AOK専用グリアラ

Last-modified: 2008-03-13 (木) 06:44:17
半径最小の距離最大の距離オブジェクトとの距離
6310126
1×1416
1×1416
石(大)5214167
金(大)7312127
42182414
4316247
4325257
4×67×
2×1416×
2×1416×
鹿4318189

グループ数
Ex金6グループ5±1
Ex石6グループ4±1

最小の距離最大の距離
狼(近)23040
狼(遠)340120

player lands

land %25
base size9
A_distance7
border15
C_factor15

primary forest

space5
land %14
clumps13
C_factor100

secondry forest

space0
land %20
clumps5
C_factor100

/* ************ GREEN ARABIA ************ */
/* 04 APR 01 */

/*

* "Green Arabia"
* by _kickMybutt
*
* check out this webpage for more information:
* http://www.ageofkings.cc/readPosting.asp?PostingId=340301
*
*/

#include_drs

/* ****************************************************** */

PLAYER_SETUP>

random_placement

/* ****************************************************** */

LAND_GENERATION>

base_terrain GRASS

create_player_lands
{

	terrain_type					GRASS
	land_percent					25
	base_size						9
	other_zone_avoidance_distance	7
	border_fuzziness				15
	clumping_factor					15
	set_zone_by_team

}

/* ****************************************************** */

TERRAIN_GENERATION>

/* PRIMARY FOREST */
create_terrain FOREST
{

	base_terrain					GRASS
	spacing_to_other_terrain_types	5
	land_percent					14
	number_of_clumps				13
	clumping_factor					100
	set_avoid_player_start_areas
	set_scale_by_groups

}

/* SECONDARY FOREST */
create_terrain PINE_FOREST
{

	base_terrain					FOREST
	spacing_to_other_terrain_types	0
	land_percent					20
	number_of_clumps				5
	clumping_factor					100
	set_avoid_player_start_areas
	set_scale_by_groups

}

/* PATCH #1 */
create_terrain GRASS3
{

	base_terrain					GRASS
	spacing_to_other_terrain_types	0
	land_percent					3
	number_of_clumps				40
	clumping_factor					1
	set_avoid_player_start_areas
	set_scale_by_size

}

/* PATCH #2 */
create_terrain GRASS2
{

	base_terrain					GRASS
	spacing_to_other_terrain_types	0
	land_percent					7
	number_of_clumps				40
	set_scale_by_size

}

/* PATCH #3 */
create_terrain DIRT3
{

	base_terrain					GRASS
	spacing_to_other_terrain_types	0
	land_percent					1
	number_of_clumps				15
	set_scale_by_size

}

/* PATCH #4 */
create_terrain DIRT
{

	base_terrain					GRASS
	spacing_to_other_terrain_types	3
	land_percent					1
	if TINY_MAP
		number_of_clumps			10
	else
		number_of_clumps			20
	endif
	clumping_factor					1
	set_avoid_player_start_areas
	set_scale_by_size

}

/* PATCH #4+ */
create_terrain DIRT3
{

	base_terrain					DIRT
	spacing_to_other_terrain_types	0
	land_percent					0
	if TINY_MAP
		number_of_clumps			100
	else
		number_of_clumps			200
	endif
	clumping_factor					1
	set_scale_by_size

}

/* ****************************************************** */

OBJECTS_GENERATION>

create_object TOWN_CENTER
{

	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

}

create_object SCOUT
{

	number_of_objects				1
	set_place_for_every_player
	min_distance_to_players			7
	max_distance_to_players			9

}

create_object RELIC
{

	number_of_objects				5
	min_distance_to_players			25
	temp_min_distance_group_placement 20

}

/* SPECIAL STUFF FOR REGICIDE */
if REGICIDE
create_object KING
{

	set_place_for_every_player
	min_distance_to_players			6
	max_distance_to_players			6

}
endif

/* RESOURCES BY PLAYER */

/* BERRIES */
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

}

/* BOARS */
create_object BOAR
{

	number_of_objects				1
	set_gaia_object_only
	set_place_for_every_player
	min_distance_to_players			14
	max_distance_to_players			16

}

create_object BOAR
{

	number_of_objects				1
	set_loose_grouping
	set_gaia_object_only
	set_place_for_every_player
	min_distance_to_players			14
	max_distance_to_players			16

}

/* BIG 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			16
	min_distance_group_placement	7

}

/* BIG 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			12
	min_distance_group_placement	7

}

/* 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			18
	max_distance_to_players			24
	min_distance_group_placement	14

}

/* 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			16
	max_distance_to_players			24
	min_distance_group_placement	7

}

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			25
	min_distance_group_placement	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			6
	max_distance_to_players			7

}

create_object SHEEP
{

	number_of_groups				2
	number_of_objects				2
	set_loose_grouping
	set_gaia_object_only
	set_place_for_every_player
	min_distance_to_players			14
	max_distance_to_players			16

}

/* DEER */
create_object DEER
{

	number_of_objects				4
	group_placement_radius			3
	set_loose_grouping
	set_gaia_object_only
	set_place_for_every_player
	min_distance_to_players			18
	max_distance_to_players			18
	min_distance_group_placement	9

}

create_object DEER
{

	number_of_objects				4
	group_variance					1
	set_loose_grouping
	set_gaia_object_only
	set_place_for_every_player
	min_distance_to_players			40
	min_distance_group_placement	9

}

/* STRAGGLER TREES */
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 PINETREE
{

	number_of_objects				3
	set_gaia_object_only
	set_place_for_every_player
	min_distance_to_players			6
	max_distance_to_players			8
	min_distance_group_placement	2

}

/* RESOURCES BY MAP */

/* STRAGGLER TREES */
create_object BAMBOO_TREE
{

	number_of_objects				12
	set_gaia_object_only
	set_scaling_to_map_size
	min_distance_to_players			8
	min_distance_group_placement	2
	terrain_to_place_on				GRASS2

}

create_object PINETREE
{

	number_of_objects				18
	set_gaia_object_only
	set_scaling_to_map_size
	min_distance_to_players			8

}

/* EXTRA BERRIES */
create_object FORAGE
{

	if TINY_MAP
		number_of_groups			0
	elseif SMALL_MAP
		number_of_groups			0
	elseif MEDIUM_MAP
		number_of_groups			0
	elseif LARGE_MAP
		number_of_groups			1
	elseif HUGE_MAP
		number_of_groups			2
	elseif GIGANTIC_MAP
		number_of_groups			3
	endif
	number_of_objects				5
	group_placement_radius			3
	set_tight_grouping
	set_gaia_object_only
	min_distance_to_players			40
	max_distance_to_players			120
	min_distance_group_placement	9

}

/* EXTRA GOLD */
create_object GOLD
{

	if TINY_MAP
		number_of_groups		2
		number_of_objects		3
	elseif SMALL_MAP
		number_of_groups		3
		number_of_objects		3
	elseif MEDIUM_MAP
		number_of_groups		4
		number_of_objects		3
		group_variance			1
	elseif LARGE_MAP
		number_of_groups		5
		number_of_objects		4
		group_variance			1
	elseif HUGE_MAP
		number_of_groups		6
		number_of_objects		5
		group_variance			1
	elseif GIGANTIC_MAP
		number_of_groups		8
		number_of_objects		5
		group_variance			1
	endif
	group_placement_radius			2
	set_tight_grouping
	set_gaia_object_only
	min_distance_to_players			40
	min_distance_group_placement	24

}

/* EXTRA STONE */
create_object STONE
{

	if TINY_MAP
		number_of_groups		1
	elseif SMALL_MAP
		number_of_groups		2
	elseif MEDIUM_MAP
		number_of_groups		3
	elseif LARGE_MAP
		number_of_groups		4
	elseif HUGE_MAP
		number_of_groups		6
	elseif GIGANTIC_MAP
		number_of_groups		8
	endif
	number_of_objects			4
	group_variance				1
	group_placement_radius			2
	set_tight_grouping
	set_gaia_object_only
	min_distance_to_players			40
	min_distance_group_placement	24

}

/* WOLVES */
create_object WOLF
{

	number_of_groups				3
	number_of_objects				1
	set_scaling_to_map_size
	set_gaia_object_only
	min_distance_group_placement	12
	min_distance_to_players			40
	max_distance_to_players			120

}

create_object WOLF
{

	number_of_objects				2
	set_gaia_object_only
	set_place_for_every_player
	min_distance_group_placement	12
	min_distance_to_players			30
	max_distance_to_players			40

}

/* BIRDIES */
create_object HAWK
{

	number_of_objects				6
	set_scaling_to_map_size

}

/* ****************************************************** */

ELEVATION_GENERATION>

if TINY_MAP

	create_elevation				4
	{
		base_terrain				GRASS
		number_of_clumps			10
		number_of_tiles				2000
		set_scale_by_groups
		set_scale_by_size
	}

else

	create_elevation				7
	{
		base_terrain				GRASS
		number_of_clumps			15
		number_of_tiles				3000
		set_scale_by_groups
		set_scale_by_size
	}

endif

/* ****************************************************** */

CLIFF_GENERATION>

if TINY_MAP

	min_number_of_cliffs			4
	max_number_of_cliffs			6
	min_length_of_cliff				3
	max_length_of_cliff				6
	cliff_curliness					0
	min_distance_cliffs				3

else

	min_number_of_cliffs			5
	max_number_of_cliffs			8
	min_length_of_cliff				4
	max_length_of_cliff				10
	cliff_curliness					5
	min_distance_cliffs				3

endif