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[Wesnoth-cvs-commits] wesnoth/data/scenarios/multiplayer Random_Scena...
From: |
Pauli Manninen |
Subject: |
[Wesnoth-cvs-commits] wesnoth/data/scenarios/multiplayer Random_Scena... |
Date: |
Fri, 29 Oct 2004 18:00:30 -0400 |
CVSROOT: /cvsroot/wesnoth
Module name: wesnoth
Branch:
Changes by: Pauli Manninen <address@hidden> 04/10/29 21:54:56
Modified files:
data/scenarios/multiplayer: Random_Scenario_Desert.cfg
Random_Scenario_Marsh.cfg
Random_Scenario_Winter.cfg
Log message:
Tweaks to Desert, Winter and Marsh random map generator configurations
by Sanna
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg.diff?tr1=1.2&tr2=1.3&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/multiplayer/Random_Scenario_Marsh.cfg.diff?tr1=1.2&tr2=1.3&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/multiplayer/Random_Scenario_Winter.cfg.diff?tr1=1.3&tr2=1.4&r1=text&r2=text
Patches:
Index: wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg
diff -u wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg:1.2
wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg:1.3
--- wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg:1.2 Fri Oct
22 17:59:55 2004
+++ wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg Fri Oct
29 21:54:56 2004
@@ -1,7 +1,8 @@
[multiplayer]
id=ranmap2
name= _ "Random map (Desert)"
- turns=90
+ turns=50
+ 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."
{DAWN}
{MORNING}
@@ -11,226 +12,197 @@
{SECOND_WATCH}
map_generation=default
-[generator]
- [scenario]
- name= _ "Random map (Desert)"
- turns=90
- id=ranmap2
-
- {DAWN}
- {MORNING}
- {AFTERNOON}
- {DUSK}
- {FIRST_WATCH}
- {SECOND_WATCH}
- [/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]
-
- #swamp appears on low land, at moderate temperatures
- [convert]
- min_temperature=300
- max_temperature=700
- max_height=300
- from=g
- to=w
- [/convert]
-
- [convert]
- min_temperature=100
- max_temperature=600
- from=g
- to=d
- [/convert]
-
- [convert]
- min_temperature=400
- from=g
- to=f
- [/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=v
- 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=v
- rating=4
- adjacent_liked=gccc|/\RRrrtvhf
- [/village]
- [village]
- terrain=m
- convert_to=v
- 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=dgfh
- min_distance=12
- [/castle]
-
- [naming]
- {VILLAGE_NAMES}
- [/naming]
-
- [village_naming]
- {VILLAGE_NAMES}
- [/village_naming]
+ [generator]
+ [scenario]
+ name= _ "Random map (Desert)"
+ turns=50
+ id=ranmap2
+
+ {DAWN}
+ {MORNING}
+ {AFTERNOON}
+ {DUSK}
+ {FIRST_WATCH}
+ {SECOND_WATCH}
+ [/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
+
+ default_convert=d
+
+ 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]
+
+ #swamp appears on low land, at moderate temperatures
+ #[convert]
+ #min_temperature=300
+ #max_temperature=700
+ #max_height=300
+ #from=g
+ #to=w
+ #[/convert]
+
+ [convert]
+ min_temperature=100
+ max_temperature=600
+ from=g
+ to=d
+ [/convert]
+
+ [convert]
+ min_temperature=400
+ from=g
+ to=f
+ [/convert]
+
+ #road costs
+ [road_cost]
+ terrain=g
+ cost=10
+ convert_to=r
+ [/road_cost]
+
+ [road_cost]
+ terrain=d
+ cost=15
+ 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]
+
+ #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=v
+ rating=5
+ adjacent_liked=dgccc|/\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=v
+ rating=4
+ adjacent_liked=gccc|/\RRrrtvhf
+ [/village]
+
+ [village]
+ terrain=m
+ convert_to=v
+ rating=3
+ 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=dgfh
+ min_distance=12
+ [/castle]
+
+ [naming]
+ {VILLAGE_NAMES}
+ [/naming]
-[/generator]
+ [village_naming]
+ {VILLAGE_NAMES}
+ [/village_naming]
+
+ [/generator]
[/multiplayer]
Index: wesnoth/data/scenarios/multiplayer/Random_Scenario_Marsh.cfg
diff -u wesnoth/data/scenarios/multiplayer/Random_Scenario_Marsh.cfg:1.2
wesnoth/data/scenarios/multiplayer/Random_Scenario_Marsh.cfg:1.3
--- wesnoth/data/scenarios/multiplayer/Random_Scenario_Marsh.cfg:1.2 Fri Oct
22 18:11:07 2004
+++ wesnoth/data/scenarios/multiplayer/Random_Scenario_Marsh.cfg Fri Oct
29 21:54:56 2004
@@ -2,6 +2,7 @@
id=ranmap4
name= _ "Random map (Marsh)"
turns=90
+ 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."
{DAWN}
{MORNING}
@@ -11,225 +12,212 @@
{SECOND_WATCH}
map_generation=default
-[generator]
- [scenario]
- name= _ "Random map (Marsh)"
- turns=90
- id=ranmap4
-
- {DAWN}
- {MORNING}
- {AFTERNOON}
- {DUSK}
- {FIRST_WATCH}
- {SECOND_WATCH}
- [/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
-
-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=c
- [/height]
- [height]
- height=5
- terrain=c
- [/height]
- [height]
- height=0
- terrain=s
- [/height]
-
- [convert]
- min_temperature=300
- max_temperature=700
- max_height=300
- from=g
- to=f
- [/convert]
-
- [convert]
- min_temperature=100
- max_temperature=600
- from=g
- to=w
- [/convert]
-
- [convert]
- min_temperature=400
- from=g
- to=f
- [/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=v
- 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=v
- rating=4
- adjacent_liked=gccc|/\RRrrtvhf
- [/village]
- [village]
- terrain=m
- convert_to=v
- 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=3
- 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=gfhw
- min_distance=12
- [/castle]
-
- [naming]
- {VILLAGE_NAMES}
- [/naming]
-
- [village_naming]
- {VILLAGE_NAMES}
- [/village_naming]
+ [generator]
+ [scenario]
+ name= _ "Random map (Marsh)"
+ turns=90
+ id=ranmap4
+
+ {DAWN}
+ {MORNING}
+ {AFTERNOON}
+ {DUSK}
+ {FIRST_WATCH}
+ {SECOND_WATCH}
+ [/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
+
+ default_convert=w
+
+ 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=c
+ [/height]
+ [height]
+ height=5
+ terrain=c
+ [/height]
+ [height]
+ height=0
+ terrain=s
+ [/height]
+
+ [convert]
+ min_temperature=300
+ max_temperature=700
+ max_height=300
+ from=g
+ to=f
+ [/convert]
+
+ [convert]
+ min_temperature=100
+ max_temperature=600
+ from=g
+ to=w
+ [/convert]
+
+ [convert]
+ min_temperature=400
+ from=g
+ to=f
+ [/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=w
+ cost=40
+ 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]
+
+
+ #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=v
+ 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=v
+ rating=4
+ adjacent_liked=gccc|/\RRrrtvhf
+ [/village]
+
+ [village]
+ terrain=m
+ convert_to=v
+ rating=3
+ adjacent_liked=gccc|/\RRrrtvhf
+ [/village]
+
+ #swamp villages
+ [village]
+ terrain=w
+ convert_to=Y
+ rating=8
+ adjacent_liked=gwccc|/\RRrrtvhf
+ [/village]
+
+ #mermen villages - give them low chance of appearing
+ [village]
+ terrain=c
+ convert_to=Z
+ rating=5
+ adjacent_liked=cc
+ [/village]
+
+ [castle]
+ valid_terrain=gfhw
+ min_distance=12
+ [/castle]
+
+ [naming]
+ {VILLAGE_NAMES}
+ [/naming]
-[/generator]
+ [village_naming]
+ {VILLAGE_NAMES}
+ [/village_naming]
+
+ [/generator]
[/multiplayer]
Index: wesnoth/data/scenarios/multiplayer/Random_Scenario_Winter.cfg
diff -u wesnoth/data/scenarios/multiplayer/Random_Scenario_Winter.cfg:1.3
wesnoth/data/scenarios/multiplayer/Random_Scenario_Winter.cfg:1.4
--- wesnoth/data/scenarios/multiplayer/Random_Scenario_Winter.cfg:1.3 Fri Oct
22 21:01:08 2004
+++ wesnoth/data/scenarios/multiplayer/Random_Scenario_Winter.cfg Fri Oct
29 21:54:56 2004
@@ -1,6 +1,7 @@
[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."
turns=90
{DAWN}
@@ -11,237 +12,228 @@
{SECOND_WATCH}
map_generation=default
-[generator]
- [scenario]
- name= _ "Random map (Winter)"
- turns=90
- id=ranmap3
-
- {DAWN}
- {MORNING}
- {AFTERNOON}
- {DUSK}
- {FIRST_WATCH}
- {SECOND_WATCH}
- [/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=4
-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=5
- terrain=c
- [/height]
- #[height]
- #height=0
- #terrain=s
- #[/height]
-
- #water at cold temperatures becomes ice
- [convert]
- min_height=50
- max_temperature=150
- from=csw
- to=i
- [/convert]
-
- #at low temperatures, snow appears
- [convert]
- min_height=50
- max_temperature=150
- from=gd
- to=S
- [/convert]
-
- #hills at low temperatures get snow on them
- [convert]
- max_temperature=200
- from=h
- to=H
- [/convert]
-
- #forest appears at moderate temperatures
- [convert]
- min_temperature=250
- max_temperature=400
- from=g
- to=F
- [/convert]
-
- #forest appears at moderate temperatures
- [convert]
- min_temperature=250
- max_temperature=500
- from=g
- to=f
- [/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=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=25
- convert_to=r
- [/road_cost]
-
- [road_cost]
- terrain=H
- cost=25
- convert_to=r
- [/road_cost]
-
- [road_cost]
- terrain=m
- cost=40
- convert_to=r
- [/road_cost]
-
- #road going through snow
- [road_cost]
- terrain=S
- cost=10
- convert_to=r
- [/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=6
- [/village]
-
- #villages in forest are Elvish
- [village]
- terrain=f
- convert_to=t
- rating=4
- adjacent_liked=gccc|/\RRrrtvhfff
- [/village]
-
- [village]
- terrain=F
- convert_to=V
- rating=4
- adjacent_liked=gccc|/\RRrrtvhFFF
- [/village]
-
- [village]
- terrain=h
- convert_to=v
- rating=4
- adjacent_liked=gccc|/\RRrrtvhf
- [/village]
-
- [village]
- terrain=H
- convert_to=V
- rating=4
- adjacent_liked=gccc|/\RRrrtvHf
- [/village]
-
- [village]
- terrain=m
- convert_to=v
- rating=3
- adjacent_liked=gccc|/\RRrrtvhf
- [/village]
-
- #villages in snow
- [village]
- terrain=S
- convert_to=V
- rating=4
- adjacent_liked=gccc|/\RRrrtvhfS
- [/village]
-
-
- [castle]
- valid_terrain=gfhFHm
- min_distance=12
- [/castle]
-
- [naming]
- {VILLAGE_NAMES}
- [/naming]
-
- [village_naming]
- {VILLAGE_NAMES}
- [/village_naming]
-
-[/generator]
+ [generator]
+ [scenario]
+ name= _ "Random map (Winter)"
+ turns=90
+ id=ranmap3
+
+ {DAWN}
+ {MORNING}
+ {AFTERNOON}
+ {DUSK}
+ {FIRST_WATCH}
+ {SECOND_WATCH}
+ [/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=4
+ 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=5
+ terrain=c
+ [/height]
+
+ #water at cold temperatures becomes ice
+ [convert]
+ min_height=50
+ max_temperature=150
+ from=csw
+ to=i
+ [/convert]
+
+ #at low temperatures, snow appears
+ [convert]
+ min_height=50
+ max_temperature=150
+ from=gd
+ to=S
+ [/convert]
+
+ #hills at low temperatures get snow on them
+ [convert]
+ max_temperature=200
+ from=h
+ to=H
+ [/convert]
+
+ #forest appears at moderate temperatures
+ [convert]
+ min_temperature=250
+ max_temperature=400
+ from=g
+ to=F
+ [/convert]
+
+ #forest appears at moderate temperatures
+ [convert]
+ min_temperature=250
+ max_temperature=500
+ from=g
+ to=f
+ [/convert]
+
+ #road costs
+ [road_cost]
+ terrain=g
+ cost=10
+ convert_to=r
+ [/road_cost]
+
+ [road_cost]
+ terrain=f
+ cost=20
+ 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=25
+ convert_to=r
+ [/road_cost]
+
+ [road_cost]
+ terrain=H
+ cost=25
+ convert_to=r
+ [/road_cost]
+
+ [road_cost]
+ terrain=m
+ cost=40
+ convert_to=r
+ [/road_cost]
+
+ #road going through snow
+ [road_cost]
+ terrain=S
+ cost=10
+ convert_to=r
+ [/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=6
+ [/village]
+
+ #villages in forest are Elvish
+ [village]
+ terrain=f
+ convert_to=t
+ rating=4
+ adjacent_liked=gccc|/\RRrrtvhfff
+ [/village]
+
+ [village]
+ terrain=F
+ convert_to=V
+ rating=4
+ adjacent_liked=gccc|/\RRrrtvhFFF
+ [/village]
+
+ [village]
+ terrain=h
+ convert_to=v
+ rating=4
+ adjacent_liked=gccc|/\RRrrtvhf
+ [/village]
+
+ [village]
+ terrain=H
+ convert_to=V
+ rating=4
+ adjacent_liked=gccc|/\RRrrtvHf
+ [/village]
+
+ [village]
+ terrain=m
+ convert_to=v
+ rating=3
+ adjacent_liked=gccc|/\RRrrtvhf
+ [/village]
+
+ #villages in snow
+ [village]
+ terrain=S
+ convert_to=V
+ rating=4
+ adjacent_liked=gccc|/\RRrrtvhfS
+ [/village]
+
+
+ [castle]
+ valid_terrain=gfhFHm
+ min_distance=12
+ [/castle]
+
+ [naming]
+ {VILLAGE_NAMES}
+ [/naming]
+
+ [village_naming]
+ {VILLAGE_NAMES}
+ [/village_naming]
+
+ [/generator]
[/multiplayer]
- [Wesnoth-cvs-commits] wesnoth/data/scenarios/multiplayer Random_Scena..., Isaac Clerencia, 2004/10/17
- [Wesnoth-cvs-commits] wesnoth/data/scenarios/multiplayer Random_Scena..., Pauli Manninen, 2004/10/18
- [Wesnoth-cvs-commits] wesnoth/data/scenarios/multiplayer Random_Scena..., Pauli Manninen, 2004/10/18
- [Wesnoth-cvs-commits] wesnoth/data/scenarios/multiplayer Random_Scena..., Pauli Manninen, 2004/10/22
- [Wesnoth-cvs-commits] wesnoth/data/scenarios/multiplayer Random_Scena..., Pauli Manninen, 2004/10/22
- [Wesnoth-cvs-commits] wesnoth/data/scenarios/multiplayer Random_Scena..., Pauli Manninen, 2004/10/22
- [Wesnoth-cvs-commits] wesnoth/data/scenarios/multiplayer Random_Scena...,
Pauli Manninen <=