #define KF_RD_STONE
end_random
start_random
percent_chance 50 #define KF_RD_MSTONE
end_random
start_random
percent_chance 50 #define KF_RD_XSTONE
end_random
start_random
percent_chance 50 #define KF_RD_GOLD
end_random
start_random
percent_chance 50 #define KF_RD_FGOLD
end_random
start_random
percent_chance 50 #define KF_RD_XGOLD
end_random
start_random
percent_chance 50 #define KF_RD_SHEEP
end_random
start_random
percent_chance 50 #define KF_RD_XSHEEP
end_random
start_random
percent_chance 50 #define KF_RD_FORAGE
end_random
start_random
percent_chance 50 #define KF_RD_XFORAGE
end_random
start_random
percent_chance 50 #define KF_RD_BOAR
end_random
start_random
percent_chance 50 #define KF_RD_XBOAR
end_random
start_random
percent_chance 50 #define KF_RD_DEER
end_random
start_random
percent_chance 50 #define KF_RD_XDEER
end_random
start_random
percent_chance 50 #define KF_RD_DEEPFISH
end_random
start_random
percent_chance 50 #define KF_RD_SHOREFISH
end_random
start_random
percent_chance 50 #define KF_RD_STRAGGLER
end_random
start_random
percent_chance 50 #define KF_RD_XSTRAGGLER
end_random
if KF_RD_STONE
start_random
percent_chance 1 #define KF_RD_STONE_X
percent_chance 3 #define KF_RD_STONE_H
percent_chance 6 #define KF_RD_STONE_M
percent_chance 10 #define KF_RD_STONE_L
percent_chance 60 #define KF_RD_STONE_NO
percent_chance 10 #define KF_RD_STONE_NEG_L
percent_chance 6 #define KF_RD_STONE_NEG_M
percent_chance 3 #define KF_RD_STONE_NEG_H
percent_chance 1 #define KF_RD_STONE_NEG_X
end_random
endif
if KF_RD_MSTONE
start_random
percent_chance 1 #define KF_RD_MSTONE_X
percent_chance 3 #define KF_RD_MSTONE_H
percent_chance 6 #define KF_RD_MSTONE_M
percent_chance 10 #define KF_RD_MSTONE_L
percent_chance 60 #define KF_RD_MSTONE_NO
percent_chance 10 #define KF_RD_MSTONE_NEG_L
percent_chance 6 #define KF_RD_MSTONE_NEG_M
percent_chance 3 #define KF_RD_MSTONE_NEG_H
percent_chance 1 #define KF_RD_MSTONE_NEG_X
end_random
endif
if KF_RD_XSTONE
start_random
percent_chance 1 #define KF_RD_XSTONE_X
percent_chance 3 #define KF_RD_XSTONE_H
percent_chance 6 #define KF_RD_XSTONE_M
percent_chance 10 #define KF_RD_XSTONE_L
percent_chance 60 #define KF_RD_XSTONE_NO
percent_chance 10 #define KF_RD_XSTONE_NEG_L
percent_chance 6 #define KF_RD_XSTONE_NEG_M
percent_chance 3 #define KF_RD_XSTONE_NEG_H
percent_chance 1 #define KF_RD_XSTONE_NEG_X
end_random
endif
if KF_RD_GOLD
start_random
percent_chance 1 #define KF_RD_GOLD_X
percent_chance 3 #define KF_RD_GOLD_H
percent_chance 6 #define KF_RD_GOLD_M
percent_chance 10 #define KF_RD_GOLD_L
percent_chance 60 #define KF_RD_GOLD_NO
percent_chance 10 #define KF_RD_GOLD_NEG_L
percent_chance 6 #define KF_RD_GOLD_NEG_M
percent_chance 3 #define KF_RD_GOLD_NEG_H
percent_chance 1 #define KF_RD_GOLD_NEG_X
end_random
endif
if KF_RD_FGOLD
start_random
percent_chance 1 #define KF_RD_FGOLD_X
percent_chance 3 #define KF_RD_FGOLD_H
percent_chance 6 #define KF_RD_FGOLD_M
percent_chance 10 #define KF_RD_FGOLD_L
percent_chance 60 #define KF_RD_FGOLD_NO
percent_chance 10 #define KF_RD_FGOLD_NEG_L
percent_chance 6 #define KF_RD_FGOLD_NEG_M
percent_chance 3 #define KF_RD_FGOLD_NEG_H
percent_chance 1 #define KF_RD_FGOLD_NEG_X
end_random
endif
if KF_RD_XGOLD
start_random
percent_chance 1 #define KF_RD_XGOLD_X
percent_chance 3 #define KF_RD_XGOLD_H
percent_chance 6 #define KF_RD_XGOLD_M
percent_chance 10 #define KF_RD_XGOLD_L
percent_chance 60 #define KF_RD_XGOLD_NO
percent_chance 10 #define KF_RD_XGOLD_NEG_L
percent_chance 6 #define KF_RD_XGOLD_NEG_M
percent_chance 3 #define KF_RD_XGOLD_NEG_H
percent_chance 1 #define KF_RD_XGOLD_NEG_X
end_random
endif
if KF_RD_SHEEP
start_random
percent_chance 1 #define KF_RD_SHEEP_X
percent_chance 3 #define KF_RD_SHEEP_H
percent_chance 6 #define KF_RD_SHEEP_M
percent_chance 10 #define KF_RD_SHEEP_L
percent_chance 60 #define KF_RD_SHEEP_NO
percent_chance 10 #define KF_RD_SHEEP_NEG_L
percent_chance 6 #define KF_RD_SHEEP_NEG_M
percent_chance 3 #define KF_RD_SHEEP_NEG_H
percent_chance 1 #define KF_RD_SHEEP_NEG_X
end_random
endif
if KF_RD_XSHEEP
start_random
percent_chance 1 #define KF_RD_XSHEEP_X
percent_chance 3 #define KF_RD_XSHEEP_H
percent_chance 6 #define KF_RD_XSHEEP_M
percent_chance 10 #define KF_RD_XSHEEP_L
percent_chance 60 #define KF_RD_XSHEEP_NO
percent_chance 10 #define KF_RD_XSHEEP_NEG_L
percent_chance 6 #define KF_RD_XSHEEP_NEG_M
percent_chance 3 #define KF_RD_XSHEEP_NEG_H
percent_chance 1 #define KF_RD_XSHEEP_NEG_X
end_random
endif
if KF_RD_FORAGE
start_random
percent_chance 1 #define KF_RD_FORAGE_X
percent_chance 3 #define KF_RD_FORAGE_H
percent_chance 6 #define KF_RD_FORAGE_M
percent_chance 10 #define KF_RD_FORAGE_L
percent_chance 60 #define KF_RD_FORAGE_NO
percent_chance 10 #define KF_RD_FORAGE_NEG_L
percent_chance 6 #define KF_RD_FORAGE_NEG_M
percent_chance 3 #define KF_RD_FORAGE_NEG_H
percent_chance 1 #define KF_RD_FORAGE_NEG_X
end_random
endif
if KF_RD_XFORAGE
start_random
percent_chance 1 #define KF_RD_XFORAGE_X
percent_chance 3 #define KF_RD_XFORAGE_H
percent_chance 6 #define KF_RD_XFORAGE_M
percent_chance 10 #define KF_RD_XFORAGE_L
percent_chance 60 #define KF_RD_XFORAGE_NO
percent_chance 10 #define KF_RD_XFORAGE_NEG_L
percent_chance 6 #define KF_RD_XFORAGE_NEG_M
percent_chance 3 #define KF_RD_XFORAGE_NEG_H
percent_chance 1 #define KF_RD_XFORAGE_NEG_X
end_random
endif
if KF_RD_BOAR
start_random
percent_chance 1 #define KF_RD_BOAR_X
percent_chance 3 #define KF_RD_BOAR_H
percent_chance 6 #define KF_RD_BOAR_M
percent_chance 10 #define KF_RD_BOAR_L
percent_chance 60 #define KF_RD_BOAR_NO
percent_chance 10 #define KF_RD_BOAR_NEG_L
percent_chance 6 #define KF_RD_BOAR_NEG_M
percent_chance 3 #define KF_RD_BOAR_NEG_H
percent_chance 1 #define KF_RD_BOAR_NEG_X
end_random
endif
if KF_RD_XBOAR
start_random
percent_chance 1 #define KF_RD_XBOAR_X
percent_chance 3 #define KF_RD_XBOAR_H
percent_chance 6 #define KF_RD_XBOAR_M
percent_chance 10 #define KF_RD_XBOAR_L
percent_chance 60 #define KF_RD_XBOAR_NO
percent_chance 10 #define KF_RD_XBOAR_NEG_L
percent_chance 6 #define KF_RD_XBOAR_NEG_M
percent_chance 3 #define KF_RD_XBOAR_NEG_H
percent_chance 1 #define KF_RD_XBOAR_NEG_X
end_random
endif
if KF_RD_DEER
start_random
percent_chance 1 #define KF_RD_DEER_X
percent_chance 3 #define KF_RD_DEER_H
percent_chance 6 #define KF_RD_DEER_M
percent_chance 10 #define KF_RD_DEER_L
percent_chance 60 #define KF_RD_DEER_NO
percent_chance 10 #define KF_RD_DEER_NEG_L
percent_chance 6 #define KF_RD_DEER_NEG_M
percent_chance 3 #define KF_RD_DEER_NEG_H
percent_chance 1 #define KF_RD_DEER_NEG_X
end_random
endif
if KF_RD_XDEER
start_random
percent_chance 1 #define KF_RD_XDEER_X
percent_chance 3 #define KF_RD_XDEER_H
percent_chance 6 #define KF_RD_XDEER_M
percent_chance 10 #define KF_RD_XDEER_L
percent_chance 60 #define KF_RD_XDEER_NO
percent_chance 10 #define KF_RD_XDEER_NEG_L
percent_chance 6 #define KF_RD_XDEER_NEG_M
percent_chance 3 #define KF_RD_XDEER_NEG_H
percent_chance 1 #define KF_RD_XDEER_NEG_X
end_random
endif
if KF_RD_DEEPFISH
start_random
percent_chance 1 #define KF_RD_DEEPFISH_X
percent_chance 3 #define KF_RD_DEEPFISH_H
percent_chance 6 #define KF_RD_DEEPFISH_M
percent_chance 10 #define KF_RD_DEEPFISH_L
percent_chance 60 #define KF_RD_DEEPFISH_NO
percent_chance 10 #define KF_RD_DEEPFISH_NEG_L
percent_chance 6 #define KF_RD_DEEPFISH_NEG_M
percent_chance 3 #define KF_RD_DEEPFISH_NEG_H
percent_chance 1 #define KF_RD_DEEPFISH_NEG_X
end_random
endif
if KF_RD_SHOREFISH
start_random
percent_chance 1 #define KF_RD_SHOREFISH_X
percent_chance 3 #define KF_RD_SHOREFISH_H
percent_chance 6 #define KF_RD_SHOREFISH_M
percent_chance 10 #define KF_RD_SHOREFISH_L
percent_chance 60 #define KF_RD_SHOREFISH_NO
percent_chance 10 #define KF_RD_SHOREFISH_NEG_L
percent_chance 6 #define KF_RD_SHOREFISH_NEG_M
percent_chance 3 #define KF_RD_SHOREFISH_NEG_H
percent_chance 1 #define KF_RD_SHOREFISH_NEG_X
end_random
endif
if KF_RD_STRAGGLER
start_random
percent_chance 1 #define KF_RD_STRAGGLER_X
percent_chance 3 #define KF_RD_STRAGGLER_H
percent_chance 6 #define KF_RD_STRAGGLER_M
percent_chance 10 #define KF_RD_STRAGGLER_L
percent_chance 60 #define KF_RD_STRAGGLER_NO
percent_chance 10 #define KF_RD_STRAGGLER_NEG_L
percent_chance 6 #define KF_RD_STRAGGLER_NEG_M
percent_chance 3 #define KF_RD_STRAGGLER_NEG_H
percent_chance 1 #define KF_RD_STRAGGLER_NEG_X
end_random
endif
if KF_RD_XSTRAGGLER
start_random
percent_chance 1 #define KF_RD_XSTRAGGLER_X
percent_chance 3 #define KF_RD_XSTRAGGLER_H
percent_chance 6 #define KF_RD_XSTRAGGLER_M
percent_chance 10 #define KF_RD_XSTRAGGLER_L
percent_chance 60 #define KF_RD_XSTRAGGLER_NO
percent_chance 10 #define KF_RD_XSTRAGGLER_NEG_L
percent_chance 6 #define KF_RD_XSTRAGGLER_NEG_M
percent_chance 3 #define KF_RD_XSTRAGGLER_NEG_H
percent_chance 1 #define KF_RD_XSTRAGGLER_NEG_X
end_random
endif
/* ******************************************************************* */
/* Player setup */
/* ******************************************************************* */
<PLAYER_SETUP>
random_placement
if KF_TC
ai_info_map_type CUSTOM 0 0 0
elseif KF_NOMAD
ai_info_map_type CUSTOM 1 0 0
endif
if REAL_NOMAD
start_random
percent_chance 50 #define TEAM_CONNECTIONS
percent_chance 50 #define ALL_PLAYERS_CONNECTIONS
end_random
else
start_random
percent_chance 33 #define ALL_PLAYERS_CONNECTIONS
percent_chance 33 #define ALL_CONNECTIONS
percent_chance 34 #define TEAM_CONNECTIONS
end_random
endif
start_random
percent_chance 33 #define NARROW_CONNECTIONS
percent_chance 34 #define WIDE_CONNECTIONS
percent_chance 33 #define MEDIUM_CONNECTIONS
end_random
start_random
percent_chance 33 #define WATER_MAP
percent_chance 33 #define FOREST_MAP
percent_chance 34 #define LAND_MAP
end_random
start_random
percent_chance 25 #define GRASS_TILE
percent_chance 25 #define TROPICAL_TILE
percent_chance 25 #define SNOW_TILE
percent_chance 25 #define DESERT_TILE
end_random
start_random
percent_chance 20 #define NO_AVOIDANCE
percent_chance 20 #define SMALL_AVOIDANCE
percent_chance 20 #define MEDIUM_AVOIDANCE
percent_chance 20 #define LARGE_AVOIDANCE
percent_chance 20 #define XLARGE_AVOIDANCE
end_random
start_random
percent_chance 20 #define NO_TOP
percent_chance 20 #define SMALL_TOP
percent_chance 20 #define MEDIUM_TOP
percent_chance 20 #define LARGE_TOP
percent_chance 20 #define XLARGE_TOP
end_random
if NO_TOP
#define NO_BOTTOM
elseif SMALL_TOP
#define SMALL_BOTTOM
elseif MEDIUM_TOP
#define MEDIUM_BOTTOM
elseif LARGE_TOP
#define LARGE_BOTTOM
elseif XLARGE_TOP
#define XLARGE_BOTTOM
endif
start_random
percent_chance 20 #define NO_LEFT
percent_chance 20 #define SMALL_LEFT
percent_chance 20 #define MEDIUM_LEFT
percent_chance 20 #define LARGE_LEFT
percent_chance 20 #define XLARGE_LEFT
end_random
if NO_LEFT #define NO_RIGHT
elseif SMALL_LEFT #define SMALL_RIGHT
elseif MEDIUM_LEFT #define MEDIUM_RIGHT
elseif LARGE_LEFT #define LARGE_RIGHT
elseif XLARGE_LEFT #define XLARGE_RIGHT
endif
if GIGANTIC_MAP /* fix for zone overflow */
#define BORDER1
#define CLUMPING4
else
start_random
percent_chance 25 #define BORDER1
percent_chance 25 #define BORDER2
percent_chance 25 #define BORDER3
percent_chance 25 #define BORDER4
end_random
start_random
percent_chance 25 #define CLUMPING1
percent_chance 25 #define CLUMPING2
percent_chance 25 #define CLUMPING3
percent_chance 25 #define CLUMPING4
end_random
endif
start_random
percent_chance 25 #define SINGLE_ZONE
percent_chance 25 #define SEPARATE_ZONE
percent_chance 25 #define RANDOM_ZONE
percent_chance 25 #define TEAM_ZONE
end_random
start_random
percent_chance 25 #define SMALL_BASE_SIZE
percent_chance 25 #define MEDIUM_BASE_SIZE
percent_chance 25 #define LARGE_BASE_SIZE
percent_chance 25 #define XLARGE_BASE_SIZE
end_random
start_random
percent_chance 50 #define OTHERLARGE_1
end_random
start_random
percent_chance 50 #define OTHERMEDIUM_1
end_random
start_random
percent_chance 50 #define OTHERMEDIUM_2
end_random
start_random
percent_chance 50 #define OTHERMEDIUM_3
end_random
start_random
percent_chance 50 #define OTHERSMALL_1
end_random
start_random
percent_chance 50 #define OTHERSMALL_2
end_random
start_random
percent_chance 50 #define OTHERSMALL_3
end_random
start_random
percent_chance 50 #define OTHERSMALL_4
end_random
start_random
percent_chance 50 #define OTHERSMALL_5
end_random
start_random
percent_chance 50 #define SMALL_FOREST_LAKE1
end_random
start_random
percent_chance 50 #define SMALL_FOREST_LAKE2
end_random
start_random
percent_chance 50 #define SMALL_FOREST_LAKE3
end_random
start_random
percent_chance 50 #define MEDIUM_FOREST_LAKE1
end_random
start_random
percent_chance 50 #define MEDIUM_FOREST_LAKE2
end_random
start_random
percent_chance 50 #define LARGE_FOREST_LAKE1
end_random
start_random
percent_chance 25 #define SMALL_FOREST_LAKE_SIZE
percent_chance 25 #define MEDIUM_FOREST_LAKE_SIZE
percent_chance 25 #define LARGE_FOREST_LAKE_SIZE
percent_chance 25 #define XLARGE_FOREST_LAKE_SIZE
end_random
start_random
percent_chance 50 #define FROZEN_LAKES
percent_chance 50 #define THAWED_LAKES
end_random
start_random
percent_chance 25 #define SMALL_OTHER_LAND_SIZE
percent_chance 25 #define MEDIUM_OTHER_LAND_SIZE
percent_chance 25 #define LARGE_OTHER_LAND_SIZE
percent_chance 25 #define XLARGE_OTHER_LAND_SIZE
end_random
/*
start_random
percent_chance 0 #define KF_ELEVATION_ZERO
percent_chance 0 #define KF_ELEVATION_ONE
percent_chance 0 #define KF_ELEVATION_TWO
percent_chance 0 #define KF_ELEVATION_THREE
percent_chance 0 #define KF_ELEVATION_FOUR
percent_chance 0 #define KF_ELEVATION_FIVE
percent_chance 0 #define KF_ELEVATION_SIX
percent_chance 100 #define KF_ELEVATION_SEVEN
end_random
*/
start_random
percent_chance 12 #define KF_ELEVATION_ZERO
percent_chance 12 #define KF_ELEVATION_ONE
percent_chance 12 #define KF_ELEVATION_TWO
percent_chance 12 #define KF_ELEVATION_THREE
percent_chance 13 #define KF_ELEVATION_FOUR
percent_chance 13 #define KF_ELEVATION_FIVE
percent_chance 13 #define KF_ELEVATION_SIX
percent_chance 13 #define KF_ELEVATION_SEVEN
end_random
start_random
percent_chance 25 #define KF_NO_CLUMPS
percent_chance 25 #define KF_LOW_CLUMPS
percent_chance 25 #define KF_MEDIUM_CLUMPS
percent_chance 25 #define KF_HIGH_CLUMPS
end_random
start_random
percent_chance 20 #define VERY_HIGH_CLIFF
percent_chance 20 #define HIGH_CLIFF
percent_chance 20 #define LOW_CLIFF
percent_chance 20 #define NORMAL_CLIFF
percent_chance 20 #define NO_CLIFF
end_random
start_random
percent_chance 10 #define LAND1
percent_chance 10 #define LAND2
percent_chance 10 #define LAND3
percent_chance 10 #define LAND4
percent_chance 10 #define LAND5
percent_chance 10 #define LAND6
percent_chance 10 #define LAND7
percent_chance 10 #define LAND8
percent_chance 10 #define LAND9
percent_chance 10 #define LAND10
end_random
/* ******************************************************************* */
/* Forest Level */
/* ******************************************************************* */
if LAND_MAP
start_random
percent_chance 25 #define STANDARD_FOREST
percent_chance 25 #define HIGH_FOREST
percent_chance 25 #define EXTRA_HIGH_FOREST
percent_chance 25 #define LOW_FOREST
end_random
else
if LAND1
start_random
percent_chance 10 #define STANDARD_FOREST
percent_chance 0 #define HIGH_FOREST
percent_chance 0 #define EXTRA_HIGH_FOREST
percent_chance 90 #define LOW_FOREST
end_random
elseif LAND2
start_random
percent_chance 50 #define STANDARD_FOREST
percent_chance 0 #define HIGH_FOREST
percent_chance 0 #define EXTRA_HIGH_FOREST
percent_chance 50 #define LOW_FOREST
end_random
elseif LAND3
start_random
percent_chance 60 #define STANDARD_FOREST
percent_chance 0 #define HIGH_FOREST
percent_chance 0 #define EXTRA_HIGH_FOREST
percent_chance 40 #define LOW_FOREST
end_random
elseif LAND4
start_random
percent_chance 60 #define STANDARD_FOREST
percent_chance 5 #define HIGH_FOREST
percent_chance 0 #define EXTRA_HIGH_FOREST
percent_chance 35 #define LOW_FOREST
end_random
else
start_random
percent_chance 50 #define STANDARD_FOREST
percent_chance 28 #define HIGH_FOREST
percent_chance 2 #define EXTRA_HIGH_FOREST
percent_chance 20 #define LOW_FOREST
end_random
endif
endif
start_random
percent_chance 15 #define LOW_FOREST_CLUMPS
percent_chance 60 #define NORMAL_FOREST_CLUMPS
percent_chance 25 #define HIGH_FOREST_CLUMPS
end_random
if LAND_MAP
start_random
percent_chance 50 #define STANDARD_PLAYER_TREES
percent_chance 28 #define HIGH_PLAYER_TREES
percent_chance 2 #define EXTRA_HIGH_PLAYER_TREES
percent_chance 20 #define LOW_PLAYER_TREES
end_random
else
if LAND10
start_random
percent_chance 0 #define STANDARD_PLAYER_TREES
percent_chance 0 #define HIGH_PLAYER_TREES
percent_chance 0 #define EXTRA_HIGH_PLAYER_TREES
percent_chance 100 #define LOW_PLAYER_TREES
end_random
elseif LAND9
start_random
percent_chance 50 #define STANDARD_PLAYER_TREES
percent_chance 0 #define HIGH_PLAYER_TREES
percent_chance 0 #define EXTRA_HIGH_PLAYER_TREES
percent_chance 50 #define LOW_PLAYER_TREES
end_random
elseif LAND8
start_random
percent_chance 60 #define STANDARD_PLAYER_TREES
percent_chance 0 #define HIGH_PLAYER_TREES
percent_chance 0 #define EXTRA_HIGH_PLAYER_TREES
percent_chance 40 #define LOW_PLAYER_TREES
end_random
elseif LAND7
start_random
percent_chance 60 #define STANDARD_PLAYER_TREES
percent_chance 10 #define HIGH_PLAYER_TREES
percent_chance 0 #define EXTRA_HIGH_PLAYER_TREES
percent_chance 30 #define LOW_PLAYER_TREES
end_random
else
start_random
percent_chance 50 #define STANDARD_PLAYER_TREES
percent_chance 28 #define HIGH_PLAYER_TREES
percent_chance 2 #define EXTRA_HIGH_PLAYER_TREES
percent_chance 20 #define LOW_PLAYER_TREES
end_random
endif
endif
start_random
percent_chance 20 #define STANDARD_PATCH
percent_chance 20 #define HIGH_PATCH
percent_chance 20 #define EXTRA_HIGH_PATCH
percent_chance 20 #define LOW_PATCH
percent_chance 20 #define EXTRA_LOW_PATCH
end_random
start_random
percent_chance 33 #define LOW_PATCH_CLUMPS
percent_chance 34 #define NORMAL_PATCH_CLUMPS
percent_chance 33 #define HIGH_PATCH_CLUMPS
end_random
/* 4*17+2*16 */
start_random
percent_chance 20 #define STANDARD_FORAGE_GROUPS
percent_chance 20 #define HIGH_FORAGE_GROUPS
percent_chance 20 #define EXTRA_HIGH_FORAGE_GROUPS
percent_chance 20 #define LOW_FORAGE_GROUPS
percent_chance 20 #define EXTRA_LOW_FORAGE_GROUPS
percent_chance 0 #define NO_FORAGE_GROUPS
end_random
start_random
percent_chance 20 #define STANDARD_FORAGE
percent_chance 20 #define HIGH_FORAGE
percent_chance 20 #define EXTRA_HIGH_FORAGE
percent_chance 20 #define LOW_FORAGE
percent_chance 20 #define EXTRA_LOW_FORAGE
end_random
start_random
percent_chance 17 #define STANDARD_RANDOM_FORAGE
percent_chance 17 #define HIGH_RANDOM_FORAGE
percent_chance 17 #define EXTRA_HIGH_RANDOM_FORAGE
percent_chance 17 #define LOW_RANDOM_FORAGE
percent_chance 16 #define EXTRA_LOW_RANDOM_FORAGE
percent_chance 16 #define NO_RANDOM_FORAGE
end_random
start_random
percent_chance 17 #define STANDARD_SHEEP_GROUPS
percent_chance 17 #define HIGH_SHEEP_GROUPS
percent_chance 17 #define EXTRA_HIGH_SHEEP_GROUPS
percent_chance 17 #define LOW_SHEEP_GROUPS
percent_chance 16 #define EXTRA_LOW_SHEEP_GROUPS
percent_chance 16 #define NO_SHEEP_GROUPS
end_random
start_random
percent_chance 20 #define STANDARD_SHEEP
percent_chance 20 #define HIGH_SHEEP
percent_chance 20 #define EXTRA_HIGH_SHEEP
percent_chance 20 #define LOW_SHEEP
percent_chance 20 #define EXTRA_LOW_SHEEP
end_random
start_random
percent_chance 17 #define STANDARD_DEER_GROUPS
percent_chance 17 #define HIGH_DEER_GROUPS
percent_chance 17 #define EXTRA_HIGH_DEER_GROUPS
percent_chance 17 #define LOW_DEER_GROUPS
percent_chance 16 #define EXTRA_LOW_DEER_GROUPS
percent_chance 16 #define NO_DEER_GROUPS
end_random
start_random
percent_chance 17 #define STANDARD_DEER
percent_chance 17 #define HIGH_DEER
percent_chance 17 #define EXTRA_HIGH_DEER
percent_chance 17 #define LOW_DEER
percent_chance 16 #define EXTRA_LOW_DEER
percent_chance 16 #define GIT_DEER
end_random
start_random
percent_chance 17 #define STANDARD_BOAR_GROUPS
percent_chance 17 #define HIGH_BOAR_GROUPS
percent_chance 17 #define EXTRA_HIGH_BOAR_GROUPS
percent_chance 17 #define LOW_BOAR_GROUPS
percent_chance 16 #define EXTRA_LOW_BOAR_GROUPS
percent_chance 16 #define NO_BOAR_GROUPS
end_random
start_random
percent_chance 20 #define STANDARD_BOAR
percent_chance 20 #define HIGH_BOAR
percent_chance 20 #define EXTRA_HIGH_BOAR
percent_chance 20 #define LOW_BOAR
percent_chance 20 #define EXTRA_LOW_BOAR
end_random
start_random
percent_chance 17 #define STANDARD_SHORE_FISH
percent_chance 17 #define HIGH_SHORE_FISH
percent_chance 17 #define EXTRA_HIGH_SHORE_FISH
percent_chance 17 #define LOW_SHORE_FISH
percent_chance 16 #define EXTRA_LOW_SHORE_FISH
percent_chance 16 #define NO_SHORE_FISH
end_random
start_random
percent_chance 17 #define STANDARD_FISH
percent_chance 17 #define HIGH_FISH
percent_chance 17 #define EXTRA_HIGH_FISH
percent_chance 17 #define LOW_FISH
percent_chance 16 #define EXTRA_LOW_FISH
percent_chance 16 #define NO_FISH
end_random
start_random
percent_chance 17 #define STANDARD_MARLIN
percent_chance 17 #define HIGH_MARLIN
percent_chance 17 #define EXTRA_HIGH_MARLIN
percent_chance 17 #define LOW_MARLIN
percent_chance 16 #define EXTRA_LOW_MARLIN
percent_chance 16 #define NO_MARLIN
end_random
if KF_NOMAD
else
start_random
percent_chance 17 #define STANDARD_WOLVES
percent_chance 17 #define HIGH_WOLVES
percent_chance 16 #define EXTRA_HIGH_WOLVES
percent_chance 17 #define LOW_WOLVES
percent_chance 16 #define EXTRA_LOW_WOLVES
percent_chance 17 #define NO_WOLVES
end_random
endif
start_random
percent_chance 25 #define STANDARD_PLAYER_GOLD
percent_chance 25 #define HIGH_PLAYER_GOLD
percent_chance 25 #define EXTRA_HIGH_PLAYER_GOLD
percent_chance 25 #define LOW_PLAYER_GOLD
end_random
start_random
percent_chance 17 #define STANDARD_RANDOM_GOLD
percent_chance 17 #define HIGH_RANDOM_GOLD
percent_chance 17 #define EXTRA_HIGH_RANDOM_GOLD
percent_chance 17 #define LOW_RANDOM_GOLD
percent_chance 16 #define EXTRA_LOW_RANDOM_GOLD
percent_chance 16 #define NO_RANDOM_GOLD
end_random
start_random
percent_chance 20 #define STANDARD_PLAYER_STONE
percent_chance 16 #define HIGH_PLAYER_STONE
percent_chance 16 #define EXTRA_HIGH_PLAYER_STONE
percent_chance 16 #define LOW_PLAYER_STONE
percent_chance 16 #define EXTRA_LOW_PLAYER_STONE
percent_chance 16 #define NO_PLAYER_STONE
end_random
start_random
percent_chance 20 #define STANDARD_RANDOM_STONE
percent_chance 16 #define HIGH_RANDOM_STONE
percent_chance 16 #define EXTRA_HIGH_RANDOM_STONE
percent_chance 16 #define LOW_RANDOM_STONE
percent_chance 16 #define EXTRA_LOW_RANDOM_STONE
percent_chance 16 #define NO_RANDOM_STONE
end_random
start_random
percent_chance 20 #define STANDARD_RELIC
percent_chance 16 #define HIGH_RELIC
percent_chance 16 #define EXTRA_HIGH_RELIC
percent_chance 16 #define LOW_RELIC
percent_chance 16 #define EXTRA_LOW_RELIC
percent_chance 16 #define NO_RELIC
end_random
/* ******************************************************************* */
/* Land Generation */
/* ******************************************************************* */
<LAND_GENERATION>
if WATER_MAP
base_terrain WATER
elseif LAND_MAP
if GRASS_TILE base_terrain GRASS
elseif TROPICAL_TILE base_terrain GRASS3
elseif SNOW_TILE base_terrain SNOW
elseif DESERT_TILE base_terrain DESERT
endif
elseif FOREST_MAP
if GRASS_TILE base_terrain FOREST
elseif TROPICAL_TILE base_terrain JUNGLE
elseif SNOW_TILE base_terrain SNOW_FOREST
elseif DESERT_TILE base_terrain PALM_DESERT
endif
endif
if OTHERLARGE_1
create_land
{
if WATER_MAP
if GRASS_TILE terrain_type GRASS
elseif TROPICAL_TILE terrain_type GRASS3
elseif SNOW_TILE terrain_type GRASS_SNOW
elseif DESERT_TILE terrain_type DIRT
endif
elseif FOREST_MAP
if GRASS_TILE terrain_type GRASS
elseif TROPICAL_TILE terrain_type GRASS3
elseif SNOW_TILE terrain_type GRASS_SNOW
elseif DESERT_TILE terrain_type DIRT
endif
elseif LAND_MAP
if SNOW_TILE
if FROZEN_LAKES
terrain_type ICE
else
terrain_type WATER
endif
else
terrain_type WATER
endif
endif
if SMALL_OTHER_LAND_SIZE land_percent 18
elseif MEDIUM_OTHER_LAND_SIZE land_percent 20
elseif LARGE_OTHER_LAND_SIZE land_percent 22
elseif XLARGE_OTHER_LAND_SIZE land_percent 24
endif
if BORDER1 border_fuzziness 4
elseif BORDER2 border_fuzziness 7
elseif BORDER3 border_fuzziness 10
elseif BORDER4 border_fuzziness 13
endif
if CLUMPING1 clumping_factor 3
elseif CLUMPING2 clumping_factor 6
elseif CLUMPING3 clumping_factor 9
elseif CLUMPING4 clumping_factor 12
endif
}
endif
if OTHERMEDIUM_1
create_land
{
if WATER_MAP
if GRASS_TILE terrain_type GRASS
elseif TROPICAL_TILE terrain_type GRASS3
elseif SNOW_TILE terrain_type GRASS_SNOW
elseif DESERT_TILE terrain_type DIRT
endif
elseif FOREST_MAP
if GRASS_TILE terrain_type GRASS
elseif TROPICAL_TILE terrain_type GRASS3
elseif SNOW_TILE terrain_type GRASS_SNOW
elseif DESERT_TILE terrain_type DIRT
endif
elseif LAND_MAP
if SNOW_TILE
if FROZEN_LAKES
terrain_type ICE
else
terrain_type WATER
endif
else
terrain_type WATER
endif
endif
if SMALL_OTHER_LAND_SIZE land_percent 10
elseif MEDIUM_OTHER_LAND_SIZE land_percent 12
elseif LARGE_OTHER_LAND_SIZE land_percent 14
elseif XLARGE_OTHER_LAND_SIZE land_percent 16
endif
if BORDER1 border_fuzziness 4
elseif BORDER2 border_fuzziness 7
elseif BORDER3 border_fuzziness 10
elseif BORDER4 border_fuzziness 13
endif
if CLUMPING1 clumping_factor 3
elseif CLUMPING2 clumping_factor 6
elseif CLUMPING3 clumping_factor 9
elseif CLUMPING4 clumping_factor 12
endif
}
endif
if OTHERMEDIUM_2
create_land
{
if WATER_MAP
if GRASS_TILE terrain_type GRASS
elseif TROPICAL_TILE terrain_type GRASS3
elseif SNOW_TILE terrain_type GRASS_SNOW
elseif DESERT_TILE terrain_type DIRT
endif
elseif FOREST_MAP
if GRASS_TILE terrain_type GRASS
elseif TROPICAL_TILE terrain_type GRASS3
elseif SNOW_TILE terrain_type GRASS_SNOW
elseif DESERT_TILE terrain_type DIRT
endif
elseif LAND_MAP
if SNOW_TILE
if FROZEN_LAKES terrain_type ICE
else terrain_type WATER
endif
else terrain_type WATER
endif
endif
if SMALL_OTHER_LAND_SIZE
land_percent 16
elseif MEDIUM_OTHER_LAND_SIZE
land_percent 14
elseif LARGE_OTHER_LAND_SIZE
land_percent 12
elseif XLARGE_OTHER_LAND_SIZE
land_percent 10
endif
if BORDER1
border_fuzziness 4
elseif BORDER2
border_fuzziness 7
elseif BORDER3
border_fuzziness 10
elseif BORDER4
border_fuzziness 13
endif
if CLUMPING1
clumping_factor 3
elseif CLUMPING2
clumping_factor 6
elseif CLUMPING3
clumping_factor 9
elseif CLUMPING4
clumping_factor 12
endif
}
endif
if OTHERMEDIUM_3
create_land
{
if WATER_MAP
if GRASS_TILE
terrain_type GRASS
elseif TROPICAL_TILE
terrain_type GRASS3
elseif SNOW_TILE
terrain_type GRASS_SNOW
elseif DESERT_TILE
terrain_type DIRT
endif
elseif FOREST_MAP
if GRASS_TILE
terrain_type GRASS
elseif TROPICAL_TILE
terrain_type GRASS3
elseif SNOW_TILE
terrain_type GRASS_SNOW
elseif DESERT_TILE
terrain_type DIRT
endif
elseif LAND_MAP
if SNOW_TILE
if FROZEN_LAKES
terrain_type ICE
else
terrain_type WATER
endif
else
terrain_type WATER
endif
endif
if SMALL_OTHER_LAND_SIZE
land_percent 12
elseif MEDIUM_OTHER_LAND_SIZE
land_percent 10
elseif LARGE_OTHER_LAND_SIZE
land_percent 16
elseif XLARGE_OTHER_LAND_SIZE
land_percent 14
endif
if BORDER1
border_fuzziness 4
elseif BORDER2
border_fuzziness 7
elseif BORDER3
border_fuzziness 10
elseif BORDER4
border_fuzziness 13
endif
if CLUMPING1
clumping_factor 3
elseif CLUMPING2
clumping_factor 6
elseif CLUMPING3
clumping_factor 9
elseif CLUMPING4
clumping_factor 12
endif
}
endif
if OTHERSMALL_1
create_land
{
if WATER_MAP
if GRASS_TILE
terrain_type GRASS
elseif TROPICAL_TILE
terrain_type GRASS3
elseif SNOW_TILE
terrain_type GRASS_SNOW
elseif DESERT_TILE
terrain_type DIRT
endif
elseif FOREST_MAP
if GRASS_TILE
terrain_type GRASS
elseif TROPICAL_TILE
terrain_type GRASS3
elseif SNOW_TILE
terrain_type GRASS_SNOW
elseif DESERT_TILE
terrain_type DIRT
endif
elseif LAND_MAP
if SNOW_TILE
if FROZEN_LAKES
terrain_type ICE
else
terrain_type WATER
endif
else
terrain_type WATER
endif
endif
if SMALL_OTHER_LAND_SIZE
land_percent 5
elseif MEDIUM_OTHER_LAND_SIZE
land_percent 6
elseif LARGE_OTHER_LAND_SIZE
land_percent 7
elseif XLARGE_OTHER_LAND_SIZE
land_percent 8
endif
if BORDER1
border_fuzziness 4
elseif BORDER2
border_fuzziness 7
elseif BORDER3
border_fuzziness 10
elseif BORDER4
border_fuzziness 13
endif
if CLUMPING1
clumping_factor 3
elseif CLUMPING2
clumping_factor 6
elseif CLUMPING3
clumping_factor 9
elseif CLUMPING4
clumping_factor 12
endif
}
endif
if OTHERSMALL_2
create_land
{
if WATER_MAP
if GRASS_TILE
terrain_type GRASS
elseif TROPICAL_TILE
terrain_type GRASS3
elseif SNOW_TILE
terrain_type GRASS_SNOW
elseif DESERT_TILE
terrain_type DIRT
endif
elseif FOREST_MAP
if GRASS_TILE
terrain_type GRASS
elseif TROPICAL_TILE
terrain_type GRASS3
elseif SNOW_TILE
terrain_type GRASS_SNOW
elseif DESERT_TILE
terrain_type DIRT
endif
elseif LAND_MAP
if SNOW_TILE
if FROZEN_LAKES
terrain_type ICE
else
terrain_type WATER
endif
else
terrain_type WATER
endif
endif
if SMALL_OTHER_LAND_SIZE
land_percent 5
elseif MEDIUM_OTHER_LAND_SIZE
land_percent 6
elseif LARGE_OTHER_LAND_SIZE
land_percent 7
elseif XLARGE_OTHER_LAND_SIZE
land_percent 8
endif
if BORDER1
border_fuzziness 4
elseif BORDER2
border_fuzziness 7
elseif BORDER3
border_fuzziness 10
elseif BORDER4
border_fuzziness 13
endif
if CLUMPING1
clumping_factor 3
elseif CLUMPING2
clumping_factor 6
elseif CLUMPING3
clumping_factor 9
elseif CLUMPING4
clumping_factor 12
endif
}
endif
if OTHERSMALL_3
create_land
{
if WATER_MAP
if GRASS_TILE
terrain_type GRASS
elseif TROPICAL_TILE
terrain_type GRASS3
elseif SNOW_TILE
terrain_type GRASS_SNOW
elseif DESERT_TILE
terrain_type DIRT
endif
elseif FOREST_MAP
if GRASS_TILE
terrain_type GRASS
elseif TROPICAL_TILE
terrain_type GRASS3
elseif SNOW_TILE
terrain_type GRASS_SNOW
elseif DESERT_TILE
terrain_type DIRT
endif
elseif LAND_MAP
if SNOW_TILE
if FROZEN_LAKES
terrain_type ICE
else
terrain_type WATER
endif
else
terrain_type WATER
endif
endif
if SMALL_OTHER_LAND_SIZE
land_percent 6
elseif MEDIUM_OTHER_LAND_SIZE
land_percent 7
elseif LARGE_OTHER_LAND_SIZE
land_percent 8
elseif XLARGE_OTHER_LAND_SIZE
land_percent 5
endif
if BORDER1
border_fuzziness 4
elseif BORDER2
border_fuzziness 7
elseif BORDER3
border_fuzziness 10
elseif BORDER4
border_fuzziness 13
endif
if CLUMPING1
clumping_factor 3
elseif CLUMPING2
clumping_factor 6
elseif CLUMPING3
clumping_factor 9
elseif CLUMPING4
clumping_factor 12
endif
}
endif
if OTHERSMALL_4
create_land
{
if WATER_MAP
if GRASS_TILE
terrain_type GRASS
elseif TROPICAL_TILE
terrain_type GRASS3
elseif SNOW_TILE
terrain_type GRASS_SNOW
elseif DESERT_TILE
terrain_type DIRT
endif
elseif FOREST_MAP
if GRASS_TILE
terrain_type GRASS
elseif TROPICAL_TILE
terrain_type GRASS3
elseif SNOW_TILE
terrain_type GRASS_SNOW
elseif DESERT_TILE
terrain_type DIRT
endif
elseif LAND_MAP
if SNOW_TILE
if FROZEN_LAKES
terrain_type ICE
else
terrain_type WATER
endif
else
terrain_type WATER
endif
endif
if SMALL_OTHER_LAND_SIZE
land_percent 7
elseif MEDIUM_OTHER_LAND_SIZE
land_percent 8
elseif LARGE_OTHER_LAND_SIZE
land_percent 5
elseif XLARGE_OTHER_LAND_SIZE
land_percent 6
endif
if BORDER1
border_fuzziness 4
elseif BORDER2
border_fuzziness 7
elseif BORDER3
border_fuzziness 10
elseif BORDER4
border_fuzziness 13
endif
if CLUMPING1
clumping_factor 3
elseif CLUMPING2
clumping_factor 6
elseif CLUMPING3
clumping_factor 9
elseif CLUMPING4
clumping_factor 12
endif
}
endif
if OTHERSMALL_5
create_land
{
if WATER_MAP
if GRASS_TILE
terrain_type GRASS
elseif TROPICAL_TILE
terrain_type GRASS3
elseif SNOW_TILE
terrain_type GRASS_SNOW
elseif DESERT_TILE
terrain_type DIRT
endif
elseif FOREST_MAP
if GRASS_TILE
terrain_type GRASS
elseif TROPICAL_TILE
terrain_type GRASS3
elseif SNOW_TILE
terrain_type GRASS_SNOW
elseif DESERT_TILE
terrain_type DIRT
endif
elseif LAND_MAP
if SNOW_TILE
if FROZEN_LAKES
terrain_type ICE
else
terrain_type WATER
endif
else
terrain_type WATER
endif
endif
if SMALL_OTHER_LAND_SIZE
land_percent 8
elseif MEDIUM_OTHER_LAND_SIZE
land_percent 7
elseif LARGE_OTHER_LAND_SIZE
land_percent 6
elseif XLARGE_OTHER_LAND_SIZE
land_percent 5
endif
if BORDER1
border_fuzziness 4
elseif BORDER2
border_fuzziness 7
elseif BORDER3
border_fuzziness 10
elseif BORDER4
border_fuzziness 13
endif
if CLUMPING1
clumping_factor 3
elseif CLUMPING2
clumping_factor 6
elseif CLUMPING3
clumping_factor 9
elseif CLUMPING4
clumping_factor 12
endif
}
endif
if FOREST_MAP
if SMALL_FOREST_LAKE1
create_land
{
if SNOW_TILE
if FROZEN_LAKES
terrain_type ICE
else
terrain_type WATER
endif
else
terrain_type WATER
endif
if SMALL_FOREST_LAKE_SIZE
land_percent 1
elseif MEDIUM_FOREST_LAKE_SIZE
land_percent 2
elseif LARGE_FOREST_LAKE_SIZE
land_percent 3
elseif XLARGE_FOREST_LAKE_SIZE
land_percent 4
endif
if BORDER1
border_fuzziness 4
elseif BORDER2
border_fuzziness 7
elseif BORDER3
border_fuzziness 10
elseif BORDER4
border_fuzziness 13
endif
if CLUMPING1
clumping_factor 3
elseif CLUMPING2
clumping_factor 6
elseif CLUMPING3
clumping_factor 9
elseif CLUMPING4
clumping_factor 12
endif
}
endif
if SMALL_FOREST_LAKE2
create_land
{
if SNOW_TILE
if FROZEN_LAKES
terrain_type ICE
else
terrain_type WATER
endif
else
terrain_type WATER
endif
if SMALL_FOREST_LAKE_SIZE
land_percent 4
elseif MEDIUM_FOREST_LAKE_SIZE
land_percent 3
elseif LARGE_FOREST_LAKE_SIZE
land_percent 2
elseif XLARGE_FOREST_LAKE_SIZE
land_percent 1
endif
if BORDER1
border_fuzziness 4
elseif BORDER2
border_fuzziness 7
elseif BORDER3
border_fuzziness 10
elseif BORDER4
border_fuzziness 13
endif
if CLUMPING1
clumping_factor 3
elseif CLUMPING2
clumping_factor 6
elseif CLUMPING3
clumping_factor 9
elseif CLUMPING4
clumping_factor 12
endif
}
endif
if SMALL_FOREST_LAKE3
create_land
{
if SNOW_TILE
if FROZEN_LAKES
terrain_type ICE
else
terrain_type WATER
endif
else
terrain_type WATER
endif
if SMALL_FOREST_LAKE_SIZE
land_percent 2
elseif MEDIUM_FOREST_LAKE_SIZE
land_percent 1
elseif LARGE_FOREST_LAKE_SIZE
land_percent 4
elseif XLARGE_FOREST_LAKE_SIZE
land_percent 3
endif
if BORDER1
border_fuzziness 4
elseif BORDER2
border_fuzziness 7
elseif BORDER3
border_fuzziness 10
elseif BORDER4
border_fuzziness 13
endif
if CLUMPING1
clumping_factor 3
elseif CLUMPING2
clumping_factor 6
elseif CLUMPING3
clumping_factor 9
elseif CLUMPING4
clumping_factor 12
endif
}
endif
if MEDIUM_FOREST_LAKE1
create_land
{
if SNOW_TILE
if FROZEN_LAKES
terrain_type ICE
else
terrain_type WATER
endif
else
terrain_type WATER
endif
if SMALL_FOREST_LAKE_SIZE
land_percent 1
elseif MEDIUM_FOREST_LAKE_SIZE
land_percent 2
elseif LARGE_FOREST_LAKE_SIZE
land_percent 4
elseif XLARGE_FOREST_LAKE_SIZE
land_percent 6
endif
if BORDER1
border_fuzziness 4
elseif BORDER2
border_fuzziness 7
elseif BORDER3
border_fuzziness 10
elseif BORDER4
border_fuzziness 13
endif
if CLUMPING1
clumping_factor 3
elseif CLUMPING2
clumping_factor 6
elseif CLUMPING3
clumping_factor 9
elseif CLUMPING4
clumping_factor 12
endif
}
endif
if MEDIUM_FOREST_LAKE2
create_land
{
if SNOW_TILE
if FROZEN_LAKES
terrain_type ICE
else
terrain_type WATER
endif
else
terrain_type WATER
endif
if SMALL_FOREST_LAKE_SIZE
land_percent 5
elseif MEDIUM_FOREST_LAKE_SIZE
land_percent 4
elseif LARGE_FOREST_LAKE_SIZE
land_percent 3
elseif XLARGE_FOREST_LAKE_SIZE
land_percent 2
endif
if BORDER1
border_fuzziness 4
elseif BORDER2
border_fuzziness 7
elseif BORDER3
border_fuzziness 10
elseif BORDER4
border_fuzziness 13
endif
if CLUMPING1
clumping_factor 3
elseif CLUMPING2
clumping_factor 6
elseif CLUMPING3
clumping_factor 9
elseif CLUMPING4
clumping_factor 12
endif
}
endif
if LARGE_FOREST_LAKE1
create_land
{
if SNOW_TILE
if FROZEN_LAKES
terrain_type ICE
else
terrain_type WATER
endif
else
terrain_type WATER
endif
if SMALL_FOREST_LAKE_SIZE
land_percent 2
elseif MEDIUM_FOREST_LAKE_SIZE
land_percent 4
elseif LARGE_FOREST_LAKE_SIZE
land_percent 6
elseif XLARGE_FOREST_LAKE_SIZE
land_percent 9
endif
if BORDER1
border_fuzziness 4
elseif BORDER2
border_fuzziness 7
elseif BORDER3
border_fuzziness 10
elseif BORDER4
border_fuzziness 13
endif
if CLUMPING1
clumping_factor 3
elseif CLUMPING2
clumping_factor 6
elseif CLUMPING3
clumping_factor 9
elseif CLUMPING4
clumping_factor 12
endif
}
endif
endif
/* PLAYER LANDS */
if REAL_NOMAD
create_player_lands
{
if GRASS_TILE
terrain_type GRASS
elseif TROPICAL_TILE
terrain_type GRASS3
elseif SNOW_TILE
terrain_type GRASS_SNOW
elseif DESERT_TILE
terrain_type DIRT
endif
if LAND1
land_percent 80
elseif LAND2
land_percent 78
elseif LAND3
land_percent 72
elseif LAND4
land_percent 66
elseif LAND5
land_percent 60
elseif LAND6
land_percent 54
elseif LAND7
land_percent 48
elseif LAND8
land_percent 42
elseif LAND9
land_percent 36
elseif LAND10
land_percent 30
endif
base_size 15
if BORDER1
border_fuzziness 4
elseif BORDER2
border_fuzziness 7
elseif BORDER3
border_fuzziness 10
elseif BORDER4
border_fuzziness 13
endif
if CLUMPING1
clumping_factor 3
elseif CLUMPING2
clumping_factor 6
elseif CLUMPING3
clumping_factor 9
elseif CLUMPING4
clumping_factor 12
endif
if SMALL_AVOIDANCE
other_zone_avoidance_distance 4
elseif MEDIUM_AVOIDANCE
other_zone_avoidance_distance 8
elseif LARGE_AVOIDANCE
other_zone_avoidance_distance 12
elseif XLARGE_AVOIDANCE
other_zone_avoidance_distance 16
elseif NO_AVOIDANCE
other_zone_avoidance_distance 0
endif
}
else
create_player_lands
{
if GRASS_TILE
terrain_type GRASS
elseif TROPICAL_TILE
terrain_type GRASS3
elseif SNOW_TILE
terrain_type GRASS_SNOW
elseif DESERT_TILE
terrain_type DIRT
endif
if LAND1
land_percent 80
elseif LAND2
land_percent 78
elseif LAND3
land_percent 72
elseif LAND4
land_percent 66
elseif LAND5
land_percent 60
elseif LAND6
land_percent 54
elseif LAND7
land_percent 48
elseif LAND8
land_percent 42
elseif LAND9
land_percent 36
elseif LAND10
land_percent 30
endif
if SMALL_BASE_SIZE
base_size 18
elseif MEDIUM_BASE_SIZE
base_size 20
elseif LARGE_BASE_SIZE
base_size 22
elseif XLARGE_BASE_SIZE
base_size 24
endif
if BORDER1
border_fuzziness 4
elseif BORDER2
border_fuzziness 7
elseif BORDER3
border_fuzziness 10
elseif BORDER4
border_fuzziness 13
endif
if CLUMPING1
clumping_factor 3
elseif CLUMPING2
clumping_factor 6
elseif CLUMPING3
clumping_factor 9
elseif CLUMPING4
clumping_factor 12
endif
if SMALL_AVOIDANCE
other_zone_avoidance_distance 4
elseif MEDIUM_AVOIDANCE
other_zone_avoidance_distance 8
elseif LARGE_AVOIDANCE
other_zone_avoidance_distance 12
elseif XLARGE_AVOIDANCE
other_zone_avoidance_distance 16
elseif NO_AVOIDANCE
other_zone_avoidance_distance 0
endif
if TEAM_ZONE
set_zone_by_team
elseif RANDOM_ZONE
set_zone_randomly
elseif SEPARATE_ZONE
elseif SINGLE_ZONE
zone 1
endif
if NO_LEFT
left_border 0
elseif SMALL_LEFT
left_border 3
elseif MEDIUM_LEFT
left_border 6
elseif LARGE_LEFT
left_border 9
elseif XLARGE_LEFT
left_border 12
endif
if NO_RIGHT
right_border 0
elseif SMALL_RIGHT
right_border 3
elseif MEDIUM_RIGHT
right_border 6
elseif LARGE_RIGHT
right_border 9
elseif XLARGE_RIGHT
right_border 12
endif
if NO_TOP
top_border 0
elseif SMALL_TOP
top_border 3
elseif MEDIUM_TOP
top_border 6
elseif LARGE_TOP
top_border 9
elseif XLARGE_TOP
top_border 12
endif
if NO_BOTTOM
bottom_border 0
elseif SMALL_BOTTOM
bottom_border 3
elseif MEDIUM_BOTTOM
bottom_border 6
elseif LARGE_BOTTOM
bottom_border 9
elseif XLARGE_BOTTOM
bottom_border 12
endif
}
endif
<TERRAIN_GENERATION>
if WATER_MAP
else
create_terrain MED_WATER
{
base_terrain WATER
number_of_clumps 3
spacing_to_other_terrain_types 3
land_percent 3
set_scale_by_groups
}
create_terrain DEEP_WATER
{
base_terrain MED_WATER
number_of_clumps 6
spacing_to_other_terrain_types 5
land_percent 2
set_scale_by_groups
}
endif
if GRASS_TILE
create_terrain FOREST
elseif TROPICAL_TILE
create_terrain JUNGLE
elseif SNOW_TILE
create_terrain SNOW_FOREST
elseif DESERT_TILE
create_terrain PALM_DESERT
endif
{
if GRASS_TILE
base_terrain GRASS
elseif TROPICAL_TILE
base_terrain GRASS3
elseif SNOW_TILE
base_terrain GRASS_SNOW
elseif DESERT_TILE
base_terrain DIRT
endif
spacing_to_other_terrain_types 4
if LAND10
if STANDARD_FOREST
land_percent 6
elseif HIGH_FOREST
land_percent 7
elseif EXTRA_HIGH_FOREST
land_percent 8
elseif LOW_FOREST
land_percent 5
endif
elseif LAND9
if STANDARD_FOREST
land_percent 7
elseif HIGH_FOREST
land_percent 8
elseif EXTRA_HIGH_FOREST
land_percent 9
elseif LOW_FOREST
land_percent 6
endif
elseif LAND8
if STANDARD_FOREST
land_percent 8
elseif HIGH_FOREST
land_percent 9
elseif EXTRA_HIGH_FOREST
land_percent 10
elseif LOW_FOREST
land_percent 7
endif
elseif LAND7
if STANDARD_FOREST
land_percent 9
elseif HIGH_FOREST
land_percent 10
elseif EXTRA_HIGH_FOREST
land_percent 11
elseif LOW_FOREST
land_percent 8
endif
elseif LAND6
if STANDARD_FOREST
land_percent 10
elseif HIGH_FOREST
land_percent 11
elseif EXTRA_HIGH_FOREST
land_percent 12
elseif LOW_FOREST
land_percent 9
endif
elseif LAND5
if STANDARD_FOREST
land_percent 11
elseif HIGH_FOREST
land_percent 12
elseif EXTRA_HIGH_FOREST
land_percent 13
elseif LOW_FOREST
land_percent 10
endif
elseif LAND4
if STANDARD_FOREST
land_percent 12
elseif HIGH_FOREST
land_percent 13
elseif EXTRA_HIGH_FOREST
land_percent 14
elseif LOW_FOREST
land_percent 11
endif
elseif LAND3
if STANDARD_FOREST
land_percent 12
elseif HIGH_FOREST
land_percent 13
elseif EXTRA_HIGH_FOREST
land_percent 14
elseif LOW_FOREST
land_percent 11
endif
elseif LAND2
if STANDARD_FOREST
land_percent 13
elseif HIGH_FOREST
land_percent 14
elseif EXTRA_HIGH_FOREST
land_percent 15
elseif LOW_FOREST
land_percent 12
endif
elseif LAND1
if STANDARD_FOREST
land_percent 13
elseif HIGH_FOREST
land_percent 14
elseif EXTRA_HIGH_FOREST
land_percent 15
elseif LOW_FOREST
land_percent 12
endif
endif
if LOW_FOREST_CLUMPS
number_of_clumps 11
elseif NORMAL_FOREST_CLUMPS
number_of_clumps 14
elseif HIGH_FOREST_CLUMPS
number_of_clumps 17
endif
set_avoid_player_start_areas
set_scale_by_groups
}
if DESERT_TILE
create_terrain PALM_DESERT
{
base_terrain DESERT
spacing_to_other_terrain_types 5
if LAND1
if STANDARD_FOREST
land_percent 4
elseif HIGH_FOREST
land_percent 5
elseif EXTRA_HIGH_FOREST
land_percent 6
elseif LOW_FOREST
land_percent 3
endif
elseif LAND2
if STANDARD_FOREST
land_percent 4
elseif HIGH_FOREST
land_percent 4
elseif EXTRA_HIGH_FOREST
land_percent 5
elseif LOW_FOREST
land_percent 3
endif
elseif LAND3
if STANDARD_FOREST
land_percent 3
elseif HIGH_FOREST
land_percent 3
elseif EXTRA_HIGH_FOREST
land_percent 4
elseif LOW_FOREST
land_percent 3
endif
elseif LAND4
if STANDARD_FOREST
land_percent 3
elseif HIGH_FOREST
land_percent 3
elseif EXTRA_HIGH_FOREST
land_percent 4
elseif LOW_FOREST
land_percent 3
endif
elseif LAND5
if STANDARD_FOREST
land_percent 3
elseif HIGH_FOREST
land_percent 3
elseif EXTRA_HIGH_FOREST
land_percent 3
elseif LOW_FOREST
land_percent 2
endif
elseif LAND6
if STANDARD_FOREST
land_percent 3
elseif HIGH_FOREST
land_percent 3
elseif EXTRA_HIGH_FOREST
land_percent 3
elseif LOW_FOREST
land_percent 2
endif
elseif LAND7
if STANDARD_FOREST
land_percent 2
elseif HIGH_FOREST
land_percent 3
elseif EXTRA_HIGH_FOREST
land_percent 3
elseif LOW_FOREST
land_percent 2
endif
elseif LAND8
if STANDARD_FOREST
land_percent 2
elseif HIGH_FOREST
land_percent 3
elseif EXTRA_HIGH_FOREST
land_percent 3
elseif LOW_FOREST
land_percent 2
endif
elseif LAND9
if STANDARD_FOREST
land_percent 2
elseif HIGH_FOREST
land_percent 2
elseif EXTRA_HIGH_FOREST
land_percent 3
elseif LOW_FOREST
land_percent 1
endif
elseif LAND10
if STANDARD_FOREST
land_percent 2
elseif HIGH_FOREST
land_percent 2
elseif EXTRA_HIGH_FOREST
land_percent 3
elseif LOW_FOREST
land_percent 1
endif
endif
if LOW_FOREST_CLUMPS
number_of_clumps 5
elseif NORMAL_FOREST_CLUMPS
number_of_clumps 6
elseif HIGH_FOREST_CLUMPS
number_of_clumps 7
endif
set_avoid_player_start_areas
set_scale_by_groups
}
endif
if GRASS_TILE
create_terrain DIRT
elseif TROPICAL_TILE
create_terrain DIRT
elseif SNOW_TILE
create_terrain GRASS_SNOW
elseif DESERT_TILE
create_terrain DIRT3
endif
{
if GRASS_TILE
base_terrain GRASS
elseif TROPICAL_TILE
base_terrain GRASS3
elseif SNOW_TILE
base_terrain SNOW
elseif DESERT_TILE
base_terrain DESERT
endif
spacing_to_other_terrain_types 5
if STANDARD_PATCH
land_percent 8
elseif HIGH_PATCH
land_percent 10
elseif EXTRA_HIGH_PATCH
land_percent 13
elseif LOW_PATCH
land_percent 6
elseif EXTRA_LOW_PATCH
land_percent 4
endif
if LOW_PATCH_CLUMPS
number_of_clumps 7
elseif NORMAL_PATCH_CLUMPS
number_of_clumps 10
elseif HIGH_PATCH_CLUMPS
number_of_clumps 13
endif
set_avoid_player_start_areas
set_scale_by_groups
}
/* SECONDARY FOREST */
if GRASS_TILE
create_terrain FOREST
elseif TROPICAL_TILE
create_terrain JUNGLE
elseif SNOW_TILE
create_terrain SNOW_FOREST
elseif DESERT_TILE
create_terrain PALM_DESERT
endif
{
if GRASS_TILE
base_terrain GRASS
elseif TROPICAL_TILE
base_terrain GRASS3
elseif SNOW_TILE
base_terrain SNOW
elseif DESERT_TILE
base_terrain DIRT
endif
spacing_to_other_terrain_types 3
if STANDARD_FOREST
land_percent 4
elseif HIGH_FOREST
land_percent 5
elseif EXTRA_HIGH_FOREST
land_percent 6
elseif LOW_FOREST
land_percent 3
endif
if LOW_FOREST_CLUMPS
number_of_clumps 3
elseif NORMAL_FOREST_CLUMPS
number_of_clumps 5
elseif HIGH_FOREST_CLUMPS
number_of_clumps 7
endif
set_avoid_player_start_areas
set_scale_by_groups
}
/* SECONDARY PATCH */
if GRASS_TILE
create_terrain GRASS3
elseif TROPICAL_TILE
create_terrain SHALLOW
elseif SNOW_TILE
create_terrain ICE
elseif DESERT_TILE
create_terrain DIRT
endif
{
if GRASS_TILE
base_terrain GRASS
elseif TROPICAL_TILE
base_terrain GRASS3
elseif SNOW_TILE
base_terrain GRASS_SNOW
elseif DESERT_TILE
base_terrain DESERT
endif
if STANDARD_PATCH
land_percent 3
elseif HIGH_PATCH
land_percent 4
elseif EXTRA_HIGH_PATCH
land_percent 5
elseif LOW_PATCH
land_percent 2
elseif EXTRA_LOW_PATCH
land_percent 1
endif
if LOW_PATCH_CLUMPS
number_of_clumps 3
elseif NORMAL_FOREST_CLUMPS
number_of_clumps 5
elseif HIGH_PATCH_CLUMPS
number_of_clumps 7
endif
set_avoid_player_start_areas
spacing_to_other_terrain_types 3
set_scale_by_size
if TROPICAL_TILE
height_limits 0 0
set_flat_terrain_only
endif
}
/* ******************************************************************* */
/* Player setup */
/* ******************************************************************* */
<OBJECTS_GENERATION>
if KF_MIL_B
start_random
percent_chance 20 #define KF_RANGE
percent_chance 20 #define KF_RAX
percent_chance 20 #define KF_MONASTERY
percent_chance 20 #define KF_SIEGE
percent_chance 20 #define KF_STABLE
end_random
if KF_RANGE
create_object ARCHERY_RANGE
{
start_random
percent_chance 50 number_of_objects 1
percent_chance 50 number_of_objects 2
end_random
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 12
}
elseif KF_RAX
create_object BARRACKS
{
start_random
percent_chance 50 number_of_objects 1
percent_chance 50 number_of_objects 2
end_random
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 12
}
elseif KF_MONASTERY
create_object MONASTERY
{
start_random
percent_chance 50 number_of_objects 1
percent_chance 50 number_of_objects 2
end_random
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 12
}
elseif KF_SIEGE
create_object SIEGE_WORKSHOP
{
start_random
percent_chance 50 number_of_objects 1
percent_chance 50 number_of_objects 2
end_random
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 12
}
elseif KF_STABLE
create_object STABLE
{
start_random
percent_chance 50 number_of_objects 1
percent_chance 50 number_of_objects 2
end_random
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 12
}
endif
elseif CRAZYUNITDEF
create_object KFCRAZYUNIT
{
if KF_MIL_U_B
start_random
percent_chance 50 number_of_objects 1
percent_chance 50 number_of_objects 2
end_random
elseif KF_MIL_U_M
number_of_objects 1
elseif KF_MIL_U_G
number_of_objects 1
elseif KF_ECONFOOD
start_random
percent_chance 20 number_of_objects 3
percent_chance 20 number_of_objects 4
percent_chance 20 number_of_objects 5
percent_chance 20 number_of_objects 6
percent_chance 20 number_of_objects 7
end_random
elseif KF_ECONRES
start_random
percent_chance 20 number_of_objects 3
percent_chance 20 number_of_objects 4
percent_chance 20 number_of_objects 5
percent_chance 20 number_of_objects 6
percent_chance 20 number_of_objects 7
end_random
endif
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 12
}
endif
if KF_TC
if KF_EB_FARM
create_object FARM
{
start_random
percent_chance 25 number_of_objects 1
percent_chance 25 number_of_objects 2
percent_chance 25 number_of_objects 3
percent_chance 25 number_of_objects 4
end_random
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 12
}
elseif KF_EB_HOUSE
create_object HOUSE
{
start_random
percent_chance 25 number_of_objects 1
percent_chance 25 number_of_objects 2
percent_chance 25 number_of_objects 3
percent_chance 25 number_of_objects 4
end_random
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 12
}
elseif KF_EB_MILL
create_object MILL
{
start_random
percent_chance 50 number_of_objects 1
percent_chance 50 number_of_objects 2
end_random
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 12
}
elseif KF_EB_MARKET
create_object MARKET
{
number_of_objects 1
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 12
}
elseif KF_EB_BLACKSMITH
create_object BLACKSMITH
{
number_of_objects 1
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 12
}
elseif KF_EB_UNIVERSITY
create_object UNIVERSITY
{
number_of_objects 1
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 12
}
endif
endif
if KF_DEF_G
start_random
percent_chance 50 #const KFCRAZYDEFENSE 82 /* Castle */
percent_chance 50 #const KFCRAZYDEFENSE 236 /* Bombard Tower */
end_random
#define CRAZYDEFDEF
elseif KF_DEF_M
#const KFCRAZYDEFENSE 235 /* Guard Tower */
#define CRAZYDEFDEF
elseif KF_DEF_B
start_random
percent_chance 50 #const KFCRAZYDEFENSE 234 /* Guard Tower */
percent_chance 50 #const KFCRAZYDEFENSE 235 /* Keep */
end_random
#define CRAZYDEFDEF
endif
if CRAZYDEFDEF
create_object KFCRAZYDEFENSE
{
if KF_DEF_G
start_random
percent_chance 50 number_of_objects 1
percent_chance 30 number_of_objects 2
percent_chance 20 number_of_objects 3
percent_chance 0 number_of_objects 4
end_random
elseif KF_DEF_M
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
elseif KF_DEF_B
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 6
max_distance_to_players 14
}
else
create_object KFCRAZYDEFENSE
{
start_random
percent_chance 80 number_of_objects 0 /* 80 */
percent_chance 15 number_of_objects 1 /* 15 */
percent_chance 5 number_of_objects 2 /* 5 */
end_random
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 14
}
endif
if KF_NOMAD
elseif KF_ONE_TC
create_object TOWN_CENTER
{
number_of_objects 1
min_distance_to_players 0
max_distance_to_players 0 /* 5 */
set_place_for_every_player
}
elseif KF_TWO_TC
create_object TOWN_CENTER
{
number_of_objects 2
min_distance_to_players 0
max_distance_to_players 5 /* 10 */
set_place_for_every_player
group_placement_radius 5
}
elseif KF_THREE_TC
create_object TOWN_CENTER
{
number_of_objects 3
min_distance_to_players 0
max_distance_to_players 6 /* 15 */
set_place_for_every_player
group_placement_radius 6
}
endif
/* ******************************************************************* */
/* Villagers */
/* ******************************************************************* */
if REAL_NOMAD
create_object VILLAGER
{
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 100
}
create_object VILLAGER
{
start_random
percent_chance 20 number_of_objects 0
percent_chance 20 number_of_objects 1
percent_chance 20 number_of_objects 2
percent_chance 20 number_of_objects 3
percent_chance 20 number_of_objects 4
end_random
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 100
}
elseif FAKE_NOMAD
create_object VILLAGER
{
set_place_for_every_player
min_distance_to_players 1 /* 0 */
max_distance_to_players 2 /* 4 */
}
create_object VILLAGER
{
start_random
percent_chance 20 number_of_objects 0
percent_chance 20 number_of_objects 1
percent_chance 20 number_of_objects 2
percent_chance 20 number_of_objects 3
percent_chance 20 number_of_objects 4
end_random
set_place_for_every_player
min_distance_to_players 0 /* was 6 */
max_distance_to_players 6 /* was 100 */
}
elseif KF_TC
create_object VILLAGER
{
set_place_for_every_player
min_distance_to_players 6 /* 0 */
max_distance_to_players 6
/* group_placement_radius 5 */
}
create_object VILLAGER
{
start_random
percent_chance 90 number_of_objects 0 /* 90 */
percent_chance 5 number_of_objects 1 /* 5 */
percent_chance 4 number_of_objects 2 /* 4 */
percent_chance 1 number_of_objects 5 /* 1 */
end_random
set_place_for_every_player
min_distance_to_players 0
max_distance_to_players 6
/* group_placement_radius 5 */
}
endif
/* ******************************************************************* */
/* Extra Gaia vills */
/* ******************************************************************* */
create_object VILLAGER
{
if KF_NOMAD
if TINY_MAP
start_random
percent_chance 25 number_of_objects 0
percent_chance 25 number_of_objects 1
percent_chance 25 number_of_objects 2
percent_chance 25 number_of_objects 3
end_random
elseif SMALL_MAP
start_random
percent_chance 17 number_of_objects 0
percent_chance 17 number_of_objects 1
percent_chance 17 number_of_objects 2
percent_chance 17 number_of_objects 3
percent_chance 16 number_of_objects 4
percent_chance 16 number_of_objects 5
end_random
elseif MEDIUM_MAP
start_random
percent_chance 12 number_of_objects 0
percent_chance 12 number_of_objects 1
percent_chance 12 number_of_objects 2
percent_chance 12 number_of_objects 3
percent_chance 13 number_of_objects 4
percent_chance 13 number_of_objects 5
percent_chance 13 number_of_objects 6
percent_chance 13 number_of_objects 7
end_random
elseif LARGE_MAP
start_random
percent_chance 10 number_of_objects 0
percent_chance 9 number_of_objects 1
percent_chance 9 number_of_objects 2
percent_chance 9 number_of_objects 3
percent_chance 9 number_of_objects 4
percent_chance 9 number_of_objects 5
percent_chance 9 number_of_objects 6
percent_chance 9 number_of_objects 7
percent_chance 9 number_of_objects 8
percent_chance 9 number_of_objects 9
percent_chance 9 number_of_objects 10
end_random
elseif HUGE_MAP
start_random
percent_chance 8 number_of_objects 0
percent_chance 8 number_of_objects 1
percent_chance 7 number_of_objects 2
percent_chance 7 number_of_objects 3
percent_chance 7 number_of_objects 4
percent_chance 7 number_of_objects 5
percent_chance 7 number_of_objects 6
percent_chance 7 number_of_objects 7
percent_chance 7 number_of_objects 8
percent_chance 7 number_of_objects 9
percent_chance 7 number_of_objects 10
percent_chance 7 number_of_objects 11
percent_chance 7 number_of_objects 12
percent_chance 7 number_of_objects 13
end_random
elseif GIGANTIC_MAP
start_random
percent_chance 6 number_of_objects 0
percent_chance 6 number_of_objects 1
percent_chance 6 number_of_objects 2
percent_chance 6 number_of_objects 3
percent_chance 6 number_of_objects 4
percent_chance 6 number_of_objects 5
percent_chance 6 number_of_objects 6
percent_chance 6 number_of_objects 7
percent_chance 6 number_of_objects 8
percent_chance 6 number_of_objects 9
percent_chance 6 number_of_objects 10
percent_chance 6 number_of_objects 11
percent_chance 6 number_of_objects 12
percent_chance 6 number_of_objects 13
percent_chance 6 number_of_objects 14
percent_chance 5 number_of_objects 15
percent_chance 5 number_of_objects 16
end_random
endif
else
if TINY_MAP
start_random
percent_chance 85 number_of_objects 0
percent_chance 10 number_of_objects 1
percent_chance 5 number_of_objects 2
end_random
elseif SMALL_MAP
start_random
percent_chance 25 number_of_objects 0
percent_chance 25 number_of_objects 1
percent_chance 25 number_of_objects 2
percent_chance 25 number_of_objects 3
end_random
elseif MEDIUM_MAP
start_random
percent_chance 20 number_of_objects 0
percent_chance 20 number_of_objects 1
percent_chance 20 number_of_objects 2
percent_chance 20 number_of_objects 3
percent_chance 20 number_of_objects 4
end_random
elseif LARGE_MAP
start_random
percent_chance 17 number_of_objects 0
percent_chance 17 number_of_objects 1
percent_chance 17 number_of_objects 2
percent_chance 17 number_of_objects 3
percent_chance 16 number_of_objects 4
percent_chance 16 number_of_objects 5
end_random
elseif HUGE_MAP
start_random
percent_chance 15 number_of_objects 0
percent_chance 15 number_of_objects 1
percent_chance 14 number_of_objects 2
percent_chance 14 number_of_objects 3
percent_chance 14 number_of_objects 4
percent_chance 14 number_of_objects 5
percent_chance 14 number_of_objects 6
end_random
elseif GIGANTIC_MAP
start_random
percent_chance 12 number_of_objects 0
percent_chance 12 number_of_objects 1
percent_chance 12 number_of_objects 2
percent_chance 12 number_of_objects 3
percent_chance 13 number_of_objects 4
percent_chance 13 number_of_objects 5
percent_chance 13 number_of_objects 6
percent_chance 13 number_of_objects 7
end_random
endif
endif
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 10
max_distance_to_players 14 /* 100 */
min_distance_group_placement 10
}
if REAL_NOMAD
create_object OUTPOST
{
start_random
percent_chance 25 number_of_objects 0
percent_chance 25 number_of_objects 1
percent_chance 25 number_of_objects 2
percent_chance 25 number_of_objects 3
end_random
set_place_for_every_player
min_distance_to_players 17
max_distance_to_players 100
temp_min_distance_group_placement 10
}
elseif FAKE_NOMAD
create_object OUTPOST
{
start_random
percent_chance 25 number_of_objects 0
percent_chance 25 number_of_objects 1
percent_chance 25 number_of_objects 2
percent_chance 25 number_of_objects 3
end_random
set_place_for_every_player
min_distance_to_players 10
max_distance_to_players 20
temp_min_distance_group_placement 10
}
endif
if REAL_NOMAD
start_random
percent_chance 11 #define KF_RN_SCOUT_NONE
percent_chance 22 #define KF_RN_SCOUT_SPEAR
percent_chance 22 #define KF_RN_SCOUT_SKRIM
percent_chance 22 #define KF_RN_SCOUT_SCOUT
percent_chance 22 #define KF_RN_SCOUT_MILITIA
percent_chance 1 #define KF_RN_SCOUT_VDML
percent_chance 0 #define KF_RN_SCOUT_PETARD /* AI can not scout */
percent_chance 0 #define KF_RN_SCOUT_KING /* AI can not scout */
end_random
if KF_RN_SCOUT_KING
create_object KING
{
number_of_objects 1
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 100
}
elseif KF_RN_SCOUT_SPEAR
create_object SPEARMAN
{
start_random
percent_chance 50 number_of_objects 1
percent_chance 50 number_of_objects 2
end_random
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 100
}
elseif KF_RN_SCOUT_SKRIM
create_object SKIRMISHER
{
start_random
percent_chance 50 number_of_objects 1
percent_chance 50 number_of_objects 2
end_random
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 100
}
elseif KF_RN_SCOUT_PETARD
create_object PETARD
{
number_of_objects 1
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 100
}
elseif KF_RN_SCOUT_MILITIA
create_object MILITIA
{
start_random
percent_chance 50 number_of_objects 1
percent_chance 50 number_of_objects 2
end_random
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 100
}
elseif KF_RN_SCOUT_SCOUT
create_object SCOUT
{
number_of_objects 1
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 100
}
elseif KF_RN_SCOUT_VDML
#const KF_VMDL 206
create_object KF_VMDL
{
number_of_objects 1
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 100
}
endif
elseif CRAZYUNITDEF
else
start_random
percent_chance 70 #define KF_SCOUT
percent_chance 29 #define NO_SCOUT
percent_chance 1 #define VDML_SCOUT
percent_chance 0 #define KING_SCOUT
end_random
if NO_SCOUT
elseif KF_SCOUT
create_object SCOUT
{
if KF_MIL_U_B
number_of_objects 0
elseif KF_MIL_U_G
number_of_objects 0
elseif KF_MIL_U_M
number_of_objects 0
else
start_random
percent_chance 80 number_of_objects 1
percent_chance 15 number_of_objects 2
percent_chance 5 number_of_objects 3
end_random
endif
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 9
}
elseif VDML_SCOUT
#const KF_VMDL 206
create_object KF_VMDL
{
if KF_MIL_U
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 KING_SCOUT
create_object KING
{
number_of_objects 1
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 9
}
endif
endif
/* WOLVES */
if KF_RN_SCOUT_SPEAR
#define KF_WOLVES
elseif KF_RN_SCOUT_SKRIM
#define KF_WOLVES
elseif KF_RN_SCOUT_SCOUT
#define KF_WOLVES
elseif KF_RN_SCOUT_MILITIA
#define KF_WOLVES
elseif KF_SCOUT
#define KF_WOLVES
endif
/* WALL */
start_random
percent_chance 33 #define KF_P_WALL
percent_chance 34 #define KF_S_WALL
percent_chance 33 #define KF_F_WALL
end_random
if KF_MIL_U_G
#define KF_ALLRDY_WALL
create_object FORTIFIED_WALL
{
set_place_for_every_player
number_of_objects 1
if TINY_MAP
min_distance_to_players 13
max_distance_to_players 16
elseif SMALL_MAP
min_distance_to_players 14
max_distance_to_players 18
elseif MEDIUM_MAP
min_distance_to_players 16
max_distance_to_players 19
elseif LARGE_MAP
min_distance_to_players 16
max_distance_to_players 19
elseif HUGE_MAP
min_distance_to_players 16
max_distance_to_players 19
elseif GIGANTIC_MAP
min_distance_to_players 16
max_distance_to_players 20
endif
}
elseif KF_MIL_U_M
#define KF_ALLRDY_WALL
create_object PALISADE_WALL
{
set_place_for_every_player
number_of_objects 1
if TINY_MAP
min_distance_to_players 13
max_distance_to_players 16
elseif SMALL_MAP
min_distance_to_players 14
max_distance_to_players 18
elseif MEDIUM_MAP
min_distance_to_players 16
max_distance_to_players 20
elseif LARGE_MAP
min_distance_to_players 16
max_distance_to_players 20
elseif HUGE_MAP
min_distance_to_players 16
max_distance_to_players 20
elseif GIGANTIC_MAP
min_distance_to_players 16
max_distance_to_players 20
endif
}
endif
if KF_ALLRDY_WALL
else
if KF_ONE_TC
start_random
percent_chance 80 #define KF_TC_NO_WALL
percent_chance 4 #define KF_TC_P_WALL
percent_chance 3 #define KF_TC_S_WALL
percent_chance 3 #define KF_TC_F_WALL
end_random
if KF_TC_NO_WALL
elseif KF_TC_P_WALL
create_object PALISADE_WALL
elseif KF_TC_W_WALL
create_object WALL
elseif KF__TC_F_WALL
create_object FORTIFIED_WALL
endif
{
set_place_for_every_player
number_of_objects 1
if TINY_MAP
min_distance_to_players 13
max_distance_to_players 16
elseif SMALL_MAP
min_distance_to_players 14
max_distance_to_players 18
elseif MEDIUM_MAP
min_distance_to_players 16
max_distance_to_players 20
elseif LARGE_MAP
min_distance_to_players 16
max_distance_to_players 20
elseif HUGE_MAP
min_distance_to_players 16
max_distance_to_players 20
elseif GIGANTIC_MAP
min_distance_to_players 16
max_distance_to_players 20
endif
}
endif
endif
create_object RELIC
{
if NO_RELIC
number_of_objects 0
elseif EXTRA_LOW_RELIC
number_of_objects 2
elseif LOW_RELIC
number_of_objects 5
elseif STANDARD_RELIC
number_of_objects 7
elseif HIGH_RELIC
number_of_objects 9
elseif EXTRA_HIGH_RELIC
number_of_objects 12
set_scaling_to_map_size
endif
min_distance_to_players 25
temp_min_distance_group_placement 20
}
if NO_SHEEP_GROUPS
else
if TROPICAL_TILE
create_object TURKEY
else
create_object SHEEP
endif
{
number_of_groups 1
if STANDARD_SHEEP
number_of_objects 4
group_placement_radius 4
elseif HIGH_SHEEP
number_of_objects 5
group_placement_radius 5
elseif EXTRA_HIGH_SHEEP
number_of_objects 8 /* 7 */
group_placement_radius 8 /* 7 */
elseif LOW_SHEEP
number_of_objects 3
group_placement_radius 3
elseif EXTRA_LOW_SHEEP
number_of_objects 1
group_placement_radius 2
endif
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
if REAL_NOMAD
min_distance_to_players 10
max_distance_to_players 100
else
min_distance_to_players 10
max_distance_to_players 14
endif
min_distance_group_placement 5
if KF_RD_SHEEP_X resource_delta 32667
elseif KF_RD_SHEEP_H resource_delta 1000
elseif KF_RD_SHEEP_M resource_delta 200
elseif KF_RD_SHEEP_L resource_delta 150
elseif KF_RD_SHEEP_NO resource_delta 0
elseif KF_RD_SHEEP_NEG_L resource_delta -50
elseif KF_RD_SHEEP_NEG_M resource_delta -75
elseif KF_RD_SHEEP_NEG_H resource_delta -90
elseif KF_RD_SHEEP_NEG_X resource_delta -99
endif
}
if TROPICAL_TILE
create_object TURKEY
else
create_object SHEEP
endif
{
if STANDARD_SHEEP_GROUPS
number_of_groups 2
elseif HIGH_SHEEP_GROUPS
number_of_groups 3
elseif EXTRA_HIGH_SHEEP_GROUPS
number_of_groups 3
elseif LOW_SHEEP_GROUPS
number_of_groups 1
elseif EXTRA_LOW_SHEEP_GROUPS
number_of_groups 1
endif
if STANDARD_SHEEP
number_of_objects 2
elseif HIGH_SHEEP
number_of_objects 3
elseif EXTRA_HIGH_SHEEP
number_of_objects 4
elseif LOW_SHEEP
number_of_objects 2
elseif EXTRA_LOW_SHEEP
number_of_objects 1
endif
group_placement_radius 3
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
if REAL_NOMAD
min_distance_to_players 16
max_distance_to_players 100
else
min_distance_to_players 16
max_distance_to_players 20
endif
min_distance_group_placement 5
if KF_RD_SHEEP_X resource_delta 32667
elseif KF_RD_SHEEP_H resource_delta 1000
elseif KF_RD_SHEEP_M resource_delta 200
elseif KF_RD_SHEEP_L resource_delta 150
elseif KF_RD_SHEEP_NO resource_delta 0
elseif KF_RD_SHEEP_NEG_L resource_delta -50
elseif KF_RD_SHEEP_NEG_M resource_delta -75
elseif KF_RD_SHEEP_NEG_H resource_delta -90
elseif KF_RD_SHEEP_NEG_X resource_delta -99
endif
}
endif
if NO_FORAGE_GROUPS
else
create_object FORAGE
{
if EXTRA_LOW_FORAGE
number_of_objects 3
group_placement_radius 2
elseif LOW_FORAGE
number_of_objects 4
group_placement_radius 2
elseif STANDARD_FORAGE
number_of_objects 6
group_placement_radius 3
elseif HIGH_FORAGE
number_of_objects 7
group_placement_radius 4
elseif EXTRA_HIGH_FORAGE
number_of_objects 9
group_placement_radius 5
endif
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
if REAL_NOMAD
min_distance_to_players 9
max_distance_to_players 100
else
min_distance_to_players 9
max_distance_to_players 12
endif
min_distance_group_placement 7
max_distance_to_other_zones 7
if KF_RD_FORAGE_X resource_delta 32642
elseif KF_RD_FORAGE_H resource_delta 1000
elseif KF_RD_FORAGE_M resource_delta 250
elseif KF_RD_FORAGE_L resource_delta 175
elseif KF_RD_FORAGE_NO resource_delta 0
elseif KF_RD_FORAGE_NEG_L resource_delta -50
elseif KF_RD_FORAGE_NEG_M resource_delta -75
elseif KF_RD_FORAGE_NEG_H resource_delta -105
elseif KF_RD_FORAGE_NEG_X resource_delta -124
endif
}
endif
if NO_PLAYER_GOLD
else
create_object GOLD
{
if LOW_PLAYER_GOLD
number_of_objects 4
group_placement_radius 2
elseif STANDARD_PLAYER_GOLD
number_of_objects 6
group_placement_radius 3
elseif HIGH_PLAYER_GOLD
number_of_objects 8
group_placement_radius 4
elseif EXTRA_HIGH_PLAYER_GOLD
number_of_objects 10
group_placement_radius 5
endif
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
number_of_groups 1
if REAL_NOMAD
min_distance_to_players 10
max_distance_to_players 100
else
min_distance_to_players 10
max_distance_to_players 14
endif
min_distance_group_placement 7
max_distance_to_other_zones 7
if KF_RD_GOLD_X resource_delta 31967
elseif KF_RD_GOLD_H resource_delta 5000
elseif KF_RD_GOLD_M resource_delta 2500
elseif KF_RD_GOLD_L resource_delta 1000
elseif KF_RD_GOLD_NO resource_delta 0
elseif KF_RD_GOLD_NEG_L resource_delta -200
elseif KF_RD_GOLD_NEG_M resource_delta -400
elseif KF_RD_GOLD_NEG_H resource_delta -700
elseif KF_RD_GOLD_NEG_X resource_delta -799
endif
}
endif
if NO_PLAYER_GOLD
else
create_object GOLD
{
if LOW_PLAYER_GOLD
number_of_objects 3
group_placement_radius 2
elseif STANDARD_PLAYER_GOLD
number_of_objects 4
group_placement_radius 2
elseif HIGH_PLAYER_GOLD
number_of_objects 5
group_placement_radius 3
elseif EXTRA_HIGH_PLAYER_GOLD
number_of_objects 6
group_placement_radius 3
endif
number_of_groups 1
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
if REAL_NOMAD
min_distance_to_players 5
max_distance_to_players 100
else
min_distance_to_players 15
max_distance_to_players 20
endif
min_distance_group_placement 7
max_distance_to_other_zones 7
if KF_RD_GOLD_X resource_delta 31967
elseif KF_RD_GOLD_H resource_delta 5000
elseif KF_RD_GOLD_M resource_delta 2500
elseif KF_RD_GOLD_L resource_delta 1000
elseif KF_RD_GOLD_NO resource_delta 0
elseif KF_RD_GOLD_NEG_L resource_delta -200
elseif KF_RD_GOLD_NEG_M resource_delta -400
elseif KF_RD_GOLD_NEG_H resource_delta -700
elseif KF_RD_GOLD_NEG_X resource_delta -799
endif
}
endif
if NO_PLAYER_STONE
else
create_object STONE
{
if EXTRA_LOW_PLAYER_STONE
number_of_objects 2
group_placement_radius 1
elseif LOW_PLAYER_STONE
number_of_objects 3
group_placement_radius 2
elseif STANDARD_PLAYER_STONE
number_of_objects 4
group_placement_radius 2
elseif HIGH_PLAYER_STONE
number_of_objects 5
group_placement_radius 3
elseif EXTRA_HIGH_PLAYER_STONE
number_of_objects 6
group_placement_radius 3
endif
number_of_groups 1
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
if REAL_NOMAD
min_distance_to_players 10
max_distance_to_players 100
else
min_distance_to_players 10
max_distance_to_players 20
endif
min_distance_group_placement 7
max_distance_to_other_zones 7
if KF_RD_STONE_X resource_delta 32417
elseif KF_RD_STONE_H resource_delta 1000
elseif KF_RD_STONE_M resource_delta 600
elseif KF_RD_STONE_L resource_delta 450
elseif KF_RD_STONE_NO resource_delta 0
elseif KF_RD_STONE_NEG_L resource_delta -100
elseif KF_RD_STONE_NEG_M resource_delta -200
elseif KF_RD_STONE_NEG_H resource_delta -300
elseif KF_RD_STONE_NEG_X resource_delta -349
endif
}
endif
if NO_PLAYER_GOLD
else
create_object GOLD
{
if LOW_PLAYER_GOLD
number_of_objects 3
group_placement_radius 2
elseif STANDARD_PLAYER_GOLD
number_of_objects 4
group_placement_radius 2
elseif HIGH_PLAYER_GOLD
number_of_objects 5
group_placement_radius 3
elseif EXTRA_HIGH_PLAYER_GOLD
number_of_objects 6
group_placement_radius 3
endif
number_of_groups 1
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
if REAL_NOMAD
min_distance_to_players 20
max_distance_to_players 100
else
min_distance_to_players 20
max_distance_to_players 30
endif
min_distance_group_placement 7
max_distance_to_other_zones 7
if KF_RD_FGOLD_X resource_delta 31967
elseif KF_RD_FGOLD_H resource_delta 5000
elseif KF_RD_FGOLD_M resource_delta 2500
elseif KF_RD_FGOLD_L resource_delta 1000
elseif KF_RD_FGOLD_NO resource_delta 0
elseif KF_RD_FGOLD_NEG_L resource_delta -200
elseif KF_RD_FGOLD_NEG_M resource_delta -400
elseif KF_RD_FGOLD_NEG_H resource_delta -700
elseif KF_RD_FGOLD_NEG_X resource_delta -799
endif
}
endif
if NO_PLAYER_STONE
else
create_object STONE
{
if EXTRA_LOW_PLAYER_STONE
number_of_objects 2
group_placement_radius 1
elseif LOW_PLAYER_STONE
number_of_objects 3
group_placement_radius 2
elseif STANDARD_PLAYER_STONE
number_of_objects 4
group_placement_radius 2
elseif HIGH_PLAYER_STONE
number_of_objects 5
group_placement_radius 3
elseif EXTRA_HIGH_PLAYER_STONE
number_of_objects 6
group_placement_radius 3
endif
number_of_groups 1
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
if REAL_NOMAD
min_distance_to_players 20
max_distance_to_players 100
else
min_distance_to_players 20
max_distance_to_players 27
endif
min_distance_group_placement 7
max_distance_to_other_zones 7
if KF_RD_MSTONE_X resource_delta 32417
elseif KF_RD_MSTONE_H resource_delta 1000
elseif KF_RD_MSTONE_M resource_delta 600
elseif KF_RD_MSTONE_L resource_delta 450
elseif KF_RD_MSTONE_NO resource_delta 0
elseif KF_RD_MSTONE_NEG_L resource_delta -100
elseif KF_RD_MSTONE_NEG_M resource_delta -200
elseif KF_RD_MSTONE_NEG_H resource_delta -300
elseif KF_RD_MSTONE_NEG_X resource_delta -349
endif
}
endif
if NO_DEER_GROUPS
else
create_object DEER
{
if STANDARD_DEER
number_of_objects 4
group_variance 1
group_placement_radius 3
elseif HIGH_DEER
number_of_objects 6
group_variance 1
group_placement_radius 3
elseif EXTRA_HIGH_DEER
number_of_objects 8 /* 7 */
group_variance 2
group_placement_radius 3
elseif LOW_DEER
number_of_objects 3
group_variance 1
group_placement_radius 3
elseif EXTRA_LOW_DEER
number_of_objects 1 /* 2 */
group_variance 0
group_placement_radius 3
endif
if STANDARD_DEER_GROUPS
number_of_groups 1
elseif HIGH_DEER_GROUPS
number_of_groups 1
elseif EXTRA_HIGH_DEER_GROUPS
number_of_groups 1
elseif LOW_DEER_GROUPS
number_of_groups 1
elseif EXTRA_LOW_DEER_GROUPS
number_of_groups 1
endif
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
if REAL_NOMAD
min_distance_to_players 14
max_distance_to_players 100
else
min_distance_to_players 14
max_distance_to_players 30
endif
if KF_RD_DEER_X resource_delta 32627
elseif KF_RD_DEER_H resource_delta 1000
elseif KF_RD_DEER_M resource_delta 300
elseif KF_RD_DEER_L resource_delta 200
elseif KF_RD_DEER_NO resource_delta 0
elseif KF_RD_DEER_NEG_L resource_delta -50
elseif KF_RD_DEER_NEG_M resource_delta -70
elseif KF_RD_DEER_NEG_H resource_delta -110
elseif KF_RD_DEER_NEG_X resource_delta -139
endif
}
endif
if NO_BOAR_GROUPS
else
if TROPICAL_TILE
create_object JAVELINA
else
create_object BOAR
endif
{
if STANDARD_BOAR
number_of_objects 1
number_of_groups 2
group_placement_radius 3
elseif HIGH_BOAR
number_of_objects 1
number_of_groups 3
group_placement_radius 3
elseif EXTRA_HIGH_BOAR
number_of_objects 2
start_random
percent_chance 70 number_of_groups 2
percent_chance 25 number_of_groups 3
percent_chance 10 number_of_groups 4
percent_chance 5 number_of_groups 5
end_random
group_placement_radius 3
elseif LOW_BOAR
number_of_objects 1
group_placement_radius 3
elseif EXTRA_LOW_BOAR
number_of_objects 1
group_placement_radius 3
endif
set_gaia_object_only
set_place_for_every_player
if REAL_NOMAD
min_distance_to_players 16
max_distance_to_players 100
else
min_distance_to_players 16
max_distance_to_players 22
endif
if KF_RD_BOAR_X resource_delta 32427
elseif KF_RD_BOAR_H resource_delta 1000
elseif KF_RD_BOAR_M resource_delta 500
elseif KF_RD_BOAR_L resource_delta 400
elseif KF_RD_BOAR_NO resource_delta 0
elseif KF_RD_BOAR_NEG_L resource_delta -100
elseif KF_RD_BOAR_NEG_M resource_delta -250
elseif KF_RD_BOAR_NEG_H resource_delta -295
elseif KF_RD_BOAR_NEG_X resource_delta -339
endif
}
endif
if KF_NOMAD
elseif KF_WOLVES
if TROPICAL_TILE
create_object JAGUAR
else
create_object WOLF
endif
{
if STANDARD_WOLVES number_of_objects 3 /* 2 */
elseif HIGH_WOLVES number_of_objects 4 /* 3 */
elseif EXTRA_HIGH_WOLVES number_of_objects 5 /* 4 */
elseif LOW_WOLVES number_of_objects 2 /* 1 */
elseif EXTRA_LOW_WOLVES number_of_objects 1
endif
set_gaia_object_only
set_place_for_every_player
min_distance_group_placement 12
min_distance_to_players 24
max_distance_to_players 40
}
endif
if NO_FORAGE_GROUPS
else
if LARGE_MAP
create_object FORAGE
{
if EXTRA_LOW_RANDOM_FORAGE
number_of_groups 1
number_of_objects 3
group_placement_radius 3
elseif LOW_RANDOM_FORAGE
number_of_groups 1
number_of_objects 4
group_placement_radius 3
elseif STANDARD_RANDOM_FORAGE
number_of_groups 1
number_of_objects 5
group_placement_radius 3
elseif HIGH_RANDOM_FORAGE
number_of_groups 2
number_of_objects 4
group_placement_radius 3
elseif EXTRA_HIGH_RANDOM_FORAGE
number_of_groups 3
number_of_objects 4
group_placement_radius 3
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 7
if KF_RD_FORAGE_X resource_delta 32642
elseif KF_RD_FORAGE_H resource_delta 1000
elseif KF_RD_FORAGE_M resource_delta 250
elseif KF_RD_FORAGE_L resource_delta 175
elseif KF_RD_FORAGE_NO resource_delta 0
elseif KF_RD_FORAGE_NEG_L resource_delta -50
elseif KF_RD_FORAGE_NEG_M resource_delta -75
elseif KF_RD_FORAGE_NEG_H resource_delta -105
elseif KF_RD_FORAGE_NEG_X resource_delta -124
endif
}
endif
if HUGE_MAP
create_object FORAGE
{
if EXTRA_LOW_RANDOM_FORAGE
number_of_groups 1
number_of_objects 5
group_placement_radius 3
elseif LOW_RANDOM_FORAGE
number_of_groups 2
number_of_objects 4
group_placement_radius 3
elseif STANDARD_RANDOM_FORAGE
number_of_groups 2
number_of_objects 5
group_placement_radius 3
elseif HIGH_RANDOM_FORAGE
number_of_groups 2
number_of_objects 6
group_placement_radius 3
elseif EXTRA_HIGH_RANDOM_FORAGE
number_of_groups 3
number_of_objects 4
group_placement_radius 3
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 7
if KF_RD_FORAGE_X resource_delta 32642
elseif KF_RD_FORAGE_H resource_delta 1000
elseif KF_RD_FORAGE_M resource_delta 250
elseif KF_RD_FORAGE_L resource_delta 175
elseif KF_RD_FORAGE_NO resource_delta 0
elseif KF_RD_FORAGE_NEG_L resource_delta -50
elseif KF_RD_FORAGE_NEG_M resource_delta -75
elseif KF_RD_FORAGE_NEG_H resource_delta -105
elseif KF_RD_FORAGE_NEG_X resource_delta -124
endif
}
endif
if GIGANTIC_MAP
create_object FORAGE
{
if EXTRA_LOW_RANDOM_FORAGE
number_of_groups 2
number_of_objects 5
group_placement_radius 3
elseif LOW_RANDOM_FORAGE
number_of_groups 3
number_of_objects 4
group_placement_radius 3
elseif STANDARD_RANDOM_FORAGE
number_of_groups 3
number_of_objects 5
group_placement_radius 3
elseif HIGH_RANDOM_FORAGE
number_of_groups 3
number_of_objects 6
group_placement_radius 3
elseif EXTRA_HIGH_RANDOM_FORAGE
number_of_groups 4
number_of_objects 4
group_placement_radius 3
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 7
if KF_RD_FORAGE_X resource_delta 32642
elseif KF_RD_FORAGE_H resource_delta 1000
elseif KF_RD_FORAGE_M resource_delta 250
elseif KF_RD_FORAGE_L resource_delta 175
elseif KF_RD_FORAGE_NO resource_delta 0
elseif KF_RD_FORAGE_NEG_L resource_delta -50
elseif KF_RD_FORAGE_NEG_M resource_delta -75
elseif KF_RD_FORAGE_NEG_H resource_delta -105
elseif KF_RD_FORAGE_NEG_X resource_delta -124
endif
}
endif
endif
if LARGE_MAP
create_object DEER
{
if STANDARD_DEER
number_of_groups 1
number_of_objects 5
group_placement_radius 3
elseif HIGH_DEER
number_of_groups 2
number_of_objects 4
group_placement_radius 3
elseif EXTRA_HIGH_DEER
number_of_groups 3
number_of_objects 4
group_placement_radius 3
elseif LOW_DEER
number_of_groups 1
number_of_objects 4
group_placement_radius 3
elseif EXTRA_LOW_DEER
number_of_groups 1
number_of_objects 3
group_placement_radius 3
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 10
if KF_RD_XDEER_X resource_delta 32627
elseif KF_RD_XDEER_H resource_delta 1000
elseif KF_RD_XDEER_M resource_delta 300
elseif KF_RD_XDEER_L resource_delta 200
elseif KF_RD_XDEER_NO resource_delta 0
elseif KF_RD_XDEER_NEG_L resource_delta -50
elseif KF_RD_XDEER_NEG_M resource_delta -70
elseif KF_RD_XDEER_NEG_H resource_delta -110
elseif KF_RD_XDEER_NEG_X resource_delta -139
endif
}
endif
if HUGE_MAP
create_object DEER
{
if STANDARD_DEER
number_of_groups 2
number_of_objects 5
group_placement_radius 3
elseif HIGH_DEER
number_of_groups 2
number_of_objects 6
group_placement_radius 3
elseif EXTRA_HIGH_DEER
number_of_groups 3
number_of_objects 5
group_placement_radius 3
elseif LOW_DEER
number_of_groups 2
number_of_objects 4
group_placement_radius 3
elseif EXTRA_LOW_DEER
number_of_groups 1
number_of_objects 5
group_placement_radius 3
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 10
if KF_RD_XDEER_X resource_delta 32627
elseif KF_RD_XDEER_H resource_delta 1000
elseif KF_RD_XDEER_M resource_delta 300
elseif KF_RD_XDEER_L resource_delta 200
elseif KF_RD_XDEER_NO resource_delta 0
elseif KF_RD_XDEER_NEG_L resource_delta -50
elseif KF_RD_XDEER_NEG_M resource_delta -70
elseif KF_RD_XDEER_NEG_H resource_delta -110
elseif KF_RD_XDEER_NEG_X resource_delta -139
endif
}
create_object BOAR
{
if STANDARD_BOAR
number_of_groups 2
number_of_objects 1
group_placement_radius 3
elseif HIGH_BOAR
number_of_groups 2
number_of_objects 1
group_placement_radius 3
elseif EXTRA_HIGH_BOAR
number_of_groups 3
number_of_objects 1
group_placement_radius 3
elseif LOW_BOAR
number_of_groups 1
number_of_objects 1
group_placement_radius 3
elseif EXTRA_LOW_BOAR
number_of_groups 1
number_of_objects 1
group_placement_radius 3
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 10
if KF_RD_XBOAR_X resource_delta 32427
elseif KF_RD_XBOAR_H resource_delta 1000
elseif KF_RD_XBOAR_M resource_delta 500
elseif KF_RD_XBOAR_L resource_delta 400
elseif KF_RD_XBOAR_NO resource_delta 0
elseif KF_RD_XBOAR_NEG_L resource_delta -100
elseif KF_RD_XBOAR_NEG_M resource_delta -250
elseif KF_RD_XBOAR_NEG_H resource_delta -295
elseif KF_RD_XBOAR_NEG_X resource_delta -339
endif
}
endif
if GIGANTIC_MAP
create_object DEER
{
if STANDARD_DEER
number_of_groups 3
number_of_objects 5
group_placement_radius 3
elseif HIGH_DEER
number_of_groups 4
number_of_objects 5
group_placement_radius 3
elseif EXTRA_HIGH_DEER
number_of_groups 6
number_of_objects 5
group_placement_radius 3
elseif LOW_DEER
number_of_groups 2
number_of_objects 4
group_placement_radius 3
elseif EXTRA_LOW_DEER
number_of_groups 1
number_of_objects 5
group_placement_radius 3
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 10
if KF_RD_XDEER_X resource_delta 32627
elseif KF_RD_XDEER_H resource_delta 1000
elseif KF_RD_XDEER_M resource_delta 300
elseif KF_RD_XDEER_L resource_delta 200
elseif KF_RD_XDEER_NO resource_delta 0
elseif KF_RD_XDEER_NEG_L resource_delta -50
elseif KF_RD_XDEER_NEG_M resource_delta -70
elseif KF_RD_XDEER_NEG_H resource_delta -110
elseif KF_RD_XDEER_NEG_X resource_delta -139
endif
}
create_object BOAR
{
if STANDARD_BOAR
number_of_groups 3
number_of_objects 1
group_placement_radius 3
elseif HIGH_BOAR
number_of_groups 4
number_of_objects 1
group_placement_radius 3
elseif EXTRA_HIGH_BOAR
number_of_groups 5
number_of_objects 1
group_placement_radius 3
elseif LOW_BOAR
number_of_groups 2
number_of_objects 1
group_placement_radius 3
elseif EXTRA_LOW_BOAR
number_of_groups 1
number_of_objects 1
group_placement_radius 3
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 10
if KF_RD_XBOAR_X resource_delta 32427
elseif KF_RD_XBOAR_H resource_delta 1000
elseif KF_RD_XBOAR_M resource_delta 500
elseif KF_RD_XBOAR_L resource_delta 400
elseif KF_RD_XBOAR_NO resource_delta 0
elseif KF_RD_XBOAR_NEG_L resource_delta -100
elseif KF_RD_XBOAR_NEG_M resource_delta -250
elseif KF_RD_XBOAR_NEG_H resource_delta -295
elseif KF_RD_XBOAR_NEG_X resource_delta -339
endif
}
endif
if TINY_MAP
if NO_RANDOM_GOLD
else
create_object GOLD
{
if EXTRA_LOW_RANDOM_GOLD
number_of_groups 1
number_of_objects 3
group_placement_radius 2
elseif LOW_RANDOM_GOLD
number_of_groups 2
number_of_objects 2
group_placement_radius 1
elseif STANDARD_RANDOM_GOLD
number_of_groups 2
number_of_objects 3
group_placement_radius 2
elseif HIGH_RANDOM_GOLD
number_of_groups 2
number_of_objects 4
group_placement_radius 2
elseif EXTRA_HIGH_RANDOM_GOLD
number_of_groups 3
number_of_objects 6
group_placement_radius 2
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 14
if KF_RD_XGOLD_X resource_delta 31967
elseif KF_RD_XGOLD_H resource_delta 5000
elseif KF_RD_XGOLD_M resource_delta 2500
elseif KF_RD_XGOLD_L resource_delta 1000
elseif KF_RD_XGOLD_NO resource_delta 0
elseif KF_RD_XGOLD_NEG_L resource_delta -200
elseif KF_RD_XGOLD_NEG_M resource_delta -400
elseif KF_RD_XGOLD_NEG_H resource_delta -700
elseif KF_RD_XGOLD_NEG_X resource_delta -799
endif
}
endif
endif
if SMALL_MAP
if NO_RANDOM_GOLD
else
create_object GOLD
{
if EXTRA_LOW_RANDOM_GOLD
number_of_groups 1
number_of_objects 3
group_placement_radius 2
elseif LOW_RANDOM_GOLD
number_of_groups 2
number_of_objects 2
group_placement_radius 1
elseif STANDARD_RANDOM_GOLD
number_of_groups 2
number_of_objects 3
group_placement_radius 2
elseif HIGH_RANDOM_GOLD
number_of_groups 2
number_of_objects 4
group_placement_radius 2
elseif EXTRA_HIGH_RANDOM_GOLD
number_of_groups 3
number_of_objects 6
group_placement_radius 2
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 14
if KF_RD_XGOLD_X resource_delta 31967
elseif KF_RD_XGOLD_H resource_delta 5000
elseif KF_RD_XGOLD_M resource_delta 2500
elseif KF_RD_XGOLD_L resource_delta 1000
elseif KF_RD_XGOLD_NO resource_delta 0
elseif KF_RD_XGOLD_NEG_L resource_delta -200
elseif KF_RD_XGOLD_NEG_M resource_delta -400
elseif KF_RD_XGOLD_NEG_H resource_delta -700
elseif KF_RD_XGOLD_NEG_X resource_delta -799
endif
}
endif
endif
if MEDIUM_MAP
if NO_RANDOM_GOLD
else
create_object GOLD
{
if EXTRA_LOW_RANDOM_GOLD
number_of_groups 1
number_of_objects 3
group_variance 1
group_placement_radius 2
elseif LOW_RANDOM_GOLD
number_of_groups 2
number_of_objects 3
group_variance 1
group_placement_radius 1
elseif STANDARD_RANDOM_GOLD
number_of_groups 3
number_of_objects 3
group_variance 1
group_placement_radius 2
elseif HIGH_RANDOM_GOLD
number_of_groups 4
number_of_objects 3
group_variance 1
group_placement_radius 2
elseif EXTRA_HIGH_RANDOM_GOLD
number_of_groups 5
number_of_objects 6
group_variance 1
group_placement_radius 2
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 14
if KF_RD_XGOLD_X resource_delta 31967
elseif KF_RD_XGOLD_H resource_delta 5000
elseif KF_RD_XGOLD_M resource_delta 2500
elseif KF_RD_XGOLD_L resource_delta 1000
elseif KF_RD_XGOLD_NO resource_delta 0
elseif KF_RD_XGOLD_NEG_L resource_delta -200
elseif KF_RD_XGOLD_NEG_M resource_delta -400
elseif KF_RD_XGOLD_NEG_H resource_delta -700
elseif KF_RD_XGOLD_NEG_X resource_delta -799
endif
}
endif
endif
if LARGE_MAP
if NO_RANDOM_GOLD
else
create_object GOLD
{
if EXTRA_LOW_RANDOM_GOLD
number_of_groups 1
number_of_objects 4
group_variance 1
group_placement_radius 2
elseif LOW_RANDOM_GOLD
number_of_groups 2
number_of_objects 4
group_variance 1
group_placement_radius 1
elseif STANDARD_RANDOM_GOLD
number_of_groups 3
number_of_objects 4
group_variance 1
group_placement_radius 2
elseif HIGH_RANDOM_GOLD
number_of_groups 4
number_of_objects 4
group_variance 1
group_placement_radius 2
elseif EXTRA_HIGH_RANDOM_GOLD
number_of_groups 5
number_of_objects 6
group_variance 1
group_placement_radius 2
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 14
if KF_RD_XGOLD_X resource_delta 31967
elseif KF_RD_XGOLD_H resource_delta 5000
elseif KF_RD_XGOLD_M resource_delta 2500
elseif KF_RD_XGOLD_L resource_delta 1000
elseif KF_RD_XGOLD_NO resource_delta 0
elseif KF_RD_XGOLD_NEG_L resource_delta -200
elseif KF_RD_XGOLD_NEG_M resource_delta -400
elseif KF_RD_XGOLD_NEG_H resource_delta -700
elseif KF_RD_XGOLD_NEG_X resource_delta -799
endif
}
endif
endif
if HUGE_MAP
if NO_RANDOM_GOLD
else
create_object GOLD
{
if EXTRA_LOW_RANDOM_GOLD
number_of_groups 2
number_of_objects 4
group_variance 1
group_placement_radius 2
elseif LOW_RANDOM_GOLD
number_of_groups 3
number_of_objects 4
group_variance 1
group_placement_radius 1
elseif STANDARD_RANDOM_GOLD
number_of_groups 4
number_of_objects 4
group_variance 1
group_placement_radius 2
elseif HIGH_RANDOM_GOLD
number_of_groups 5
number_of_objects 4
group_variance 1
group_placement_radius 2
elseif EXTRA_HIGH_RANDOM_GOLD
number_of_groups 6
number_of_objects 6
group_variance 1
group_placement_radius 2
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 14
if KF_RD_XGOLD_X resource_delta 31967
elseif KF_RD_XGOLD_H resource_delta 5000
elseif KF_RD_XGOLD_M resource_delta 2500
elseif KF_RD_XGOLD_L resource_delta 1000
elseif KF_RD_XGOLD_NO resource_delta 0
elseif KF_RD_XGOLD_NEG_L resource_delta -200
elseif KF_RD_XGOLD_NEG_M resource_delta -400
elseif KF_RD_XGOLD_NEG_H resource_delta -700
elseif KF_RD_XGOLD_NEG_X resource_delta -799
endif
}
endif
endif
if GIGANTIC_MAP
if NO_RANDOM_GOLD
else
create_object GOLD
{
if EXTRA_LOW_RANDOM_GOLD
number_of_groups 3
number_of_objects 4
group_variance 1
group_placement_radius 2
elseif LOW_RANDOM_GOLD
number_of_groups 4
number_of_objects 4
group_variance 1
group_placement_radius 1
elseif STANDARD_RANDOM_GOLD
number_of_groups 5
number_of_objects 4
group_variance 1
group_placement_radius 2
elseif HIGH_RANDOM_GOLD
number_of_groups 6
number_of_objects 4
group_variance 1
group_placement_radius 2
elseif EXTRA_HIGH_RANDOM_GOLD
number_of_groups 7
number_of_objects 6
group_variance 1
group_placement_radius 2
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 14
if KF_RD_XGOLD_X resource_delta 31967
elseif KF_RD_XGOLD_H resource_delta 5000
elseif KF_RD_XGOLD_M resource_delta 2500
elseif KF_RD_XGOLD_L resource_delta 1000
elseif KF_RD_XGOLD_NO resource_delta 0
elseif KF_RD_XGOLD_NEG_L resource_delta -200
elseif KF_RD_XGOLD_NEG_M resource_delta -400
elseif KF_RD_XGOLD_NEG_H resource_delta -700
elseif KF_RD_XGOLD_NEG_X resource_delta -799
endif
}
endif
endif
if TINY_MAP
if NO_RANDOM_STONE
else
create_object STONE
{
if EXTRA_LOW_RANDOM_STONE
number_of_groups 1
number_of_objects 2
group_variance 1
group_placement_radius 2
elseif LOW_RANDOM_STONE
number_of_groups 1
number_of_objects 3
group_variance 1
group_placement_radius 2
elseif STANDARD_RANDOM_STONE
number_of_groups 1
number_of_objects 4
group_variance 1
group_placement_radius 2
elseif HIGH_RANDOM_STONE
number_of_groups 1
number_of_objects 5
group_variance 1
group_placement_radius 2
elseif EXTRA_HIGH_RANDOM_STONE
number_of_groups 1
number_of_objects 6
group_variance 1
group_placement_radius 2
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 14
if KF_RD_XSTONE_X resource_delta 32417
elseif KF_RD_XSTONE_H resource_delta 1000
elseif KF_RD_XSTONE_M resource_delta 600
elseif KF_RD_XSTONE_L resource_delta 450
elseif KF_RD_XSTONE_NO resource_delta 0
elseif KF_RD_XSTONE_NEG_L resource_delta -100
elseif KF_RD_XSTONE_NEG_M resource_delta -200
elseif KF_RD_XSTONE_NEG_H resource_delta -300
elseif KF_RD_XSTONE_NEG_X resource_delta -349
endif
}
endif
endif
if SMALL_MAP
if NO_RANDOM_STONE
else
create_object STONE
{
if EXTRA_LOW_RANDOM_STONE
number_of_groups 1
number_of_objects 2
group_variance 1
group_placement_radius 2
elseif LOW_RANDOM_STONE
number_of_groups 1
number_of_objects 3
group_variance 1
group_placement_radius 2
elseif STANDARD_RANDOM_STONE
number_of_groups 1
number_of_objects 4
group_variance 1
group_placement_radius 2
elseif HIGH_RANDOM_STONE
number_of_groups 1
number_of_objects 5
group_variance 1
group_placement_radius 2
elseif EXTRA_HIGH_RANDOM_STONE
number_of_groups 1
number_of_objects 6
group_variance 1
group_placement_radius 2
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 14
if KF_RD_XSTONE_X resource_delta 32417
elseif KF_RD_XSTONE_H resource_delta 1000
elseif KF_RD_XSTONE_M resource_delta 600
elseif KF_RD_XSTONE_L resource_delta 450
elseif KF_RD_XSTONE_NO resource_delta 0
elseif KF_RD_XSTONE_NEG_L resource_delta -100
elseif KF_RD_XSTONE_NEG_M resource_delta -200
elseif KF_RD_XSTONE_NEG_H resource_delta -300
elseif KF_RD_XSTONE_NEG_X resource_delta -349
endif
}
endif
endif
if MEDIUM_MAP
if NO_RANDOM_STONE
else
create_object STONE
{
if EXTRA_LOW_RANDOM_STONE
number_of_groups 2
number_of_objects 2
group_variance 1
group_placement_radius 2
elseif LOW_RANDOM_STONE
number_of_groups 2
number_of_objects 3
group_variance 1
group_placement_radius 2
elseif STANDARD_RANDOM_STONE
number_of_groups 2
number_of_objects 4
group_variance 1
group_placement_radius 2
elseif HIGH_RANDOM_STONE
number_of_groups 2
number_of_objects 5
group_variance 1
group_placement_radius 2
elseif EXTRA_HIGH_RANDOM_STONE
number_of_groups 2
number_of_objects 6
group_variance 1
group_placement_radius 2
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 14
if KF_RD_XSTONE_X resource_delta 32417
elseif KF_RD_XSTONE_H resource_delta 1000
elseif KF_RD_XSTONE_M resource_delta 600
elseif KF_RD_XSTONE_L resource_delta 450
elseif KF_RD_XSTONE_NO resource_delta 0
elseif KF_RD_XSTONE_NEG_L resource_delta -100
elseif KF_RD_XSTONE_NEG_M resource_delta -200
elseif KF_RD_XSTONE_NEG_H resource_delta -300
elseif KF_RD_XSTONE_NEG_X resource_delta -349
endif
}
endif
endif
if LARGE_MAP
if NO_RANDOM_STONE
else
create_object STONE
{
if EXTRA_LOW_RANDOM_STONE
number_of_groups 3
number_of_objects 2
group_variance 1
group_placement_radius 2
elseif LOW_RANDOM_STONE
number_of_groups 3
number_of_objects 3
group_variance 1
group_placement_radius 2
elseif STANDARD_RANDOM_STONE
number_of_groups 3
number_of_objects 4
group_variance 1
group_placement_radius 2
elseif HIGH_RANDOM_STONE
number_of_groups 3
number_of_objects 5
group_variance 1
group_placement_radius 2
elseif EXTRA_HIGH_RANDOM_STONE
number_of_groups 3
number_of_objects 6
group_variance 1
group_placement_radius 2
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 14
if KF_RD_XSTONE_X resource_delta 32417
elseif KF_RD_XSTONE_H resource_delta 1000
elseif KF_RD_XSTONE_M resource_delta 600
elseif KF_RD_XSTONE_L resource_delta 450
elseif KF_RD_XSTONE_NO resource_delta 0
elseif KF_RD_XSTONE_NEG_L resource_delta -100
elseif KF_RD_XSTONE_NEG_M resource_delta -200
elseif KF_RD_XSTONE_NEG_H resource_delta -300
elseif KF_RD_XSTONE_NEG_X resource_delta -349
endif
}
endif
endif
if HUGE_MAP
if NO_RANDOM_STONE
else
create_object STONE
{
if EXTRA_LOW_RANDOM_STONE
number_of_groups 4
number_of_objects 2
group_variance 1
group_placement_radius 2
elseif LOW_RANDOM_STONE
number_of_groups 4
number_of_objects 3
group_variance 1
group_placement_radius 2
elseif STANDARD_RANDOM_STONE
number_of_groups 4
number_of_objects 4
group_variance 1
group_placement_radius 2
elseif HIGH_RANDOM_STONE
number_of_groups 4
number_of_objects 5
group_variance 1
group_placement_radius 2
elseif EXTRA_HIGH_RANDOM_STONE
number_of_groups 4
number_of_objects 6
group_variance 1
group_placement_radius 2
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 14
if KF_RD_XSTONE_X resource_delta 32417
elseif KF_RD_XSTONE_H resource_delta 1000
elseif KF_RD_XSTONE_M resource_delta 600
elseif KF_RD_XSTONE_L resource_delta 450
elseif KF_RD_XSTONE_NO resource_delta 0
elseif KF_RD_XSTONE_NEG_L resource_delta -100
elseif KF_RD_XSTONE_NEG_M resource_delta -200
elseif KF_RD_XSTONE_NEG_H resource_delta -300
elseif KF_RD_XSTONE_NEG_X resource_delta -349
endif
}
endif
endif
if GIGANTIC_MAP
if NO_RANDOM_STONE
else
create_object STONE
{
if EXTRA_LOW_RANDOM_STONE
number_of_groups 5
number_of_objects 2
group_variance 1
group_placement_radius 2
elseif LOW_RANDOM_STONE
number_of_groups 5
number_of_objects 3
group_variance 1
group_placement_radius 2
elseif STANDARD_RANDOM_STONE
number_of_groups 5
number_of_objects 4
group_variance 1
group_placement_radius 2
elseif HIGH_RANDOM_STONE
number_of_groups 5
number_of_objects 5
group_variance 1
group_placement_radius 2
elseif EXTRA_HIGH_RANDOM_STONE
number_of_groups 5
number_of_objects 6
group_variance 1
group_placement_radius 2
endif
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 14
if KF_RD_XSTONE_X resource_delta 32417
elseif KF_RD_XSTONE_H resource_delta 1000
elseif KF_RD_XSTONE_M resource_delta 600
elseif KF_RD_XSTONE_L resource_delta 450
elseif KF_RD_XSTONE_NO resource_delta 0
elseif KF_RD_XSTONE_NEG_L resource_delta -100
elseif KF_RD_XSTONE_NEG_M resource_delta -200
elseif KF_RD_XSTONE_NEG_H resource_delta -300
elseif KF_RD_XSTONE_NEG_X resource_delta -349
endif
}
endif
endif
if WATER_MAP
create_object MARLIN1
{
if NO_MARLIN
number_of_objects 0
elseif EXTRA_LOW_MARLIN
number_of_objects 4
elseif LOW_MARLIN
number_of_objects 7
elseif STANDARD_MARLIN
number_of_objects 10
elseif HIGH_MARLIN
number_of_objects 13
elseif EXTRA_HIGH_MARLIN
number_of_objects 16
endif
set_scaling_to_map_size
set_gaia_object_only
max_distance_to_other_zones 7
min_distance_group_placement 7
if KF_RD_DEEPFISH_X resource_delta 32542
elseif KF_RD_DEEPFISH_H resource_delta 1000
elseif KF_RD_DEEPFISH_M resource_delta 600
elseif KF_RD_DEEPFISH_L resource_delta 450
elseif KF_RD_DEEPFISH_NO resource_delta 0
elseif KF_RD_DEEPFISH_NEG_L resource_delta -100
elseif KF_RD_DEEPFISH_NEG_M resource_delta -200
elseif KF_RD_DEEPFISH_NEG_H resource_delta -300
elseif KF_RD_DEEPFISH_NEG_X resource_delta -349
endif
}
create_object SNAPPER
{
if NO_FISH
number_of_objects 0
elseif EXTRA_LOW_FISH
number_of_objects 5
elseif LOW_FISH
number_of_objects 10
elseif STANDARD_FISH
number_of_objects 12
elseif HIGH_FISH
number_of_objects 15
elseif EXTRA_HIGH_FISH
number_of_objects 20
endif
set_scaling_to_map_size
set_gaia_object_only
max_distance_to_other_zones 4
min_distance_group_placement 4
if KF_RD_DEEPFISH_X resource_delta 32542
elseif KF_RD_DEEPFISH_H resource_delta 1000
elseif KF_RD_DEEPFISH_M resource_delta 600
elseif KF_RD_DEEPFISH_L resource_delta 450
elseif KF_RD_DEEPFISH_NO resource_delta 0
elseif KF_RD_DEEPFISH_NEG_L resource_delta -100
elseif KF_RD_DEEPFISH_NEG_M resource_delta -200
elseif KF_RD_DEEPFISH_NEG_H resource_delta -300
elseif KF_RD_DEEPFISH_NEG_X resource_delta -349
endif
}
create_object SNAPPER
{
if NO_FISH
number_of_objects 0
elseif EXTRA_LOW_FISH
number_of_objects 5
elseif LOW_FISH
number_of_objects 10
elseif STANDARD_FISH
number_of_objects 13
elseif HIGH_FISH
number_of_objects 15
elseif EXTRA_HIGH_FISH
number_of_objects 20
endif
set_scaling_to_map_size
set_gaia_object_only
max_distance_to_other_zones 4
min_distance_group_placement 4
if KF_RD_DEEPFISH_X resource_delta 32542
elseif KF_RD_DEEPFISH_H resource_delta 1000
elseif KF_RD_DEEPFISH_M resource_delta 600
elseif KF_RD_DEEPFISH_L resource_delta 450
elseif KF_RD_DEEPFISH_NO resource_delta 0
elseif KF_RD_DEEPFISH_NEG_L resource_delta -100
elseif KF_RD_DEEPFISH_NEG_M resource_delta -200
elseif KF_RD_DEEPFISH_NEG_H resource_delta -300
elseif KF_RD_DEEPFISH_NEG_X resource_delta -349
endif
}
create_object SHORE_FISH
{
if NO_SHORE_FISH
number_of_objects 0
elseif EXTRA_LOW_SHORE_FISH
number_of_objects 5
elseif LOW_SHORE_FISH
number_of_objects 15
elseif STANDARD_SHORE_FISH
number_of_objects 25
elseif HIGH_SHORE_FISH
number_of_objects 35
elseif EXTRA_HIGH_SHORE_FISH
number_of_objects 45
endif
set_scaling_to_map_size
min_distance_group_placement 2
set_gaia_object_only
if KF_RD_SHOREFISH_X resource_delta 32567
elseif KF_RD_SHOREFISH_H resource_delta 1000
elseif KF_RD_SHOREFISH_M resource_delta 350
elseif KF_RD_SHOREFISH_L resource_delta 250
elseif KF_RD_SHOREFISH_NO resource_delta 0
elseif KF_RD_SHOREFISH_NEG_L resource_delta -75
elseif KF_RD_SHOREFISH_NEG_M resource_delta -120
elseif KF_RD_SHOREFISH_NEG_H resource_delta -160
elseif KF_RD_SHOREFISH_NEG_X resource_delta -199
endif
}
else
create_object SNAPPER
{
if NO_FISH
number_of_objects 0
elseif EXTRA_LOW_FISH
number_of_objects 3
elseif LOW_FISH
number_of_objects 6
elseif STANDARD_FISH
number_of_objects 9
elseif HIGH_FISH
number_of_objects 12
elseif EXTRA_HIGH_FISH
number_of_objects 15
endif
set_scaling_to_map_size
set_gaia_object_only
max_distance_to_other_zones 4
min_distance_group_placement 4
if KF_RD_DEEPFISH_X resource_delta 32542
elseif KF_RD_DEEPFISH_H resource_delta 1000
elseif KF_RD_DEEPFISH_M resource_delta 600
elseif KF_RD_DEEPFISH_L resource_delta 450
elseif KF_RD_DEEPFISH_NO resource_delta 0
elseif KF_RD_DEEPFISH_NEG_L resource_delta -100
elseif KF_RD_DEEPFISH_NEG_M resource_delta -200
elseif KF_RD_DEEPFISH_NEG_H resource_delta -300
elseif KF_RD_DEEPFISH_NEG_X resource_delta -349
endif
}
create_object SNAPPER
{
if NO_FISH
number_of_objects 0
elseif EXTRA_LOW_FISH
number_of_objects 3
elseif LOW_FISH
number_of_objects 6
elseif STANDARD_FISH
number_of_objects 9
elseif HIGH_FISH
number_of_objects 12
elseif EXTRA_HIGH_FISH
number_of_objects 15
endif
set_scaling_to_map_size
set_gaia_object_only
max_distance_to_other_zones 4
min_distance_group_placement 4
if KF_RD_DEEPFISH_X resource_delta 32542
elseif KF_RD_DEEPFISH_H resource_delta 1000
elseif KF_RD_DEEPFISH_M resource_delta 600
elseif KF_RD_DEEPFISH_L resource_delta 450
elseif KF_RD_DEEPFISH_NO resource_delta 0
elseif KF_RD_DEEPFISH_NEG_L resource_delta -100
elseif KF_RD_DEEPFISH_NEG_M resource_delta -200
elseif KF_RD_DEEPFISH_NEG_H resource_delta -300
elseif KF_RD_DEEPFISH_NEG_X resource_delta -349
endif
}
create_object SHORE_FISH
{
if NO_SHORE_FISH
number_of_objects 0
elseif EXTRA_LOW_SHORE_FISH
number_of_objects 5
elseif LOW_SHORE_FISH
number_of_objects 10
elseif STANDARD_SHORE_FISH
number_of_objects 15
elseif HIGH_SHORE_FISH
number_of_objects 25
elseif EXTRA_HIGH_SHORE_FISH
number_of_objects 30
endif
set_scaling_to_map_size
min_distance_group_placement 3
set_gaia_object_only
if KF_RD_DEEPFISH_X resource_delta 32542
elseif KF_RD_DEEPFISH_H resource_delta 1000
elseif KF_RD_DEEPFISH_M resource_delta 600
elseif KF_RD_DEEPFISH_L resource_delta 450
elseif KF_RD_DEEPFISH_NO resource_delta 0
elseif KF_RD_DEEPFISH_NEG_L resource_delta -100
elseif KF_RD_DEEPFISH_NEG_M resource_delta -200
elseif KF_RD_DEEPFISH_NEG_H resource_delta -300
elseif KF_RD_DEEPFISH_NEG_X resource_delta -349
endif
}
endif
if GRASS_TILE
create_object OAKTREE
elseif TROPICAL_TILE
create_object JUNGLE_TREE
elseif SNOW_TILE
create_object SNOW_PINE_TREE
elseif DESERT_TILE
create_object PALMTREE
endif
{
number_of_objects 15
set_gaia_object_only
set_scaling_to_map_size
min_distance_to_players 8
if KF_RD_XSTRAGGLER_X resource_delta 32667
elseif KF_RD_XSTRAGGLER_H resource_delta 1000
elseif KF_RD_XSTRAGGLER_M resource_delta 200
elseif KF_RD_XSTRAGGLER_L resource_delta 150
elseif KF_RD_XSTRAGGLER_NO resource_delta 0
elseif KF_RD_XSTRAGGLER_NEG_L resource_delta -50
elseif KF_RD_XSTRAGGLER_NEG_M resource_delta -75
elseif KF_RD_XSTRAGGLER_NEG_H resource_delta -90
elseif KF_RD_XSTRAGGLER_NEG_X resource_delta -99
endif
}
if GRASS_TILE
create_object PINETREE
elseif TROPICAL_TILE
create_object JUNGLE_TREE
elseif SNOW_TILE
create_object SNOW_PINE_TREE
elseif DESERT_TILE
create_object PALMTREE
endif
{
number_of_objects 15
set_gaia_object_only
set_scaling_to_map_size
min_distance_to_players 8
if KF_RD_XSTRAGGLER_X resource_delta 32667
elseif KF_RD_XSTRAGGLER_H resource_delta 1000
elseif KF_RD_XSTRAGGLER_M resource_delta 200
elseif KF_RD_XSTRAGGLER_L resource_delta 150
elseif KF_RD_XSTRAGGLER_NO resource_delta 0
elseif KF_RD_XSTRAGGLER_NEG_L resource_delta -50
elseif KF_RD_XSTRAGGLER_NEG_M resource_delta -75
elseif KF_RD_XSTRAGGLER_NEG_H resource_delta -90
elseif KF_RD_XSTRAGGLER_NEG_X resource_delta -99
endif
}
if EXTRA_HIGH_SHEEP_GROUPS
if TROPICAL_TILE
create_object TURKEY
else
create_object SHEEP
endif
{
number_of_groups 4
if STANDARD_SHEEP
number_of_objects 2
elseif HIGH_SHEEP
number_of_objects 2
elseif EXTRA_HIGH_SHEEP
number_of_objects 3
elseif LOW_SHEEP
number_of_objects 2
elseif EXTRA_LOW_SHEEP
number_of_objects 1
endif
set_loose_grouping
set_scaling_to_map_size
set_gaia_object_only
min_distance_group_placement 10
min_distance_to_players 40
max_distance_to_players 120
if KF_RD_XSHEEP_X resource_delta 32667
elseif KF_RD_XSHEEP_H resource_delta 1000
elseif KF_RD_XSHEEP_M resource_delta 200
elseif KF_RD_XSHEEP_L resource_delta 150
elseif KF_RD_XSHEEP_NO resource_delta 0
elseif KF_RD_XSHEEP_NEG_L resource_delta -50
elseif KF_RD_XSHEEP_NEG_M resource_delta -75
elseif KF_RD_XSHEEP_NEG_H resource_delta -90
elseif KF_RD_XSHEEP_NEG_X resource_delta -99
endif
}
endif
/* These are the straggler trees near every Town Center. */
if GRASS_TILE
create_object OAKTREE
elseif TROPICAL_TILE
create_object JUNGLE_TREE
elseif SNOW_TILE
create_object SNOW_PINE_TREE
elseif DESERT_TILE
create_object PALMTREE
endif
{
if EXTRA_LOW_PLAYER_TREES
number_of_objects 1
elseif LOW_PLAYER_TREES
number_of_objects 1
elseif STANDARD_PLAYER_TREES
number_of_objects 2
elseif HIGH_PLAYER_TREES
number_of_objects 3
elseif EXTRA_HIGH_PLAYER_TREES
number_of_objects 3
endif
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 4
max_distance_to_players 5
min_distance_group_placement 2
if KF_RD_STRAGGLER_X resource_delta 32667
elseif KF_RD_STRAGGLER_H resource_delta 1000
elseif KF_RD_STRAGGLER_M resource_delta 200
elseif KF_RD_STRAGGLER_L resource_delta 150
elseif KF_RD_STRAGGLER_NO resource_delta 0
elseif KF_RD_STRAGGLER_NEG_L resource_delta -50
elseif KF_RD_STRAGGLER_NEG_M resource_delta -75
elseif KF_RD_STRAGGLER_NEG_H resource_delta -90
elseif KF_RD_STRAGGLER_NEG_X resource_delta -99
endif
}
if GRASS_TILE
create_object OAKTREE
elseif TROPICAL_TILE
create_object JUNGLE_TREE
elseif SNOW_TILE
create_object SNOW_PINE_TREE
elseif DESERT_TILE
create_object PALMTREE
endif
{
if EXTRA_LOW_PLAYER_TREES
number_of_objects 1
elseif LOW_PLAYER_TREES
number_of_objects 2
elseif STANDARD_PLAYER_TREES
number_of_objects 3
elseif HIGH_PLAYER_TREES
number_of_objects 3
elseif EXTRA_HIGH_PLAYER_TREES
number_of_objects 4
endif
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 8
min_distance_group_placement 2
if KF_RD_STRAGGLER_X resource_delta 32667
elseif KF_RD_STRAGGLER_H resource_delta 1000
elseif KF_RD_STRAGGLER_M resource_delta 200
elseif KF_RD_STRAGGLER_L resource_delta 150
elseif KF_RD_STRAGGLER_NO resource_delta 0
elseif KF_RD_STRAGGLER_NEG_L resource_delta -50
elseif KF_RD_STRAGGLER_NEG_M resource_delta -75
elseif KF_RD_STRAGGLER_NEG_H resource_delta -90
elseif KF_RD_STRAGGLER_NEG_X resource_delta -99
endif
}
<ELEVATION_GENERATION>
if KF_ELEVATION_ZERO
elseif KF_ELEVATION_SEVEN
create_elevation 7
{
if GRASS_TILE base_terrain GRASS
elseif TROPICAL_TILE base_terrain GRASS3
elseif SNOW_TILE base_terrain GRASS_SNOW
elseif DESERT_TILE base_terrain DIRT
endif
if KF_NOCLUMPS number_of_clumps 2
elseif KF_LOW_CLUMPS number_of_clumps 10
elseif KF_MEDIUM_CLUMPS number_of_clumps 14
elseif KF_HIGH_CLUMPS number_of_clumps 20
endif
if TINY_MAP number_of_tiles 3628
elseif SMALL_MAP number_of_tiles 6451
elseif MEDIUM_MAP number_of_tiles 10080
elseif LARGE_MAP number_of_tiles 14515
elseif HUGE_MAP number_of_tiles 28000
elseif GIGANTIC_MAP number_of_tiles 43417
endif
set_scale_by_groups
set_scale_by_size
}
elseif KF_ELEVATION_SIX
create_elevation 6
{
if GRASS_TILE base_terrain GRASS
elseif TROPICAL_TILE base_terrain GRASS3
elseif SNOW_TILE base_terrain GRASS_SNOW
elseif DESERT_TILE base_terrain DIRT
endif
if KF_NOCLUMPS number_of_clumps 2
elseif KF_LOW_CLUMPS number_of_clumps 10
elseif KF_MEDIUM_CLUMPS number_of_clumps 14
elseif KF_HIGH_CLUMPS number_of_clumps 20
endif
if TINY_MAP
number_of_tiles 3110
elseif SMALL_MAP
number_of_tiles 5530
elseif MEDIUM_MAP
number_of_tiles 8640
elseif LARGE_MAP
number_of_tiles 12442
elseif HUGE_MAP
number_of_tiles 24000
elseif GIGANTIC_MAP
number_of_tiles 37215
endif
set_scale_by_groups
set_scale_by_size
}
elseif KF_ELEVATION_FIVE
create_elevation 5
{
if GRASS_TILE base_terrain GRASS
elseif TROPICAL_TILE base_terrain GRASS3
elseif SNOW_TILE base_terrain GRASS_SNOW
elseif DESERT_TILE base_terrain DIRT
endif
if KF_NOCLUMPS number_of_clumps 2
elseif KF_LOW_CLUMPS number_of_clumps 10
elseif KF_MEDIUM_CLUMPS number_of_clumps 14
elseif KF_HIGH_CLUMPS number_of_clumps 20
endif
if TINY_MAP
number_of_tiles 2592
elseif SMALL_MAP
number_of_tiles 4608
elseif MEDIUM_MAP
number_of_tiles 7200
elseif LARGE_MAP
number_of_tiles 10368
elseif HUGE_MAP
number_of_tiles 20000
elseif GIGANTIC_MAP
number_of_tiles 31013
endif
set_scale_by_groups
set_scale_by_size
}
elseif KF_ELEVATION_FOUR
create_elevation 4
{
if GRASS_TILE base_terrain GRASS
elseif TROPICAL_TILE base_terrain GRASS3
elseif SNOW_TILE base_terrain GRASS_SNOW
elseif DESERT_TILE base_terrain DIRT
endif
if KF_NOCLUMPS number_of_clumps 2
elseif KF_LOW_CLUMPS number_of_clumps 10
elseif KF_MEDIUM_CLUMPS number_of_clumps 14
elseif KF_HIGH_CLUMPS number_of_clumps 20
endif
if TINY_MAP
number_of_tiles 2074
elseif SMALL_MAP
number_of_tiles 3686
elseif MEDIUM_MAP
number_of_tiles 5760
elseif LARGE_MAP
number_of_tiles 8294
elseif HUGE_MAP
number_of_tiles 16000
elseif GIGANTIC_MAP
number_of_tiles 24810
endif
set_scale_by_groups
set_scale_by_size
}
elseif KF_ELEVATION_THREE
create_elevation 3
{
if GRASS_TILE base_terrain GRASS
elseif TROPICAL_TILE base_terrain GRASS3
elseif SNOW_TILE base_terrain GRASS_SNOW
elseif DESERT_TILE base_terrain DIRT
endif
if KF_NOCLUMPS number_of_clumps 2
elseif KF_LOW_CLUMPS number_of_clumps 10
elseif KF_MEDIUM_CLUMPS number_of_clumps 14
elseif KF_HIGH_CLUMPS number_of_clumps 20
endif
if TINY_MAP
number_of_tiles 1555
elseif SMALL_MAP
number_of_tiles 2765
elseif MEDIUM_MAP
number_of_tiles 4320
elseif LARGE_MAP
number_of_tiles 6221
elseif HUGE_MAP
number_of_tiles 12000
elseif GIGANTIC_MAP
number_of_tiles 18608
endif
set_scale_by_groups
set_scale_by_size
}
elseif KF_ELEVATION_TWO
create_elevation 2
{
if GRASS_TILE base_terrain GRASS
elseif TROPICAL_TILE base_terrain GRASS3
elseif SNOW_TILE base_terrain GRASS_SNOW
elseif DESERT_TILE base_terrain DIRT
endif
if KF_NOCLUMPS number_of_clumps 2
elseif KF_LOW_CLUMPS number_of_clumps 10
elseif KF_MEDIUM_CLUMPS number_of_clumps 14
elseif KF_HIGH_CLUMPS number_of_clumps 20
endif
if TINY_MAP
number_of_tiles 1037
elseif SMALL_MAP
number_of_tiles 1843
elseif MEDIUM_MAP
number_of_tiles 2880
elseif LARGE_MAP
number_of_tiles 4147
elseif HUGE_MAP
number_of_tiles 8000
elseif GIGANTIC_MAP
number_of_tiles 12405
endif
set_scale_by_groups
set_scale_by_size
}
elseif KF_ELEVATION_ONE
create_elevation 1
{
if GRASS_TILE base_terrain GRASS
elseif TROPICAL_TILE base_terrain GRASS3
elseif SNOW_TILE base_terrain GRASS_SNOW
elseif DESERT_TILE base_terrain DIRT
endif
if KF_NOCLUMPS number_of_clumps 2
elseif KF_LOW_CLUMPS number_of_clumps 10
elseif KF_MEDIUM_CLUMPS number_of_clumps 14
elseif KF_HIGH_CLUMPS number_of_clumps 20
endif
if TINY_MAP
number_of_tiles 518
elseif SMALL_MAP
number_of_tiles 922
elseif MEDIUM_MAP
number_of_tiles 1440
elseif LARGE_MAP
number_of_tiles 2074
elseif HUGE_MAP
number_of_tiles 4000
elseif GIGANTIC_MAP
number_of_tiles 6203
endif
set_scale_by_groups
set_scale_by_size
}
endif
if NO_CLIFF
else
<CLIFF_GENERATION>
if LOW_CLIFF
min_number_of_cliffs 3
max_number_of_cliffs 6
elseif NORMAL_CLIFF
min_number_of_cliffs 5
max_number_of_cliffs 8
elseif HIGH_CLIFF
min_number_of_cliffs 7
max_number_of_cliffs 10
elseif HIGH_CLIFF
min_number_of_cliffs 10
max_number_of_cliffs 15
endif
start_random
percent_chance 20 min_length_of_cliff 3
percent_chance 20 min_length_of_cliff 4
percent_chance 20 min_length_of_cliff 5
percent_chance 20 min_length_of_cliff 6
percent_chance 20 min_length_of_cliff 7
end_random
start_random
percent_chance 20 max_length_of_cliff 8
percent_chance 20 max_length_of_cliff 9
percent_chance 20 max_length_of_cliff 10
percent_chance 20 max_length_of_cliff 11
percent_chance 20 max_length_of_cliff 12
end_random
start_random
percent_chance 20 cliff_curliness 8
percent_chance 20 cliff_curliness 9
percent_chance 20 cliff_curliness 10
percent_chance 20 cliff_curliness 11
percent_chance 20 cliff_curliness 12
end_random
start_random
percent_chance 20 min_distance_cliffs 2
percent_chance 20 min_distance_cliffs 3
percent_chance 20 min_distance_cliffs 4
percent_chance 20 min_distance_cliffs 5
percent_chance 20 min_distance_cliffs 6
end_random
endif
if KF_NOMAD
<CONNECTION_GENERATION>
create_connect_all_players_land
{
if GRASS_TILE
replace_terrain FOREST MOSS_ROAD
terrain_size FOREST 1 0
elseif TROPICAL_TILE
replace_terrain JUNGLE MOSS_ROAD
terrain_size JUNGLE 1 0
elseif SNOW_TILE
replace_terrain SNOW_FOREST MOSS_ROAD
terrain_size SNOW_FOREST 1 0
elseif DESERT_TILE
replace_terrain PALM_DESERT MOSS_ROAD
terrain_size PALM_DESERT 1 0
endif
if SNOW_TILE
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
if NARROW_CONNECTIONS
terrain_size WATER 3 1
terrain_size MED_WATER 3 1
terrain_size DEEP_WATER 3 1
elseif MEDIUM_CONNECTIONS
terrain_size WATER 5 2
terrain_size MED_WATER 5 2
terrain_size DEEP_WATER 5 2
elseif WIDE_CONNECTIONS
terrain_size WATER 8 3
terrain_size MED_WATER 8 3
terrain_size DEEP_WATER 8 3
endif
}
else
if FOREST_MAP
<CONNECTION_GENERATION>
if ALL_PLAYERS_CONNECTIONS
create_connect_all_players_land
else
create_connect_all_lands
endif
{
if GRASS_TILE
replace_terrain FOREST MOSS_ROAD
terrain_size FOREST 1 0
elseif TROPICAL_TILE
replace_terrain JUNGLE MOSS_ROAD
terrain_size JUNGLE 1 0
elseif SNOW_TILE
replace_terrain SNOW_FOREST MOSS_ROAD
terrain_size SNOW_FOREST 1 0
elseif DESERT_TILE
replace_terrain PALM_DESERT MOSS_ROAD
terrain_size PALM_DESERT 1 0
endif
}
else
<CONNECTION_GENERATION>
if ALL_CONNECTIONS
create_connect_all_lands
elseif TEAM_CONNECTIONS
create_connect_teams_lands
elseif ALL_PLAYERS_CONNECTIONS
create_connect_all_players_land
endif
{
if SNOW_TILE
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
if NARROW_CONNECTIONS
terrain_size WATER 2 1
terrain_size MED_WATER 2 1
terrain_size DEEP_WATER 2 1
elseif MEDIUM_CONNECTIONS
terrain_size WATER 4 1
terrain_size MED_WATER 4 1
terrain_size DEEP_WATER 4 1
elseif WIDE_CONNECTIONS
terrain_size WATER 6 2
terrain_size MED_WATER 6 2
terrain_size DEEP_WATER 6 2
endif
}
endif
endif
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