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Norse Forest.rms
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Norse Forest.rms
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/* Pine Black Forest for Forgotten Empires */
/* Note: random_map.def is automatically included in every rms script */
/* ****************************************************** */
<PLAYER_SETUP>
random_placement
ai_info_map_type BLACK_FOREST 0 0 0
/* ****************************************************** */
start_random
percent_chance 25
#define SPRING_MAP
percent_chance 25
#define SUMMER_MAP
percent_chance 25
#define WINTER_MAP
percent_chance 25
#define AUTUMN_MAP
end_random
if SUMMER_MAP
#const VEGETATION 19 /*PINE_FOREST*/
#const GROUND 0 /*GRASS*/
#const TREE 350 /*PINETREE*/
elseif SPRING_MAP
#const VEGETATION 21 /*SNOW_FOREST*/
#const GROUND 34 /*GRASS_SNOW*/
#const TREE 413 /*SNOWPINETREE*/
elseif AUTUMN_MAP
#const VEGETATION 19 /*PINE_FOREST*/
#const GROUND 5 /*LEAVES*/
#const TREE 350 /*PINETREE*/
else
#const VEGETATION 21 /*SNOW_FOREST*/
#const GROUND 32 /*SNOW*/
#const TREE 413 /*SNOWPINETREE*/
endif
#const FRIENDLY_HUNTABLE 65 /*DEER*/
#const AGGRESSIVE_HUNTABLE 48 /*WILD_BOAR*/
#const HERDABLE_ANIMAL 705 /*DLC_COW*/
#const WILD_ANIMAL 486 /*DLC_BEAR*/
#const ROADS 25 /*ROAD2*/
<LAND_GENERATION>
base_terrain VEGETATION
create_player_lands
{
terrain_type GROUND
land_percent 50
base_size 13
other_zone_avoidance_distance 6
}
<TERRAIN_GENERATION>
create_terrain VEGETATION
{
base_terrain GROUND
spacing_to_other_terrain_types 5
land_percent 20
number_of_clumps 24
set_avoid_player_start_areas
}
create_terrain GROUND
{
base_terrain VEGETATION
spacing_to_other_terrain_types 1
land_percent 7
number_of_clumps 9
set_avoid_player_start_areas
}
create_terrain GROUND
{
base_terrain GROUND
endif
number_of_clumps 40
spacing_to_other_terrain_types 1
land_percent 3
set_scale_by_size
}
if WINTER_MAP
create_terrain ICE
else
create_terrain WATER
endif
{
base_terrain GROUND
spacing_to_other_terrain_types 1
land_percent 1
number_of_clumps 4
set_avoid_player_start_areas
set_flat_terrain_only
}
create_terrain MED_WATER
{
base_terrain WATER
spacing_to_other_terrain_types 2
land_percent 1
number_of_clumps 4
set_avoid_player_start_areas
set_flat_terrain_only
}
<OBJECTS_GENERATION>
create_object TOWN_CENTER
{
set_place_for_every_player
group_placement_radius 18
min_distance_to_players 0
max_distance_to_players 0
}
create_object VILLAGER
{
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 6
}
create_object SCOUT
{
number_of_objects 1
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 9
}
if LUDIKRIS_MAP
create_object RELIC
{
number_of_objects 250
min_distance_to_players 25
temp_min_distance_group_placement 110
}
else
create_object RELIC
{
number_of_objects 5
min_distance_to_players 25
temp_min_distance_group_placement 20
}
endif
if REGICIDE
create_object VILLAGER
{
number_of_objects 7
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 6
}
create_object KING
{
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 6
}
create_object CASTLE
{
set_place_for_every_player
min_distance_to_players 10
max_distance_to_players 10
}
endif
/* MAIN FORAGE */
create_object FORAGE
{
number_of_objects 6
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 10
max_distance_to_players 12
min_distance_group_placement 6
}
/* MAIN GOLD */
create_object GOLD
{
number_of_objects 7
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 12
max_distance_to_players 16
min_distance_group_placement 7
max_distance_to_other_zones 7
}
/* SECONDARY GOLD */
create_object GOLD
{
number_of_objects 4
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 18
max_distance_to_players 26
min_distance_group_placement 7
max_distance_to_other_zones 7
}
/* NEUTRAL GOLD */
create_object GOLD
{
number_of_objects 4
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 25
max_distance_to_players 35
min_distance_group_placement 7
max_distance_to_other_zones 7
}
/* MAIN STONE */
create_object STONE
{
number_of_objects 5
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 14
max_distance_to_players 18
min_distance_group_placement 7
max_distance_to_other_zones 7
}
/* NEUTRAL STONE */
create_object STONE
{
number_of_objects 4
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 20
max_distance_to_players 26
min_distance_group_placement 7
max_distance_to_other_zones 7
}
create_object HERDABLE_ANIMAL
{
number_of_objects 4
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 10
max_distance_to_players 12
}
create_object HERDABLE_ANIMAL
{
number_of_objects 2
number_of_groups 2
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 14
max_distance_to_players 30
}
create_object FRIENDLY_HUNTABLE
{
start_random
percent_chance 50
number_of_objects 4
percent_chance 50
number_of_objects 3
end_random
group_placement_radius 3
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
start_random
percent_chance 50
min_distance_to_players 14
max_distance_to_players 22
percent_chance 50
min_distance_to_players 23
max_distance_to_players 30
end_random
}
create_object AGGRESSIVE_HUNTABLE
{
number_of_objects 1
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 16
max_distance_to_players 22
}
create_object AGGRESSIVE_HUNTABLE
{
number_of_objects 1
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 16
max_distance_to_players 22
}
create_object WILD_ANIMAL
{
number_of_objects 2
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 30
max_distance_to_players 40
}
if LARGE_MAP
create_object FORAGE
{
number_of_groups 1
number_of_objects 5
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 9
}
create_object GOLD
{
number_of_groups 3
number_of_objects 3
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
create_object STONE
{
number_of_groups 3
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if HUGE_MAP
create_object FORAGE
{
number_of_groups 2
number_of_objects 5
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 9
}
create_object GOLD
{
number_of_groups 4
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
create_object STONE
{
number_of_groups 4
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if GIGANTIC_MAP
create_object FORAGE
{
number_of_groups 3
number_of_objects 5
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 9
}
create_object GOLD
{
number_of_groups 5
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
create_object STONE
{
number_of_groups 5
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if LUDIKRIS_MAP
create_object FORAGE
{
number_of_groups 12
number_of_objects 5
group_placement_radius 3
min_distance_to_players 40
set_tight_grouping
set_gaia_object_only
temp_min_distance_group_placement 15
}
create_object GOLD
{
number_of_groups 250
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
temp_min_distance_group_placement 44
}
create_object STONE
{
number_of_groups 250
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
temp_min_distance_group_placement 44
}
endif
if TINY_MAP
create_object GOLD
{
number_of_groups 2
number_of_objects 3
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
create_object STONE
{
number_of_groups 1
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if SMALL_MAP
create_object GOLD
{
number_of_groups 2
number_of_objects 3
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
create_object STONE
{
number_of_groups 1
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if MEDIUM_MAP
create_object GOLD
{
number_of_groups 3
number_of_objects 3
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
create_object STONE
{
number_of_groups 2
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
/* NEAR TREES */
create_object TREE
{
number_of_objects 2
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 4
max_distance_to_players 5
min_distance_group_placement 2
}
create_object TREE
{
number_of_objects 3
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 8
min_distance_group_placement 2
}
create_object HAWK
{
number_of_objects 6
set_scaling_to_map_size
}
create_object WILD_ANIMAL
{
number_of_groups 3
set_loose_grouping
start_random
percent_chance 75
number_of_objects 1
percent_chance 25
number_of_objects 2
end_random
set_scaling_to_map_size
set_gaia_object_only
min_distance_group_placement 12
min_distance_to_players 40
max_distance_to_players 120
}
create_object AGGRESSIVE_HUNTABLE
{
number_of_objects 3
group_variance 1
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 35
min_distance_group_placement 5
}
create_object TREE
{
number_of_objects 100
set_gaia_object_only
min_distance_to_players 6
min_distance_group_placement 2
}
create_object SHORE_FISH
{
number_of_objects 3
set_gaia_object_only
set_scaling_to_map_size
}
<ELEVATION_GENERATION>
create_elevation 4
{
base_terrain GROUND
number_of_clumps 10
number_of_tiles 700
set_scale_by_groups
}
<ELEVATION_GENERATION>
create_elevation 7
{
base_terrain VEGETATION
number_of_clumps 7
number_of_tiles 4300
set_scale_by_groups
}
<CONNECTION_GENERATION>
create_connect_all_players_land
{
replace_terrain VEGETATION GROUND
replace_terrain GROUND GROUND
replace_terrain WATER SHALLOW
replace_terrain DEEP_WATER SHALLOW
replace_terrain WATER SHALLOW
terrain_cost GROUND 1
terrain_cost VEGETATION 2
terrain_cost BEACH 4
terrain_cost WATER 5
terrain_cost ICE 5
terrain_cost MED_WATER 7
terrain_size WATER 2 1
terrain_size DLC_WATER5 2 1
terrain_size ICE 2 1
terrain_size MED_WATER 2 1
terrain_size GROUND 0 0
terrain_size VEGETATION 3 1
terrain_size ROADS 10 8
}
create_connect_teams_lands
{
replace_terrain VEGETATION ROADS
replace_terrain GROUND ROADS
replace_terrain WATER SHALLOW
replace_terrain DLC_WATER5 SHALLOW
replace_terrain MED_WATER SHALLOW
replace_terrain PALM_DESERT DESERT
terrain_cost WATER 7
terrain_cost DLC_WATER5 7
terrain_cost MED_WATER 7
terrain_cost ICE 7
terrain_cost VEGETATION 7
terrain_cost PINE_FOREST 7
terrain_cost BEACH 4
terrain_cost GROUND 2
terrain_cost ROADS 1
terrain_size WATER 2 1
terrain_size DLC_WATER5 2 1
terrain_size MED_WATER 2 1
terrain_size ICE 2 1
terrain_size GROUND 1 0
terrain_size ROADS 0 0
}