wesnoth/data/scenarios/multiplayer/Random_Scenario_Winter.cfg
Moritz Göbelbecker 0abbca6073 Added layered terrains
Converted maps and scenarios to new system
2007-04-22 18:34:24 +00:00

229 lines
4.1 KiB
INI

[multiplayer]
id=ranmap3
name= _ "Random map (Winter)"
description= _ "A random map set in the break between spring and winter, mainly with snowy terrains. Note: random maps are often unbalanced, but if you have time, you can regenerate them until you get a good one."
map_generation=default
[generator]
[scenario]
name= _ "Random map (Winter)"
id=ranmap3
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
[/scenario]
name=default
map_width=40
map_height=40
iterations=2000
hill_size=6
max_lakes=40
villages=25
players=2
min_lake_height=500
lake_size=150
river_frequency=20
temperature_iterations=2000
temperature_size=4
roads=4
road_windiness=3
#list of common terrain types which come in at
#different heights, from highest to lowest
[height]
height=600
terrain=Mm
[/height]
[height]
height=500
terrain=Hh
[/height]
[height]
height=100
terrain=Gg
[/height]
[height]
height=5
terrain=Ww
[/height]
[height]
height=0
terrain=Wo
[/height]
#water at cold temperatures becomes ice
[convert]
min_height=50
max_temperature=150
from=Ww, Wo, Ss
to=Ai
[/convert]
#at low temperatures, snow appears
[convert]
min_height=50
max_temperature=150
from=Gg, Ds
to=Aa
[/convert]
#hills at low temperatures get snow on them
[convert]
max_temperature=200
from=Hh
to=Ha
[/convert]
#forest appears at moderate temperatures
[convert]
min_temperature=250
max_temperature=400
from=Gg
to=Aa^Fpa
[/convert]
#forest appears at moderate temperatures
[convert]
min_temperature=250
max_temperature=500
from=Gg
to=Gs^Fp
[/convert]
#road costs
[road_cost]
terrain=Gg
cost=10
convert_to=Re
[/road_cost]
[road_cost]
terrain=Gs^Fp
cost=20
convert_to=Re
[/road_cost]
[road_cost]
terrain=Aa^Fpa
cost=20
convert_to=Re
[/road_cost]
[road_cost]
terrain=Ww
cost=50
convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
#convert_to=C
[/road_cost]
[road_cost]
terrain=Hh
cost=25
convert_to=Re
[/road_cost]
[road_cost]
terrain=Ha
cost=25
convert_to=Re
[/road_cost]
[road_cost]
terrain=Mm
cost=40
convert_to=Re
[/road_cost]
#road going through snow
[road_cost]
terrain=Aa
cost=10
convert_to=Re
[/road_cost]
#define MIN_COST_ROAD X
[road_cost]
terrain={X}
cost=2
convert_to={X}
[/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=Gg
convert_to=Gg^Vh
adjacent_liked=Gg, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
rating=6
[/village]
#villages in forest are Elvish
[village]
terrain=Gs^Fp
convert_to=Gg^Ve
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp, Gs^Fp, Gs^Fp
[/village]
[village]
terrain=Aa^Fpa
convert_to=Aa^Vha
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Aa^Fpa, Aa^Fpa, Aa^Fpa
[/village]
[village]
terrain=Hh
convert_to=Hh^Vhh
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[village]
terrain=Ha
convert_to=Ha^Vhha
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Ha, Gs^Fp
[/village]
[village]
terrain=Mm
convert_to=Hm^Vhh
rating=3
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
#villages in snow
[village]
terrain=Aa
convert_to=Aa^Vha
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp, Aa
[/village]
[castle]
valid_terrain=Gg, Gs^Fp, Hh, Aa^Fpa, Ha, Mm
min_distance=12
[/castle]
[naming]
{VILLAGE_NAMES}
[/naming]
[village_naming]
{VILLAGE_NAMES}
[/village_naming]
[/generator]
#undef MIN_COST_ROAD
[/multiplayer]