#textdomain wesnoth-multiplayer [multiplayer] id=multiplayer_Random_Map_Winter 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." map_generation=default [generator] [scenario] name= _ "Random map (Winter)" id=multiplayer_Random_Map_Winter {DEFAULT_MUSIC_PLAYLIST} {DEFAULT_SCHEDULE} [event] name=prestart {SCATTER_EMBELLISHMENTS G*,D*,R*,Uu*,Ur*,Aa ^Es 2} {SCATTER_EMBELLISHMENTS Uu* ^Emf 2} {SCATTER_EMBELLISHMENTS G*,R*,Aa ^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=500 lake_size=150 river_frequency=20 temperature_iterations=2000 temperature_size=4 roads=4 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=Hhd [/height] [height] height=100 terrain=Gd [/height] [height] height=5 terrain=Ww [/height] [height] height=0 terrain=Wo [/height] #water at cold temperatures becomes ice [convert] min_height=50 max_temperature=150 from=Ww, Wo, Ss to=Ai [/convert] #at low temperatures, snow appears [convert] min_height=50 max_temperature=150 from=Gd, Ds to=Aa [/convert] #hills at low temperatures get snow on them [convert] max_temperature=200 from=Hhd to=Ha [/convert] #mountains at low temperatures get snow on them [convert] max_temperature=200 from=Mm to=Ms [/convert] #forest appears at moderate temperatures [convert] min_temperature=250 max_temperature=400 from=Gd to=Aa^Fpa [/convert] #forest appears at moderate temperatures [convert] min_temperature=250 max_temperature=500 from=Gd to=Gll^Fp [/convert] #road costs [road_cost] terrain=Gd cost=10 convert_to=Re [/road_cost] [road_cost] terrain=Gll^Fp cost=20 convert_to=Re [/road_cost] [road_cost] terrain=Aa^Fpa cost=20 convert_to=Re [/road_cost] [road_cost] terrain=Ww cost=50 convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\ #convert_to=C [/road_cost] [road_cost] terrain=Hhd cost=25 convert_to=Re [/road_cost] [road_cost] terrain=Ha cost=25 convert_to=Re [/road_cost] [road_cost] terrain=Mm cost=40 convert_to=Re [/road_cost] #road going through snow [road_cost] terrain=Aa cost=10 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=Gd convert_to=Gd^Vh adjacent_liked=Gd, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gs^Ve, Gd^Vh, Hhd, Gll^Fp rating=6 [/village] #villages in forest are Elvish [village] terrain=Gs^Fp convert_to=Gg^Ve rating=4 adjacent_liked=Gd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gs^Ve, Gd^Vh, Hhd, Gs^Fp, Gll^Fp, Gll^Fp [/village] [village] terrain=Aa^Fpa convert_to=Aa^Vha rating=4 adjacent_liked=Gd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gs^Ve, Gd^Vh, Hhd, Aa^Fpa, Aa^Fpa, Aa^Fpa [/village] [village] terrain=Hhd convert_to=Hhd^Vhh rating=4 adjacent_liked=Gd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gs^Ve, Gd^Vh, Hhd, Gll^Fp [/village] [village] terrain=Ha convert_to=Ha^Vhha rating=4 adjacent_liked=Gd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gs^Ve, Gd^Vh, Ha, Gll^Fp [/village] [village] terrain=Mm convert_to=Mm^Vhh rating=3 adjacent_liked=Gd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gs^Ve, Gd^Vh, Hhd, Gll^Fp [/village] #villages in snow [village] terrain=Aa convert_to=Aa^Vha rating=4 adjacent_liked=Gd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gs^Ve, Gd^Vh, Hhd, Gll^Fp, Aa [/village] [castle] valid_terrain=Gd, Gll^Fp, Hhd, Aa^Fpa, Ha, Mm min_distance=12 [/castle] [naming] {VILLAGE_NAMES} [/naming] [village_naming] {VILLAGE_NAMES} [/village_naming] [/generator] #undef MIN_COST_ROAD [/multiplayer]