wesnoth/data/multiplayer/scenarios/Random_Scenario_Marsh.cfg

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INI

#textdomain wesnoth-multiplayer
[multiplayer]
id=multiplayer_Random_Map_Marsh
name= _ "Random map (Marsh)"
description= _ "A random map with swamp 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 (Marsh)"
id=multiplayer_Random_Map_Marsh
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
[event]
name=prestart
{SCATTER_EMBELLISHMENTS G* ^Efm 7}
{SCATTER_EMBELLISHMENTS Rb,Gd ^Gvs 5}
{SCATTER_EMBELLISHMENTS G*,D*,R*,Uu*,Ur* ^Es 2}
{SCATTER_EMBELLISHMENTS G*,R*,Uu*,Ur* ^Em 2}
{SCATTER_EMBELLISHMENTS Uu* ^Emf 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=100
lake_size=50
river_frequency=200
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=Mm
[/height]
[height]
height=500
terrain=Hh
[/height]
[height]
height=100
terrain=Gg
[/height]
[height]
height=30
terrain=Ww
[/height]
[height]
height=5
terrain=Ww
[/height]
[height]
height=0
terrain=Wo
[/height]
[convert]
min_temperature=300
max_temperature=700
max_height=300
from=Gg
to=Gs^Fp
[/convert]
[convert]
min_temperature=100
max_temperature=600
from=Gg
to=Ss
[/convert]
[convert]
min_temperature=400
from=Gg
to=Gs^Fp
[/convert]
#road costs
[road_cost]
terrain=Gg
cost=10
convert_to=Re
[/road_cost]
[road_cost]
terrain=Ds
cost=25
convert_to=Re
[/road_cost]
[road_cost]
terrain=Gs^Fp
cost=20
convert_to=Re
[/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=Ss
cost=40
convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
convert_to=Ch
[/road_cost]
[road_cost]
terrain=Hh
cost=30
convert_to=Re
[/road_cost]
[road_cost]
terrain=Mm
cost=50
convert_to=Re
[/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=Gg
convert_to=Gg^Ve
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=8
[/village]
[village]
terrain=Ds
convert_to=Vda
rating=2
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 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=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=Mm
convert_to=Mm^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]
#swamp villages
[village]
terrain=Ss
convert_to=Ss^Vhs
rating=8
adjacent_liked=Gg, Ss, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
#merfolk villages - give them low chance of appearing
[village]
terrain=Ww
convert_to=Ww^Vm
rating=5
adjacent_liked=Ww, Ww
[/village]
[castle]
valid_terrain=Gg, Gs^Fp, Hh, Ss
min_distance=12
[/castle]
[naming]
{VILLAGE_NAMES}
[/naming]
[village_naming]
{VILLAGE_NAMES}
[/village_naming]
[/generator]
#undef MIN_COST_ROAD
[/multiplayer]