It is possible to play it on voobly, but finding players is almost impossible. I played it vs friends. I suggest you do the same. 99% of games on voobly are arabia or black forest.I wonder about the new amphibian terrain introduced with last expansion. On steam we could see a lot of games on water nomad or bog islands but I've never seen a single game on those maps on voobly. They seemed very refreshing and enjoyable. What happened to these? Is it even possible to play them on voobly? I would like to see new maps using that terrain.
nooooooooooooooooooooooooooooooooStone rush. Like gold rush but with stone
How come you reply to posts of random topics 10 years later? Just curious not taking a jab or anything. Also it was sarcasmnoooooooooooooooooooooooooooooooo
But this topic is less than a month old... 11How come you reply to posts of random topics 10 years later?
I would like to see a sceanrio called "MiniWar" where you are pop capped at 15 pop, you start with 3 houses, 1 of every dropbuilding next to 2 infinite resource next to it (e.g 2 gold mines next to a mining camp, mill and 2 bushes, lumbercamp and 2 trees). There is no stone and the players are 25-30 tiles away from each other. you start with 10 villager without loom. standard resource start, start age and end age if feudal. You can make 5 military or kill a few vills to make more military. You cannot build a TC so you will alwaysy be limited to 10 vills or less. All buildings have half their HP (if not even less). There are also no stonewalls since you start with 0 stone and there is no stone on the map. Building a market could give you loom, townwatch
/* MINI WAR */
/* Map made by xThomas */
<PLAYER_SETUP>
random_placement
/* consts */
#const SET_ATTRIBUTE 0 /* Type: Attribute Const */
#const ADD_ATTRIBUTE 4 /* Type: Attribute Const */
#const MUL_ATTRIBUTE 5 /* Type: Attribute Const */
#const ATTR_GARRISON_CAPACITY 2
#const ATTR_HITPOINTS 0
#const TCA 71
#const TCB 109
#const TCC 141
#const TCD 142
#const TCE 481
#const TCF 482
#const TCG 483
#const TCH 484
#const TCI 597
#const TCJ 611
#const TCK 612
#const TCL 613
#const TCM 614
#const TCN 615
#const TCO 616
#const TCP 617
#const TCQ 618
#const TCR 619
#const TCS 620
#const TCT 621
effect_amount SET_ATTRIBUTE TCA ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCB ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCC ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCD ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCA ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCB ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCC ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCD ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCE ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCF ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCG ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCH ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCE ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCF ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCG ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCH ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCI ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCI ATTR_HITPOINTS 1
effect_amount SET_ATTRIBUTE TCJ 611 ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCK 612 ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCL 613 ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCM 614 ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCN 615 ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCO 616 ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCP 617 ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCQ 618 ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCR 619 ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCS 620 ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCT 621 ATTR_GARRISON_CAPACITY 1
effect_amount SET_ATTRIBUTE TCJ 611 ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCK 612 ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCL 613 ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCM 614 ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCN 615 ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCO 616 ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCP 617 ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCQ 618 ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCR 619 ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCS 620 ATTR_HITPOINTS 100
effect_amount SET_ATTRIBUTE TCT 621 ATTR_HITPOINTS 100
#const TREE 351
<LAND_GENERATION>
base_terrain WATER
create_player_lands
{
terrain_type GRASS
number_of_tiles 525
base_size 10
zone 0
top_border 30
bottom_border 30
left_border 30
right_border 30
}
<TERRAIN_GENERATION>
<OBJECTS_GENERATION>
create_object TOWN_CENTER
{
min_distance_to_players 0
max_distance_to_players 0
set_place_for_every_player
}
create_object VILLAGER
{
min_distance_to_players 6
max_distance_to_players 6
set_place_for_every_player
}
create_object SCOUT
{
min_distance_to_players 7
max_distance_to_players 9
set_place_for_every_player
}
create_object GOLD
{
number_of_groups 2
number_of_objects 1
min_distance_to_players 4
max_distance_to_players 4
set_place_for_every_player
set_tight_grouping
set_gaia_object_only
resource_delta 9200
}
create_object FORAGE
{
number_of_groups 2
number_of_objects 1
min_distance_to_players 4
max_distance_to_players 4
set_place_for_every_player
set_tight_grouping
set_gaia_object_only
resource_delta 9875
}
create_object TREE
{
number_of_groups 2
number_of_objects 1
min_distance_to_players 4
max_distance_to_players 4
set_place_for_every_player
set_tight_grouping
set_gaia_object_only
resource_delta 9900
}
One thing that I've seen brought up a few times was maps with choosable flank/pocket position (based on colour). Apparently no one has bothered to make such a map yet. Would be at least worth a try how that affects games.
If you want to have a go at amphibious terrain, you can have a look at the ZR@Water Nomad or ZR@Bog Islands map to see how you can get that effect (It uses regular shallows made buildable with a UP 1.5 effect, and the zip rms feature for the terrain graphics)
/* ************ CHOOSE ARABIA 8-PLAYER ************ */
/* 5 MAY 18 */
/* Note: random_map.def is automatically included in every rms script */
/*--------------------------------------*/
/* Define Constants */
/*--------------------------------------*/
#const SET_ATTRIBUTE 0
#const MOD_RESOURCE 1
#const ENABLE_OBJECT 2
#const GAIA_SET_ATTRIBUTE -1
#const GAIA_UPGRADE_UNIT -4
#const ATTR_ENABLE 1
#const ATTR_SET 0
#const ATTR_HITPOINTS 0
#const ATTR_LINE_OF_SIGHT 1
#const ATTR_RELOAD_TIME 10
#const ATTR_MAX_RANGE 12
#const ATTR_PROJECTILE_ID 16
#const ATTR_STORAGE_VALUE 21
#const ATTR_BLAST_RADIUS 22
#const ATTR_GARRISON_ARROWS 102
#const ATTR_FOOD_COST 103
#const ATTR_WOOD_COST 104
#const ATTR_GOLD_COST 105
#const ATTR_STONE_COST 106
#const ATTR_MAX_DUP_MISSILES 107
#const ATTR_HERO_STATUS 40
#const ATTR_TRAIN_LOCATION 42
#const ATTR_TRAIN_BUTTON 43
#const ATTR_BLAST_LEVEL 44
#const ATTR_HERO_HEAL_TIME 45
#const ATTR_NAME_ID 50
#const AMOUNT_FOOD 0
#const AMOUNT_WOOD 1
#const AMOUNT_STONE 2
#const AMOUNT_GOLD 3
#const AMOUNT_POPULATION_CAP 4
#const AMOUNT_REVEAL_ENEMY 209
#const AT_PLAYER 0
#const AT_COLOR 1
#const AT_TEAM 2
#const UNIQUE_UNIT -1
/*--------------------------------------*/
/* Direct Placement Angle */
/*--------------------------------------*/
#define ANGLE8
/*--------------------------------------*/
/* Validate Game Setup */
/*--------------------------------------*/
if 6_PLAYER_GAME
if 2_TEAM_GAME
if TEAM1_SIZE3
#define VALID_SETUP
endif
endif
elseif 8_PLAYER_GAME
if 2_TEAM_GAME
if TEAM1_SIZE4
#define VALID_SETUP
endif
endif
endif
/*--------------------------------------*/
/* Invalid Setup */
/*--------------------------------------*/
if VALID_SETUP
else
#define INVALID_SETUP
endif
/*--------------------------------------*/
/* Start Script */
/*--------------------------------------*/
<PLAYER_SETUP>
direct_placement
/* ****************************************************** */
<LAND_GENERATION>
start_random
percent_chance 50
#define DESERT_MAP
end_random
if INVALID_SETUP
base_terrain WATER
#const GROUND 24
elseif DESERT_MAP
base_terrain DIRT
#const GROUND 6
else
base_terrain GRASS3
#const GROUND 9
endif
if 6_PLAYER_GAME
if 2_TEAM_GAME
if TEAM1_SIZE3
if ANGLE8
#define ANGLE4
#define LAND_P2_T2
#define LAND_P3_T2
#define LAND_P4_T2
#define LAND_P6_T1
#define LAND_P7_T1
#define LAND_P8_T1
endif
if ANGLE4
#define LAND_P2
#define LAND_P3
#define LAND_P4
#define LAND_P6
#define LAND_P7
#define LAND_P8
endif
endif
endif
endif
if 8_PLAYER_GAME
if 0_TEAM_GAME
#define LAND_P1
#define LAND_P2
#define LAND_P3
#define LAND_P4
#define LAND_P5
#define LAND_P6
#define LAND_P7
#define LAND_P8
elseif 2_TEAM_GAME
if TEAM1_SIZE4
#define LAND_P1
#define LAND_P2
#define LAND_P3
#define LAND_P4
#define LAND_P5
#define LAND_P6
#define LAND_P7
#define LAND_P8
if ANGLE1
#define LAND_P1_T1
#define LAND_P2_T1
#define LAND_P3_T1
#define LAND_P4_T1
elseif ANGLE2
#define LAND_P1_T2
#define LAND_P2_T1
#define LAND_P3_T1
#define LAND_P4_T1
#define LAND_P5_T1
elseif ANGLE3
#define LAND_P1_T2
#define LAND_P2_T2
#define LAND_P3_T1
#define LAND_P4_T1
#define LAND_P5_T1
#define LAND_P6_T1
elseif ANGLE4
#define LAND_P1_T2
#define LAND_P2_T2
#define LAND_P3_T2
#define LAND_P4_T1
#define LAND_P5_T1
#define LAND_P6_T1
#define LAND_P7_T1
elseif ANGLE5
#define LAND_P1_T2
#define LAND_P2_T2
#define LAND_P3_T2
#define LAND_P4_T2
#define LAND_P5_T1
#define LAND_P6_T1
#define LAND_P7_T1
#define LAND_P8_T1
elseif ANGLE6
#define LAND_P1_T1
#define LAND_P2_T2
#define LAND_P3_T2
#define LAND_P4_T2
#define LAND_P5_T2
#define LAND_P6_T1
#define LAND_P7_T1
#define LAND_P8_T1
elseif ANGLE7
#define LAND_P1_T1
#define LAND_P2_T1
#define LAND_P3_T2
#define LAND_P4_T2
#define LAND_P5_T2
#define LAND_P6_T2
#define LAND_P7_T1
#define LAND_P8_T1
elseif ANGLE8
#define LAND_P1_T1
#define LAND_P2_T1
#define LAND_P3_T1
#define LAND_P4_T2
#define LAND_P5_T2
#define LAND_P6_T2
#define LAND_P7_T2
#define LAND_P8_T1
endif
endif
endif
endif
if LAND_P1
create_land
{
terrain_type GROUND
if TINY_MAP
number_of_tiles 360
base_size 15
else
number_of_tiles 400
base_size 18
endif
land_position rnd(19,21) rnd(19,21)
if LAND_P1_T1
assign_to AT_COLOR 1 0 0
elseif LAND_P1_T2
assign_to AT_COLOR 1 0 0
else
assign_to AT_COLOR -10 0 0
endif
left_border 4
right_border 4
top_border 4
bottom_border 4
}
endif
if LAND_P2
create_land
{
terrain_type GROUND
if TINY_MAP
number_of_tiles 360
base_size 15
else
number_of_tiles 400
base_size 18
endif
land_position rnd(49,51) rnd(16,18)
if 8_PLAYER_GAME
if LAND_P2_T1
assign_to AT_COLOR 2 0 0
elseif LAND_P2_T2
assign_to AT_COLOR 2 0 0
else
assign_to AT_COLOR -10 0 0
endif
elseif 6_PLAYER_GAME
if LAND_P2_T1
assign_to AT_COLOR 1 0 0
elseif LAND_P2_T2
assign_to AT_COLOR 1 0 0
else
assign_to AT_COLOR -10 0 0
endif
endif
left_border 4
right_border 4
top_border 4
bottom_border 4
}
endif
if LAND_P3
create_land
{
terrain_type GROUND
if TINY_MAP
number_of_tiles 360
base_size 15
else
number_of_tiles 400
base_size 18
endif
land_position rnd(79,81) rnd(19,21)
if 8_PLAYER_GAME
if LAND_P3_T1
assign_to AT_COLOR 3 0 0
elseif LAND_P3_T2
assign_to AT_COLOR 3 0 0
else
assign_to AT_COLOR -10 0 0
endif
elseif 6_PLAYER_GAME
if LAND_P3_T1
assign_to AT_COLOR 2 0 0
elseif LAND_P3_T2
assign_to AT_COLOR 2 0 0
else
assign_to AT_COLOR -10 0 0
endif
endif
left_border 4
right_border 4
top_border 4
bottom_border 4
}
endif
if LAND_P4
create_land
{
terrain_type GROUND
if TINY_MAP
number_of_tiles 360
base_size 15
else
number_of_tiles 400
base_size 18
endif
land_position rnd(82,84) rnd(49,51)
if 8_PLAYER_GAME
if LAND_P4_T1
assign_to AT_COLOR 4 0 0
elseif LAND_P4_T2
assign_to AT_COLOR 4 0 0
else
assign_to AT_COLOR -10 0 0
endif
elseif 6_PLAYER_GAME
if LAND_P4_T1
assign_to AT_COLOR 3 0 0
elseif LAND_P4_T2
assign_to AT_COLOR 3 0 0
else
assign_to AT_COLOR -10 0 0
endif
endif
left_border 4
right_border 4
top_border 4
bottom_border 4
}
endif
if LAND_P5
create_land
{
terrain_type GROUND
if TINY_MAP
number_of_tiles 360
base_size 15
else
number_of_tiles 400
base_size 18
endif
land_position rnd(79,81) rnd(79,81)
if LAND_P5_T1
assign_to AT_COLOR 5 0 0
elseif LAND_P5_T2
assign_to AT_COLOR 5 0 0
else
assign_to AT_COLOR -10 0 0
endif
left_border 4
right_border 4
top_border 4
bottom_border 4
}
endif
if LAND_P6
create_land
{
terrain_type GROUND
if TINY_MAP
number_of_tiles 360
base_size 15
else
number_of_tiles 400
base_size 18
endif
land_position rnd(49,51) rnd(82,84)
if 8_PLAYER_GAME
if LAND_P6_T1
assign_to AT_COLOR 6 0 0
elseif LAND_P6_T2
assign_to AT_COLOR 6 0 0
else
assign_to AT_COLOR -10 0 0
endif
elseif 6_PLAYER_GAME
if LAND_P6_T1
assign_to AT_COLOR 4 0 0
elseif LAND_P6_T2
assign_to AT_COLOR 4 0 0
else
assign_to AT_COLOR -10 0 0
endif
endif
left_border 4
right_border 4
top_border 4
bottom_border 4
}
endif
if LAND_P7
create_land
{
terrain_type GROUND
if TINY_MAP
number_of_tiles 360
base_size 15
else
number_of_tiles 400
base_size 18
endif
land_position rnd(19,21) rnd(79,81)
if 8_PLAYER_GAME
if LAND_P7_T1
assign_to AT_COLOR 7 0 0
elseif LAND_P7_T2
assign_to AT_COLOR 7 0 0
else
assign_to AT_COLOR -10 0 0
endif
elseif 6_PLAYER_GAME
if LAND_P7_T1
assign_to AT_COLOR 5 0 0
elseif LAND_P7_T2
assign_to AT_COLOR 5 0 0
else
assign_to AT_COLOR -10 0 0
endif
endif
left_border 4
right_border 4
top_border 4
bottom_border 4
}
endif
if LAND_P8
create_land
{
terrain_type GROUND
if TINY_MAP
number_of_tiles 360
base_size 15
else
number_of_tiles 400
base_size 18
endif
land_position rnd(16,18) rnd(49,51)
if 8_PLAYER_GAME
if LAND_P8_T1
assign_to AT_COLOR 8 0 0
elseif LAND_P8_T2
assign_to AT_COLOR 8 0 0
else
assign_to AT_COLOR -10 0 0
endif
elseif 6_PLAYER_GAME
if LAND_P8_T1
assign_to AT_COLOR 6 0 0
elseif LAND_P8_T2
assign_to AT_COLOR 6 0 0
else
assign_to AT_COLOR -10 0 0
endif
endif
left_border 4
right_border 4
top_border 4
bottom_border 4
}
endif
/* ****************************************************** */
<TERRAIN_GENERATION>
/* PRIMARY FOREST */
if DESERT_MAP
create_terrain PALM_DESERT
{
base_terrain DIRT
spacing_to_other_terrain_types 5
land_percent 12
number_of_clumps 10
set_avoid_player_start_areas
set_scale_by_groups
}
else
create_terrain FOREST
{
base_terrain GRASS3
spacing_to_other_terrain_types 5
land_percent 12
number_of_clumps 10
set_avoid_player_start_areas
set_scale_by_groups
}
endif
/* PRIMARY PATCH */
if DESERT_MAP
create_terrain DESERT
{
base_terrain DIRT
number_of_clumps 16
spacing_to_other_terrain_types 0
land_percent 20
set_scale_by_size
}
else
create_terrain DIRT
{
base_terrain GRASS3
number_of_clumps 26
spacing_to_other_terrain_types 1
land_percent 9
set_scale_by_size
}
endif
/* SECONDARY FOREST */
if DESERT_MAP
create_terrain FOREST
{
base_terrain DIRT
spacing_to_other_terrain_types 3
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
}
else
create_terrain PALM_DESERT
{
base_terrain DIRT
spacing_to_other_terrain_types 3
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
}
endif
/* SECONDARY PATCH */
if DESERT_MAP
create_terrain DIRT3
{
base_terrain DIRT
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
else
create_terrain DIRT3
{
base_terrain GRASS3
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
endif
/* TERTIARY PATCH */
if DESERT_MAP
create_terrain GRASS3
{
base_terrain DIRT
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
else
create_terrain DESERT
{
base_terrain GRASS3
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
endif
/* OASES */
if DESERT_MAP
create_terrain WATER
{
base_terrain PALM_DESERT
spacing_to_other_terrain_types 1
land_percent 1
number_of_clumps 8
set_avoid_player_start_areas
set_flat_terrain_only
set_scale_by_groups
}
endif
/* ****************************************************** */
<OBJECTS_GENERATION>
create_object TOWN_CENTER
{
set_place_for_every_player
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
min_distance_to_players 6
max_distance_to_players 8
set_place_for_every_player
}
create_object SHEEP
{
number_of_objects 4
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 8
max_distance_to_players 8
min_distance_group_placement 4
}
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 19
}
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 20
}
create_object BOAR
{
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 18
}
/* 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 18
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 16
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 20
max_distance_to_players 26
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 18
max_distance_to_players 26
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 35
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 8
max_distance_to_players 10
}
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 12
max_distance_to_players 20
}
/* 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 14
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 */
/* 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 2
number_of_objects 3
elseif MEDIUM_MAP
number_of_groups 3
number_of_objects 3
group_variance 1
elseif LARGE_MAP
number_of_groups 3
number_of_objects 3
group_variance 1
elseif HUGE_MAP
number_of_groups 4
number_of_objects 4
group_variance 1
elseif GIGANTIC_MAP
number_of_groups 5
number_of_objects 4
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 1
elseif MEDIUM_MAP
number_of_groups 2
elseif LARGE_MAP
number_of_groups 3
elseif HUGE_MAP
number_of_groups 4
elseif GIGANTIC_MAP
number_of_groups 5
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
}
if DESERT_MAP
create_object PALMTREE
{
number_of_objects 30
set_gaia_object_only
set_scaling_to_map_size
min_distance_to_players 8
}
else
create_object OAKTREE
{
number_of_objects 30
set_gaia_object_only
set_scaling_to_map_size
min_distance_to_players 8
}
endif
if DESERT_MAP
create_object SHORE_FISH
{
number_of_objects 4
min_distance_group_placement 5
set_gaia_object_only
set_scaling_to_map_size
}
endif
/* ****************************************************** */
<ELEVATION_GENERATION>
create_elevation 7
{
if DESERT_MAP
base_terrain DIRT
else
base_terrain GRASS3
endif
number_of_clumps 20
number_of_tiles 6000
set_scale_by_groups
set_scale_by_size
}
/* ****************************************************** */
<CLIFF_GENERATION>
min_number_of_cliffs 10
max_number_of_cliffs 15
min_length_of_cliff 3
max_length_of_cliff 10
Ty very much.@Deathcounter Here's the bare minimum for the map you requested. Rather than finangle around with the camps I decided to just use the TC. I removed most of its garrison capacity, reduced its hp to 100.. I don't know how to lower the max population space though. And the stragglers are lameable.
Code:/* MINI WAR */ /* Map made by xThomas */ <PLAYER_SETUP> random_placement /* consts */ #const SET_ATTRIBUTE 0 /* Type: Attribute Const */ #const ADD_ATTRIBUTE 4 /* Type: Attribute Const */ #const MUL_ATTRIBUTE 5 /* Type: Attribute Const */ #const ATTR_GARRISON_CAPACITY 2 #const ATTR_HITPOINTS 0 #const TCA 71 #const TCB 109 #const TCC 141 #const TCD 142 #const TCE 481 #const TCF 482 #const TCG 483 #const TCH 484 #const TCI 597 #const TCJ 611 #const TCK 612 #const TCL 613 #const TCM 614 #const TCN 615 #const TCO 616 #const TCP 617 #const TCQ 618 #const TCR 619 #const TCS 620 #const TCT 621 effect_amount SET_ATTRIBUTE TCA ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCB ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCC ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCD ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCA ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCB ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCC ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCD ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCE ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCF ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCG ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCH ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCE ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCF ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCG ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCH ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCI ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCI ATTR_HITPOINTS 1 effect_amount SET_ATTRIBUTE TCJ 611 ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCK 612 ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCL 613 ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCM 614 ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCN 615 ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCO 616 ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCP 617 ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCQ 618 ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCR 619 ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCS 620 ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCT 621 ATTR_GARRISON_CAPACITY 1 effect_amount SET_ATTRIBUTE TCJ 611 ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCK 612 ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCL 613 ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCM 614 ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCN 615 ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCO 616 ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCP 617 ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCQ 618 ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCR 619 ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCS 620 ATTR_HITPOINTS 100 effect_amount SET_ATTRIBUTE TCT 621 ATTR_HITPOINTS 100 #const TREE 351 <LAND_GENERATION> base_terrain WATER create_player_lands { terrain_type GRASS number_of_tiles 525 base_size 10 zone 0 top_border 30 bottom_border 30 left_border 30 right_border 30 } <TERRAIN_GENERATION> <OBJECTS_GENERATION> create_object TOWN_CENTER { min_distance_to_players 0 max_distance_to_players 0 set_place_for_every_player } create_object VILLAGER { min_distance_to_players 6 max_distance_to_players 6 set_place_for_every_player } create_object SCOUT { min_distance_to_players 7 max_distance_to_players 9 set_place_for_every_player } create_object GOLD { number_of_groups 2 number_of_objects 1 min_distance_to_players 4 max_distance_to_players 4 set_place_for_every_player set_tight_grouping set_gaia_object_only resource_delta 9200 } create_object FORAGE { number_of_groups 2 number_of_objects 1 min_distance_to_players 4 max_distance_to_players 4 set_place_for_every_player set_tight_grouping set_gaia_object_only resource_delta 9875 } create_object TREE { number_of_groups 2 number_of_objects 1 min_distance_to_players 4 max_distance_to_players 4 set_place_for_every_player set_tight_grouping set_gaia_object_only resource_delta 9900 }
something i have been thinking about for some time is mixed type team map, like parallel worlds map(but as i am not very good ad rms scripting net yet worked on)
What i mean is a team map where 1 player of a team is in a closed or semi-closed position, (like an arena style fortress, or surrounded by wood, or on an island ) while the other player of the team is in a central open land area, open to rush or be rushed.
Variation if this setup can be:
mixed teams - one of the team is situated between the enemies, but surrounded by a wall
mixed land / sea - half of the team is on island, other half is on land map with a lot of resource
The yin yang and border stones special maps have layouts somewhat along these lines, might be worth looking at.
i am not sure if it already exists, i had also this idea of a mixed setting: imagine a michy-style map (yes!) with on each side a team+1 player of the other team. so it can be [3v1 vs 1v3] or [2v1 vs 1v2] or [1v1 vs 1v1]. The isolated player can be helped out with a fortress wall. The dividing forest line better not be to thick, because the isolated player had to last until it is cut, in essence. The challenge is here: will the other players put their effort in taking the isolated player out, or will they boom and prepare to flood the other side.
/* Gazelle Rush */
<PLAYER_SETUP>
random_placement
#const SET_ATTRIBUTE 0 /* Type: Attribute Const */
#const ATTR_HITPOINTS 0
#const DEAD_BOAR 810
effect_amount SET_ATTRIBUTE DEAD_BOAR ATTR_HITPOINTS 0
<LAND_GENERATION>
base_terrain GRASS
create_player_lands
{
terrain_type GRASS
land_percent 100
}
create_land
{
terrain_type DIRT
land_percent 1
land_position 100 100
}
create_land
{
terrain_type DIRT
land_percent 1
land_position 0 100
}
create_land
{
terrain_type DIRT
land_percent 1
land_position 100 0
}
<OBJECTS_GENERATION>
create_object TOWN_CENTER
{
set_place_for_every_player
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
{
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 9
}
create_object DEAD_BOAR
{
number_of_groups 99
number_of_objects 49
terrain_to_place_on DIRT
set_gaia_object_only
group_placement_radius 3
set_tight_grouping
resource_delta -699
}
create_object DEER
{
number_of_groups 99
number_of_objects 49
terrain_to_place_on DIRT
set_gaia_object_only
group_placement_radius 3
set_tight_grouping
}
/* THE GREAT HUNT */
<PLAYER_SETUP>
random_placement
#const SET_ATTRIBUTE 0 /* Type: Attribute Const */
#const ATTR_HITPOINTS 0
effect_amount SET_ATTRIBUTE DIRE_WOLF ATTR_HITPOINTS 0
<LAND_GENERATION>
base_terrain SHALLOW
create_player_lands
{
terrain_type GRASS
land_percent 100
other_zone_avoidance_distance 3
zone 1
}
create_land
{
terrain_type DIRT
land_percent 1
top_border 99
left_border 99
right_border 0
bottom_border 0
land_position 99 99
clumping_factor 15
land_id 15
other_zone_avoidance_distance 1
zone 15
base_size 8
}
create_land
{
terrain_type DIRT
land_percent 1
land_position 0 99
top_border 99
left_border 0
right_border 99
bottom_border 0
clumping_factor 15
land_id 15
other_zone_avoidance_distance 1
zone 15
base_size 8
}
create_land
{
terrain_type DIRT
land_percent 1
land_position 99 0
top_border 0
left_border 99
right_border 0
bottom_border 99
clumping_factor 15
land_id 15
other_zone_avoidance_distance 1
zone 15
base_size 8
}
<TERRAIN_GENERATION>
create_terrain FOREST
{
base_terrain DIRT
spacing_to_other_terrain_types 2
number_of_clumps 99
land_percent 99
}
<OBJECTS_GENERATION>
create_object TOWN_CENTER
{
set_place_for_every_player
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
{
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 9
}
create_object DIRE_WOLF
{
number_of_groups 99
terrain_to_place_on DIRT
number_of_objects 9
set_gaia_object_only
resource_delta 2
place_on_specific_land_id 15
}
create_object DEER
{
number_of_groups 99
terrain_to_place_on DIRT
number_of_objects 9
set_gaia_object_only
place_on_specific_land_id 15
}
<CONNECTION_GENERATION>
create_connect_all_lands
{
replace_terrain WATER SHALLOW
start_random
percent_chance 50
terrain_size 7 0
percent_chance 50
terrain_size 8 0
end_random
}