wesnoth/data/multiplayer/scenarios/Random_Scenario_Desert.cfg

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INI

#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]