Re: Anniversary Pack
+1I think this needs a bump to remind people how awesome the maps are!
+1I think this needs a bump to remind people how awesome the maps are!
create_terrain GRASS3
{
base_terrain FOREST
land_percent 100
number_of_clumps 100
if TINY_MAP
spacing_to_other_terrain_types 6
elseif SMALL_MAP
spacing_to_other_terrain_types 8
elseif MEDIUM_MAP
spacing_to_other_terrain_types 10
elseif LARGE_MAP
spacing_to_other_terrain_types 12
elseif HUGE_MAP
spacing_to_other_terrain_types 14
elseif GIGANTIC_MAP
spacing_to_other_terrain_types 16
endif
}
TheMadCADer said:I noticed in Ensnared Mode 2 that sometimes there are small borders of trees separating the outside area. I don't know if that was intentional, but I did a little playing. If you wanted to get rid of that, try copying the following code into the first line of <TERRAIN_GENERATION>.
Code:create_terrain GRASS3 { base_terrain FOREST land_percent 100 number_of_clumps 100 if TINY_MAP spacing_to_other_terrain_types 6 elseif SMALL_MAP spacing_to_other_terrain_types 8 elseif MEDIUM_MAP spacing_to_other_terrain_types 10 elseif LARGE_MAP spacing_to_other_terrain_types 12 elseif HUGE_MAP spacing_to_other_terrain_types 14 elseif GIGANTIC_MAP spacing_to_other_terrain_types 16 endif }
If you made this happen 50% of the time, you could remove the four "create_land" statements and achieve the same effect, just cleaner looking in my opinion. But of course, its entirely up to you.
start_random
percent_chance 50 #define AP_PACK1
percent_chance 40 #define AP_PACK2
percent_chance 10 #define AP_NOMAD
end_random
start_random
percent_chance 4 #define RAFT_AP
percent_chance 4 #define TRADE_ROUTE_AP
percent_chance 4 #define BOARDS_OF_CANADA_AP
percent_chance 4 #define QUICKSAND_AP
percent_chance 4 #define HYPERBOREA_AP
percent_chance 4 #define LOCK_WASHER_AP
percent_chance 4 #define MAZE_AP
percent_chance 4 #define INFREQUENT_AP
percent_chance 4 #define WOODEN_WEB_AP
percent_chance 4 #define GLACIER_AP
percent_chance 4 #define ROAD_TO_VICTORY_AP
percent_chance 4 #define CARIBBEAN_AP
percent_chance 4 #define AGRICULTURAL_AP
percent_chance 4 #define AUTUMNALAE_AP
percent_chance 4 #define TWO_RIVERS_AP
percent_chance 4 #define MELTING_ICE_AP
percent_chance 4 #define ARZACHEL_AP
percent_chance 4 #define DAM_AP
percent_chance 4 #define FORT_AP
percent_chance 4 #define RELIC_PONDS_AP
percent_chance 4 #define FLOOD_AP
percent_chance 4 #define BIG_BLUE_AP
percent_chance 4 #define DEVASTATION_AP
percent_chance 4 #define FROSTY_ISLANDS_AP
percent_chance 4 #define MIXTURE_AP
end_random
start_random
percent_chance 6 #define EASTER_ISLAND_AP
percent_chance 6 #define ENSNARED_AP
percent_chance 6 #define GHOST_FOREST_AP
percent_chance 6 #define OIRECTINE_AP
percent_chance 7 #define ANCIENT_LAKE_AP
percent_chance 6 #define ACROPOLIS_AP
percent_chance 6 #define HIDEOUT_AP
percent_chance 7 #define SEIZE_THE_HUMP_AP
percent_chance 7 #define BALTIC_AP
percent_chance 6 #define ISLANDS_AP
percent_chance 6 #define GEOMETRIC_PISS_AP
percent_chance 6 #define MICROPHONE_AP
percent_chance 6 #define SINKHOLES_AP
percent_chance 6 #define SAHARA_AP
percent_chance 6 #define CONTINENTAL_AP
percent_chance 7 #define DRY_ARABIA_AP
end_random
start_random
percent_chance 25 #define HILL_NOMAD_AP
percent_chance 25 #define BEDOUINS_AP
percent_chance 25 #define LAND_NOMAD_AP
percent_chance 25 #define NOMAD_AP
end_random