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

191 lines
3.3 KiB
INI

[multiplayer]
id=ranmap2
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."
map_generation=default
[generator]
[scenario]
name= _ "Random map (Desert)"
id=ranmap2
{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=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=Md
[/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=Md
cost=50
convert_to=Rd
[/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=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=Mm
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]
#mermen 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]