#textdomain wesnoth-multiplayer [multiplayer] id=multiplayer_Random_Map_Desert name= _ "Random map (Desert)" description= _ "A random map with sand as the primary terrain. Note: random maps are often unbalanced, but if you have time, you can regenerate them until you get a good one." scenario_generation=default [generator] [scenario] name= _ "Random map (Desert)" id=multiplayer_Random_Map_Desert {DEFAULT_MUSIC_PLAYLIST} {DEFAULT_SCHEDULE} [event] name=prestart {SCATTER_EMBELLISHMENTS G*,D*,R*,Uu*,Ur* ^Es 2} {SCATTER_EMBELLISHMENTS Uu* ^Emf 2} {SCATTER_EMBELLISHMENTS D* ^Edp 2} {SCATTER_EMBELLISHMENTS G*,R* ^Wm 0.25} [/event] [/scenario] name=default map_width=40 map_height=40 iterations=2000 hill_size=6 max_lakes=40 villages=25 players=2 min_lake_height=600 lake_size=120 river_frequency=15 temperature_iterations=2000 temperature_size=4 roads=3 road_windiness=3 #list of common terrain types which come in at #different heights, from highest to lowest [height] height=600 terrain=Mdd [/height] [height] height=450 terrain=Hd [/height] [height] height=150 terrain=Gs [/height] [height] height=120 terrain=Dd [/height] [height] height=5 terrain=Ww [/height] [height] height=0 terrain=Wo [/height] [convert] min_temperature=150 max_temperature=200 from=Gs to=Gs^Ft [/convert] [convert] min_temperature=150 max_temperature=600 from=Gs to=Dd [/convert] #road costs [road_cost] terrain=Gs cost=10 convert_to=Re [/road_cost] [road_cost] terrain=Dd cost=15 convert_to=Rd [/road_cost] [road_cost] terrain=Gs^Ft cost=20 convert_to=Rd [/road_cost] [road_cost] terrain=Ww cost=50 convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\ convert_to=Ch [/road_cost] [road_cost] terrain=Hd cost=30 convert_to=Rd [/road_cost] [road_cost] terrain=Mdd cost=50 convert_to=Rd [/road_cost] #define MIN_COST_ROAD TERRAIN [road_cost] terrain={TERRAIN} cost=2 convert_to={TERRAIN} [/road_cost] #enddef {MIN_COST_ROAD Re} {MIN_COST_ROAD Ww^Bw|} {MIN_COST_ROAD Ww^Bw/} {MIN_COST_ROAD Ww^Bw\} {MIN_COST_ROAD Ch} [village] terrain=Gs convert_to=Gg^Vh adjacent_liked=Gs, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Hd, Gs^Ft rating=8 [/village] #villages in desert [village] terrain=Dd convert_to=Dd^Vda rating=5 adjacent_liked=Dd, Dd, Gs, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Hd, Gs^Ft [/village] #villages in Tropical forest are Jungle huts [village] terrain=Gs^Ft convert_to=Gs^Vht rating=4 adjacent_liked=Gs, Dd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Gs^Vht, Hd, Gs^Ft, Gs^Ft, Gs^Ft [/village] #villages in hills [village] terrain=Hd convert_to=Dd^Vdt rating=4 adjacent_liked=Gs, Dd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Hd, Gs^Ft [/village] #villages in mountains [village] terrain=Md convert_to=Dd^Vdt rating=3 adjacent_liked=Gs, Dd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Hd, Gs^Ft [/village] #merfolk villages - give them low chance of appearing [village] terrain=Ww convert_to=Ww^Vm rating=1 adjacent_liked=Ww, Ww [/village] [castle] valid_terrain=Dd, Gs, Gs^Ft, Hd min_distance=12 [/castle] [naming] {VILLAGE_NAMES} [/naming] [village_naming] {VILLAGE_NAMES} [/village_naming] [/generator] #undef MIN_COST_ROAD [/multiplayer]