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/* *** Sea Haven *** */ /*This Script was written by MFO Mr ED 01-26-01 */ #const ABGAL 536 #const SEA_TOWER

785 <PLAYER_SETUP> random_placement /* note this is currently only valid entry */

/* ************************************ */ <LAND_GENERATION> /* Random Terrain Types */ start_random percent_chance o #define THREENINE_MAP percent_chance 0 #define TWELVESIX_MAP end_random base_terrain GRASS create_player_lands { terrain_type GRASS land_percent 25 base_size 15 border_fuzziness 20 clumping_factor set_zone_by_team other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent clumping_factor right_border top_border bottom_border left_border border_fuzziness } create_land { terrain_type WATER land_percent clumping_factor right_border top_border bottom_border left_border border_fuzziness } create_land

20

4 15 80 0 80 0 20

4 15 0 80 0 80 20

terrain_type WATER land_percent clumping_factor right_border top_border bottom_border left_border border_fuzziness

4 15 0 0 80 80 20

} create_land { terrain_type WATER land_percent 4 clumping_factor 15 right_border 80 top_border 80 bottom_border 0 left_border 0 border_fuzziness 20 } create_land { terrain_type WATER land_percent 6 border_fuzziness 10 clumping_factor 1 land_id left_border 71 right_border 10 top_border 71 bottom_border 10 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 11 border_fuzziness 10 clumping_factor 1 land_id left_border 71 right_border 20 top_border 71 bottom_border 20 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 9 border_fuzziness 10 clumping_factor 1 land_id left_border 66 right_border 25

} create_land { terrain_type WATER land_percent border_fuzziness clumping_factor land_id left_border right_border top_border bottom_border other_zone_avoidance_distance } create_land { terrain_type WATER land_percent border_fuzziness clumping_factor land_id left_border right_border top_border bottom_border other_zone_avoidance_distance } create_land { terrain_type WATER land_percent border_fuzziness clumping_factor land_id left_border right_border top_border bottom_border other_zone_avoidance_distance } create_land { terrain_type WATER land_percent border_fuzziness clumping_factor land_id left_border right_border top_border bottom_border other_zone_avoidance_distance } create_land

top_border 66 bottom_border 25 other_zone_avoidance_distance 0

8 10 1 40 25 40 25 3

6 10 1 35 35 35 35 0

4 10 1 25 40 25 40 3

9 10 1 25 66 25 66 0

terrain_type WATER land_percent border_fuzziness clumping_factor land_id left_border right_border top_border bottom_border other_zone_avoidance_distance 0

11 10 1 20 71 20 71

} create_land { terrain_type WATER land_percent border_fuzziness clumping_factor land_id left_border right_border top_border bottom_border other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent clumping_factor right_border top_border bottom_border left_border border_fuzziness } create_land { terrain_type WATER land_percent clumping_factor right_border top_border bottom_border left_border border_fuzziness } create_land { terrain_type WATER land_percent border_fuzziness clumping_factor land_id left_border

6 10 1 10 71 10 71

1 15 0 83 0 83 20

4 15 83 83 0 0 20

5 10 1 71

right_border 10 top_border 9 bottom_border 71 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent border_fuzziness clumping_factor land_id left_border right_border top_border bottom_border other_zone_avoidance_distance } create_land { terrain_type WATER land_percent border_fuzziness clumping_factor land_id left_border right_border top_border bottom_border other_zone_avoidance_distance } create_land { terrain_type WATER land_percent border_fuzziness clumping_factor land_id left_border right_border top_border bottom_border other_zone_avoidance_distance } create_land { terrain_type WATER land_percent border_fuzziness clumping_factor land_id left_border right_border top_border bottom_border other_zone_avoidance_distance }

8 10 1 71 20 15 71 0

9 10 1 66 25 20 66 3

11 10 1 40 25 25 40 0

8 10 1 25 40 40 25 3

create_land { terrain_type WATER land_percent 9 border_fuzziness 10 clumping_factor 1 land_id left_border 25 right_border 66 top_border 66 bottom_border 25 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent 11 border_fuzziness 10 clumping_factor 1 land_id left_border 20 right_border 71 top_border 71 bottom_border 20 other_zone_avoidance_distance 0 } create_land { terrain_type WATER land_percent border_fuzziness clumping_factor land_id left_border right_border top_border bottom_border other_zone_avoidance_distance 0 } <TERRAIN_GENERATION> if TINY_MAP create_terrain JUNGLE { base_terrain GRASS number_of_clumps 2 height_limits 7 7 spacing_to_other_terrain_types 3 land_percent 2 } create_terrain WATER { base_terrain JUNGLE

5 10 1 10 71 71 10

number_of_clumps 2 height_limits 7 7 spacing_to_other_terrain_types 3 land_percent 1 } create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 7 number_of_clumps 100 set_avoid_player_start_areas set_scale_by_groups } endif if SMALL_MAP create_terrain JUNGLE { base_terrain GRASS number_of_clumps 3 height_limits 7 7 spacing_to_other_terrain_types 3 land_percent 2 } create_terrain WATER { base_terrain JUNGLE number_of_clumps 3 height_limits 7 7 spacing_to_other_terrain_types 3 land_percent 1 } create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 8 number_of_clumps 100 set_avoid_player_start_areas set_scale_by_groups } endif if MEDIUM_MAP create_terrain JUNGLE { base_terrain GRASS number_of_clumps 4 height_limits 7 7 spacing_to_other_terrain_types 3 land_percent 2 } create_terrain WATER { base_terrain JUNGLE

number_of_clumps 4 height_limits 7 7 spacing_to_other_terrain_types 3 land_percent 1 } create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 8 number_of_clumps 100 set_avoid_player_start_areas set_scale_by_groups } endif if LARGE_MAP create_terrain JUNGLE { base_terrain GRASS number_of_clumps 4 height_limits 7 7 spacing_to_other_terrain_types 3 land_percent 2 } create_terrain WATER { base_terrain JUNGLE number_of_clumps 4 height_limits 7 7 spacing_to_other_terrain_types 3 land_percent 1 } create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 9 number_of_clumps 100 set_avoid_player_start_areas set_scale_by_groups } endif if HUGE_MAP create_terrain JUNGLE { base_terrain GRASS number_of_clumps 5 height_limits 7 7 spacing_to_other_terrain_types 3 land_percent 2 } create_terrain WATER { base_terrain JUNGLE number_of_clumps 5

} create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 10 number_of_clumps 100 set_avoid_player_start_areas set_scale_by_groups } endif if GIGANTIC_MAP create_terrain JUNGLE { base_terrain GRASS number_of_clumps 6 height_limits 7 7 spacing_to_other_terrain_types 3 land_percent 2 } create_terrain WATER { base_terrain JUNGLE number_of_clumps 6 height_limits 7 7 spacing_to_other_terrain_types 3 land_percent 1 } create_terrain JUNGLE { base_terrain GRASS spacing_to_other_terrain_types 5 land_percent 10 number_of_clumps 100 set_avoid_player_start_areas set_scale_by_groups } endif create_terrain DIRT2 { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 3 number_of_clumps 27 set_avoid_player_start_areas } create_terrain DIRT2 { base_terrain GRASS spacing_to_other_terrain_types 0 land_percent 3 number_of_clumps 25

height_limits 7 7 spacing_to_other_terrain_types 3 land_percent 1

set_avoid_player_start_areas

<OBJECTS_GENERATION> if TINY_MAP /***Must place before TOWN_CENTER or player number 1 will not get object***/ create_object DOCK { number_of_objects 1 set_place_for_every_player min_distance_to_players 10 max_distance_to_players 20 min_distance_group_placement 12 } create_object FISHING_SHIP { number_of_objects 3 set_tight_grouping set_place_for_every_player min_distance_to_players 10 max_distance_to_players 20 } create_object ABGAL /* This will create either a Scout Cavalry or an Eagle Warrior. */ { number_of_objects 1 set_place_for_every_player min_distance_to_players 7 max_distance_to_players 20 temp_min_distance_group_placement 10 terrain_to_place_on WATER } create_object SEA_TOWER { number_of_groups 1 number_of_objects 3 set_place_for_every_player min_distance_to_players 7 max_distance_to_players 20 temp_min_distance_group_placement 10 terrain_to_place_on WATER } endif if SMALL_MAP create_object DOCK { number_of_objects 1 set_place_for_every_player min_distance_to_players 10 max_distance_to_players 22 min_distance_group_placement 12 } create_object FISHING_SHIP {

} create_object ABGAL /* This will create either a Scout Cavalry or an Eagle Warrior. */ { number_of_objects 1 set_place_for_every_player min_distance_to_players 7 max_distance_to_players 22 temp_min_distance_group_placement 10 terrain_to_place_on WATER } create_object SEA_TOWER { number_of_groups 1 number_of_objects 3 set_place_for_every_player min_distance_to_players 7 max_distance_to_players 22 temp_min_distance_group_placement 10 terrain_to_place_on WATER } endif if MEDIUM_MAP create_object DOCK { number_of_objects 1 set_place_for_every_player min_distance_to_players 10 max_distance_to_players 24 min_distance_group_placement 12 } create_object FISHING_SHIP { number_of_objects 3 set_tight_grouping set_place_for_every_player min_distance_to_players 10 max_distance_to_players 24 } create_object ABGAL /* This will create either a Scout Cavalry or an Eagle Warrior. */ { number_of_objects 1 set_place_for_every_player min_distance_to_players 7 max_distance_to_players 24 temp_min_distance_group_placement 10 terrain_to_place_on WATER } create_object SEA_TOWER

number_of_objects 3 set_tight_grouping set_place_for_every_player min_distance_to_players 10 max_distance_to_players 22

number_of_groups 1 number_of_objects 3 set_place_for_every_player min_distance_to_players 7 max_distance_to_players 24 temp_min_distance_group_placement terrain_to_place_on WATER

10

} endif if LARGE_MAP create_object DOCK { number_of_objects 1 set_place_for_every_player min_distance_to_players 10 max_distance_to_players 26 min_distance_group_placement 12 } create_object FISHING_SHIP { number_of_objects 3 set_tight_grouping set_place_for_every_player min_distance_to_players 10 max_distance_to_players 26 } create_object ABGAL /* This will create either a Scout Cavalry or an Eagle Warrior. */ { number_of_objects 1 set_place_for_every_player min_distance_to_players 7 max_distance_to_players 26 temp_min_distance_group_placement 10 terrain_to_place_on WATER } create_object SEA_TOWER { number_of_groups 1 number_of_objects 3 set_place_for_every_player min_distance_to_players 7 max_distance_to_players 26 temp_min_distance_group_placement 10 terrain_to_place_on WATER } endif if HUGE_MAP create_object DOCK { number_of_objects 1 set_place_for_every_player min_distance_to_players 10

max_distance_to_players 28 min_distance_group_placement 12 } create_object FISHING_SHIP { number_of_objects 3 set_tight_grouping set_place_for_every_player min_distance_to_players 10 max_distance_to_players 28 } create_object ABGAL /* This will create either a Scout Cavalry or an Eagle Warrior. */ { number_of_objects 1 set_place_for_every_player min_distance_to_players 7 max_distance_to_players 28 temp_min_distance_group_placement 10 terrain_to_place_on WATER } create_object SEA_TOWER { number_of_groups 1 number_of_objects 3 set_place_for_every_player min_distance_to_players 7 max_distance_to_players 28 temp_min_distance_group_placement 10 terrain_to_place_on WATER } endif if GIGANTIC_MAP create_object DOCK { number_of_objects 1 set_place_for_every_player min_distance_to_players 10 max_distance_to_players 30 min_distance_group_placement 12 } create_object FISHING_SHIP { number_of_objects 3 set_tight_grouping set_place_for_every_player min_distance_to_players 10 max_distance_to_players 30 } create_object ABGAL /* This will create either a Scout Cavalry or an Eagle Warrior. */ { number_of_objects 1

} create_object SEA_TOWER { number_of_groups 1 number_of_objects 3 set_place_for_every_player min_distance_to_players 7 max_distance_to_players 30 temp_min_distance_group_placement terrain_to_place_on WATER } endif create_object TOWN_CENTER { number_of_objects 1 set_place_for_every_player group_placement_radius 18 min_distance_to_players 0 max_distance_to_players 0 } create_object VILLAGER { set_place_for_every_player min_distance_to_players 6 max_distance_to_players 6 } if REGICIDE /*****Random Map number of villagers*****/

set_place_for_every_player min_distance_to_players 7 max_distance_to_players 30 temp_min_distance_group_placement terrain_to_place_on WATER

10

10

create_object ABGAL /* This will create either a Scout Cavalry or an Eagle Warrior. */ { number_of_objects 1 set_place_for_every_player min_distance_to_players 7 max_distance_to_players 30 temp_min_distance_group_placement 10 terrain_to_place_on WATER } create_object VILLAGER { number_of_objects -2 set_place_for_every_player min_distance_to_players 6 max_distance_to_players 6 } create_object KING { set_place_for_every_player

min_distance_to_players 6 max_distance_to_players 6 } create_object WATCH_TOWER { set_place_for_every_player min_distance_to_players 10 max_distance_to_players 10 } endif /* NEAR FORAGE */ create_object FORAGE { number_of_objects 6 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 min_distance_group_placement 6 } /* NEAR GOLD */ create_object GOLD { number_of_objects 7 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 12 max_distance_to_players 16 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* MEDIUM GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 18 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR GOLD */ create_object GOLD { number_of_objects 4 group_placement_radius 3 set_tight_grouping set_gaia_object_only set_place_for_every_player

min_distance_to_players 25 max_distance_to_players 35 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* NEAR STONE */ create_object STONE { number_of_objects 5 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 18 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* FAR STONE */ create_object STONE { number_of_objects 4 group_placement_radius 2 set_tight_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 20 max_distance_to_players 26 min_distance_group_placement 7 max_distance_to_other_zones 7 } /* BAA BAA */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } /* BAA BAA */ create_object SHEEP { number_of_objects 4 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 10 max_distance_to_players 12 } create_object SHEEP { number_of_objects 2 number_of_groups 2 set_loose_grouping set_gaia_object_only

} /*******Hunting Stock***********/ create_object DEER { number_of_objects 4 group_variance 1 group_placement_radius 3 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30 } create_object DEER { number_of_groups 5 number_of_objects 6 group_variance 1 group_placement_radius 7 set_loose_grouping set_gaia_object_only terrain_to_place_on GRASS } create_object BOAR /* or JAVELINA */ { number_of_objects 1 set_loose_grouping set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } create_object BOAR /* or JAVELINA */ { number_of_objects 1 set_gaia_object_only set_place_for_every_player min_distance_to_players 16 max_distance_to_players 22 } /* TREES NEAR PLAYER STARTS */ create_object OAKTREE { number_of_objects 2 set_gaia_object_only set_place_for_every_player min_distance_to_players 4 max_distance_to_players 5 min_distance_group_placement 2 } create_object OAKTREE { number_of_objects 3 set_gaia_object_only

set_place_for_every_player min_distance_to_players 14 max_distance_to_players 30

set_place_for_every_player min_distance_to_players max_distance_to_players min_distance_group_placement }

6 8 2

/* *****EXTRA RESOURCES BY MAP***** */ if LARGE_MAP create_object FORAGE { number_of_groups 1 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players max_distance_to_players min_distance_group_placement } endif if HUGE_MAP create_object FORAGE { number_of_groups 2 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players max_distance_to_players min_distance_group_placement } endif if GIGANTIC_MAP create_object FORAGE { number_of_groups 3 number_of_objects 5 group_placement_radius 3 set_tight_grouping set_gaia_object_only min_distance_to_players max_distance_to_players min_distance_group_placement } endif /* EXTRA GOLD */ if TINY_MAP create_object GOLD { number_of_groups number_of_objects group_placement_radius

40 120 9

40 120 9

40 120 9

2 3 2

set_tight_grouping set_gaia_object_only min_distance_to_players min_distance_group_placement } endif if SMALL_MAP create_object GOLD { number_of_groups 2 number_of_objects 3 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players min_distance_group_placement } endif if MEDIUM_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players min_distance_group_placement } endif if LARGE_MAP create_object GOLD { number_of_groups 3 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players min_distance_group_placement } endif if HUGE_MAP create_object GOLD { number_of_groups number_of_objects group_variance group_placement_radius set_tight_grouping set_gaia_object_only

40 9

40 9

40 9

40 9

4 4 1 2

min_distance_to_players min_distance_group_placement } endif if GIGANTIC_MAP create_object GOLD { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players min_distance_group_placement } endif /* EXTRA STONE */ if TINY_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players min_distance_group_placement } endif if SMALL_MAP create_object STONE { number_of_groups 1 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players min_distance_group_placement } endif if MEDIUM_MAP create_object STONE { number_of_groups number_of_objects group_variance group_placement_radius set_tight_grouping set_gaia_object_only

40 9

40 9

40 9

40 9

2 4 1 2

min_distance_to_players min_distance_group_placement } endif if LARGE_MAP create_object STONE { number_of_groups 3 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players min_distance_group_placement } endif if HUGE_MAP create_object STONE { number_of_groups 4 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players min_distance_group_placement } endif if GIGANTIC_MAP create_object STONE { number_of_groups 5 number_of_objects 4 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_to_players min_distance_group_placement } endif /********Gone Fishing***********/ create_object SHORE_FISH { number_of_objects set_scaling_to_map_size min_distance_group_placement set_gaia_object_only } create_object DORADO {

40 9

40 9

40 9

40 9

45 2

number_of_objects set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones } create_object TUNA { number_of_objects set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones } create_object SNAPPER { number_of_objects set_scaling_to_map_size set_gaia_object_only max_distance_to_other_zones } create_object DORADO { number_of_objects set_gaia_object_only min_distance_group_placement } create_object MARLIN1 { number_of_groups number_of_objects set_scaling_to_map_size set_gaia_object_only min_distance_group_placement max_distance_to_other_zones } create_object MARLIN2 { number_of_groups number_of_objects set_scaling_to_map_size set_gaia_object_only min_distance_group_placement max_distance_to_other_zones } /********End fish***********/ create_object RELIC { number_of_objects 5 terrain_to_place_on GRASS temp_min_distance_group_placement 8 } create_object HAWK /* or MACAW */ { number_of_objects 6 set_scaling_to_map_size

10 4

9 4

9 4

50 1

5 1 10 7

5 1 10 7

} create_object STONE { number_of_groups 6 number_of_objects 3 group_variance 1 group_placement_radius 2 set_tight_grouping set_gaia_object_only min_distance_group_placement 40 terrain_to_place_on GRASS } create_object PLANT { number_of_objects 90 min_distance_group_placement 2 terrain_to_place_on DIRT2 } /* **************************************** */ <ELEVATION_GENERATION> /*****Making a Basin*************/ create_elevation 7 { base_terrain GRASS number_of_clumps 100 number_of_tiles 48000 set_scale_by_groups set_scale_by_size } /* **************************************** */ <CLIFF_GENERATION> /***********Set for no cliffs********/ min_number_of_cliffs 0 max_number_of_cliffs 0 min_length_of_cliff 4 max_length_of_cliff 10 cliff_curliness 10 min_distance_cliffs 3 /* **************************************** */ <CONNECTION_GENERATION>

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