wesnoth/data/scenarios/multiplayer/Random_Scenario.cfg

252 lines
3.5 KiB
INI

[multiplayer]
id=ranmap
name= _ "Random map"
description= _ "Randomly generated map. Note: random maps are often unbalanced, but if you have time, you can regenerate them until you get a good one."
{DEFAULT_SCHEDULE}
map_generation=default
[generator]
[scenario]
name= _ "Random map"
id=ranmap
{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
default_convert=g
roads=3
road_windiness=3
#list of common terrain types which come in at
#different heights, from highest to lowest
[height]
height=600
terrain=m
[/height]
[height]
height=500
terrain=h
[/height]
[height]
height=100
terrain=g
[/height]
[height]
height=30
terrain=d
[/height]
[height]
height=5
terrain=c
[/height]
[height]
height=0
terrain=s
[/height]
#water at cold temperatures becomes ice
[convert]
min_height=50
max_temperature=20
from=cs
to=i
[/convert]
#at low temperatures, snow appears
[convert]
min_height=50
max_temperature=50
from=gd
to=S
[/convert]
#hills at low temperatures get snow on them
[convert]
max_temperature=50
from=h
to=H
[/convert]
#swamp appears on low land, at moderate temperatures
[convert]
min_temperature=500
max_temperature=700
max_height=200
from=g
to=w
[/convert]
#forest appears at moderate temperatures
[convert]
min_temperature=300
max_temperature=500
from=g
to=f
[/convert]
#desert appears at high temperatures
[convert]
min_temperature=900
from=g
to=d
[/convert]
#road costs
[road_cost]
terrain=g
cost=10
convert_to=r
[/road_cost]
[road_cost]
terrain=d
cost=25
convert_to=r
[/road_cost]
[road_cost]
terrain=f
cost=20
convert_to=r
[/road_cost]
[road_cost]
terrain=c
cost=50
convert_to_bridge=|,/,\
convert_to=C
[/road_cost]
[road_cost]
terrain=h
cost=30
convert_to=r
[/road_cost]
[road_cost]
terrain=m
cost=50
convert_to=r
[/road_cost]
#road going through snow is covered over by
#the snow (presumably the road was built when
#it wasn't snowing)
[road_cost]
terrain=S
cost=20
convert_to=S
[/road_cost]
#define MIN_COST_ROAD X
[road_cost]
terrain={X}
cost=2
convert_to={X}
[/road_cost]
#enddef
{MIN_COST_ROAD r}
{MIN_COST_ROAD |}
{MIN_COST_ROAD /}
{MIN_COST_ROAD \}
{MIN_COST_ROAD C}
[village]
terrain=g
convert_to=v
adjacent_liked=gccccccc|/\RRrrtvhf
rating=8
[/village]
[village]
terrain=d
convert_to=B
rating=2
adjacent_liked=gccc|/\RRrrtvhf
[/village]
#villages in forest are Elvish
[village]
terrain=f
convert_to=t
rating=4
adjacent_liked=gccc|/\RRrrtvhfff
[/village]
[village]
terrain=h
convert_to=a
rating=4
adjacent_liked=gccc|/\RRrrtvhf
[/village]
[village]
terrain=m
convert_to=b
rating=3
adjacent_liked=gccc|/\RRrrtvhf
[/village]
#villages in snow
[village]
terrain=S
convert_to=V
rating=3
adjacent_liked=gccc|/\RRrrtvhf
[/village]
[village]
terrain=F
convert_to=V
rating=3
adjacent_liked=gccc|/\RRrrtvhf
[/village]
#swamp villages
[village]
terrain=w
convert_to=Y
rating=2
adjacent_liked=gccc|/\RRrrtvhf
[/village]
#mermen villages - give them low chance of appearing
[village]
terrain=c
convert_to=Z
rating=1
adjacent_liked=cc
[/village]
[castle]
valid_terrain=gfh
min_distance=12
[/castle]
[naming]
{VILLAGE_NAMES}
[/naming]
[village_naming]
{VILLAGE_NAMES}
[/village_naming]
[/generator]
#undef MIN_COST_ROAD
[/multiplayer]