#textdomain wesnoth-multiplayer [multiplayer] id=multiplayer_Random_Map_Marsh name= _ "Random map (Marsh)" 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." map_generation=default [generator] [scenario] name= _ "Random map (Marsh)" id=multiplayer_Random_Map_Marsh {DEFAULT_MUSIC_PLAYLIST} {DEFAULT_SCHEDULE} [event] name=prestart {SCATTER_EMBELLISHMENTS G* ^Efm 7} {SCATTER_EMBELLISHMENTS Rb,Gd ^Gvs 5} {SCATTER_EMBELLISHMENTS G*,D*,R*,Uu*,Ur* ^Es 2} {SCATTER_EMBELLISHMENTS G*,R*,Uu*,Ur* ^Em 2} {SCATTER_EMBELLISHMENTS Uu* ^Emf 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=100 lake_size=50 river_frequency=200 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=Mm [/height] [height] height=500 terrain=Hh [/height] [height] height=100 terrain=Gg [/height] [height] height=30 terrain=Ww [/height] [height] height=5 terrain=Ww [/height] [height] height=0 terrain=Wo [/height] [convert] min_temperature=300 max_temperature=700 max_height=300 from=Gg to=Gs^Fp [/convert] [convert] min_temperature=100 max_temperature=600 from=Gg to=Ss [/convert] [convert] min_temperature=400 from=Gg to=Gs^Fp [/convert] #road costs [road_cost] terrain=Gg cost=10 convert_to=Re [/road_cost] [road_cost] terrain=Ds cost=25 convert_to=Re [/road_cost] [road_cost] terrain=Gs^Fp cost=20 convert_to=Re [/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=Ss cost=40 convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\ convert_to=Ch [/road_cost] [road_cost] terrain=Hh cost=30 convert_to=Re [/road_cost] [road_cost] terrain=Mm cost=50 convert_to=Re [/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=Gg convert_to=Gg^Ve adjacent_liked=Gg, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp rating=8 [/village] [village] terrain=Ds convert_to=Vda rating=2 adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp [/village] #villages in forest are Elvish [village] terrain=Gs^Fp convert_to=Gg^Ve rating=4 adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp, Gs^Fp, Gs^Fp [/village] [village] terrain=Hh convert_to=Hh^Vhh rating=4 adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp [/village] [village] terrain=Mm convert_to=Mm^Vhh rating=3 adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp [/village] #swamp villages [village] terrain=Ss convert_to=Ss^Vhs rating=8 adjacent_liked=Gg, Ss, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp [/village] #mermen villages - give them low chance of appearing [village] terrain=Ww convert_to=Ww^Vm rating=5 adjacent_liked=Ww, Ww [/village] [castle] valid_terrain=Gg, Gs^Fp, Hh, Ss min_distance=12 [/castle] [naming] {VILLAGE_NAMES} [/naming] [village_naming] {VILLAGE_NAMES} [/village_naming] [/generator] #undef MIN_COST_ROAD [/multiplayer]