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[Wesnoth-cvs-commits] wesnoth/data/scenarios/multiplayer Random_Scena...


From: Pauli Manninen
Subject: [Wesnoth-cvs-commits] wesnoth/data/scenarios/multiplayer Random_Scena...
Date: Fri, 29 Oct 2004 18:00:30 -0400

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     Pauli Manninen <address@hidden> 04/10/29 21:54:56

Modified files:
        data/scenarios/multiplayer: Random_Scenario_Desert.cfg 
                                    Random_Scenario_Marsh.cfg 
                                    Random_Scenario_Winter.cfg 

Log message:
        Tweaks to Desert, Winter and Marsh random map generator configurations 
by Sanna

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg.diff?tr1=1.2&tr2=1.3&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/multiplayer/Random_Scenario_Marsh.cfg.diff?tr1=1.2&tr2=1.3&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/multiplayer/Random_Scenario_Winter.cfg.diff?tr1=1.3&tr2=1.4&r1=text&r2=text

Patches:
Index: wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg
diff -u wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg:1.2 
wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg:1.3
--- wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg:1.2   Fri Oct 
22 17:59:55 2004
+++ wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg       Fri Oct 
29 21:54:56 2004
@@ -1,7 +1,8 @@
 [multiplayer]
        id=ranmap2
        name= _ "Random map (Desert)"
-       turns=90
+       turns=50
+       description= _ "A random map with sand 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."
 
        {DAWN}
        {MORNING}
@@ -11,226 +12,197 @@
        {SECOND_WATCH}
 
        map_generation=default
-[generator]
-       [scenario]
-       name= _ "Random map (Desert)"
-       turns=90
-       id=ranmap2
-
-       {DAWN}
-       {MORNING}
-       {AFTERNOON}
-       {DUSK}
-       {FIRST_WATCH}
-       {SECOND_WATCH}
-       [/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
-
-default_convert=g
-
-roads=3
-road_windiness=3
-
-       #list of common terrain types which come in at
-       #different heights, from highest to lowest
-       [height]
-       height=600
-       terrain=m
-       [/height]
-       [height]
-       height=500
-       terrain=h
-       [/height]
-       [height]
-       height=100
-       terrain=g
-       [/height]
-       [height]
-       height=30
-       terrain=d
-       [/height]
-       [height]
-       height=5
-       terrain=c
-       [/height]
-       [height]
-       height=0
-       terrain=s
-       [/height]
-
-       #swamp appears on low land, at moderate temperatures
-       [convert]
-       min_temperature=300
-       max_temperature=700
-       max_height=300
-       from=g
-       to=w
-       [/convert]
-
-       [convert]
-       min_temperature=100
-       max_temperature=600
-       from=g
-       to=d
-       [/convert]
-
-       [convert]
-       min_temperature=400
-       from=g
-       to=f
-       [/convert]
-
-       #road costs
-       [road_cost]
-       terrain=g
-       cost=10
-       convert_to=r
-       [/road_cost]
-
-       [road_cost]
-       terrain=d
-       cost=25
-       convert_to=r
-       [/road_cost]
-
-       [road_cost]
-       terrain=f
-       cost=20
-       convert_to=r
-       [/road_cost]
-
-       [road_cost]
-       terrain=c
-       cost=50
-       convert_to_bridge=|,/,\
-       convert_to=C
-       [/road_cost]
-       
-       [road_cost]
-       terrain=h
-       cost=30
-       convert_to=r
-       [/road_cost]
-       
-       [road_cost]
-       terrain=m
-       cost=50
-       convert_to=r
-       [/road_cost]
-
-       #road going through snow is covered over by
-       #the snow (presumably the road was built when
-       #it wasn't snowing)
-       [road_cost]
-       terrain=S
-       cost=20
-       convert_to=S
-       [/road_cost]
-
-#define MIN_COST_ROAD X
-       [road_cost]
-       terrain={X}
-       cost=2
-       convert_to={X}
-       [/road_cost]
-#enddef
-
-       {MIN_COST_ROAD r}
-       {MIN_COST_ROAD |}
-       {MIN_COST_ROAD /}
-       {MIN_COST_ROAD \}
-       {MIN_COST_ROAD C}
-
-
-       [village]
-       terrain=g
-       convert_to=v
-       adjacent_liked=gccccccc|/\RRrrtvhf
-       rating=8
-       [/village]
-       [village]
-       terrain=d
-       convert_to=v
-       rating=2
-       adjacent_liked=gccc|/\RRrrtvhf
-       [/village]
-
-       #villages in forest are Elvish
-       [village]
-       terrain=f
-       convert_to=t
-       rating=4
-       adjacent_liked=gccc|/\RRrrtvhfff
-       [/village]
-       [village]
-       terrain=h
-       convert_to=v
-       rating=4
-       adjacent_liked=gccc|/\RRrrtvhf
-       [/village]
-       [village]
-       terrain=m
-       convert_to=v
-       rating=3
-       adjacent_liked=gccc|/\RRrrtvhf
-       [/village]
-
-       #villages in snow
-       [village]
-       terrain=S
-       convert_to=V
-       rating=3
-       adjacent_liked=gccc|/\RRrrtvhf
-       [/village]
-
-       [village]
-       terrain=F
-       convert_to=V
-       rating=3
-       adjacent_liked=gccc|/\RRrrtvhf
-       [/village]
-
-       #swamp villages
-       [village]
-       terrain=w
-       convert_to=Y
-       rating=2
-       adjacent_liked=gccc|/\RRrrtvhf
-       [/village]
-
-       #mermen villages - give them low chance of appearing
-       [village]
-       terrain=c
-       convert_to=Z
-       rating=1
-       adjacent_liked=cc
-       [/village]
-
-       [castle]
-       valid_terrain=dgfh
-       min_distance=12
-       [/castle]
-
-       [naming]
-       {VILLAGE_NAMES}
-       [/naming]
-
-       [village_naming]
-       {VILLAGE_NAMES}
-       [/village_naming]
+       [generator]
+               [scenario]
+                       name= _ "Random map (Desert)"
+                       turns=50
+                       id=ranmap2
+               
+                       {DAWN}
+                       {MORNING}
+                       {AFTERNOON}
+                       {DUSK}
+                       {FIRST_WATCH}
+                       {SECOND_WATCH}
+               [/scenario]
+       name=default
+       map_width=40
+       map_height=40
+       iterations=2000
+       hill_size=6
+       max_lakes=40
+       villages=25
+       players=2
+       min_lake_height=600
+       lake_size=120
+       river_frequency=15
+       
+       temperature_iterations=2000
+       temperature_size=4
+       
+       default_convert=d
+       
+       roads=3
+       road_windiness=3
+       
+               #list of common terrain types which come in at
+               #different heights, from highest to lowest
+               [height]
+               height=600
+               terrain=m
+               [/height]
+               [height]
+               height=500
+               terrain=h
+               [/height]
+               [height]
+               height=100
+               terrain=g
+               [/height]
+               [height]
+               height=30
+               terrain=d
+               [/height]
+               [height]
+               height=5
+               terrain=c
+               [/height]
+               [height]
+               height=0
+               terrain=s
+               [/height]
+       
+               #swamp appears on low land, at moderate temperatures
+               #[convert]
+               #min_temperature=300
+               #max_temperature=700
+               #max_height=300
+               #from=g
+               #to=w
+               #[/convert]
+       
+               [convert]
+               min_temperature=100
+               max_temperature=600
+               from=g
+               to=d
+               [/convert]
+       
+               [convert]
+               min_temperature=400
+               from=g
+               to=f
+               [/convert]
+       
+               #road costs
+               [road_cost]
+               terrain=g
+               cost=10
+               convert_to=r
+               [/road_cost]
+       
+               [road_cost]
+               terrain=d
+               cost=15
+               convert_to=r
+               [/road_cost]
+       
+               [road_cost]
+               terrain=f
+               cost=20
+               convert_to=r
+               [/road_cost]
+       
+               [road_cost]
+               terrain=c
+               cost=50
+               convert_to_bridge=|,/,\
+               convert_to=C
+               [/road_cost]
+               
+               [road_cost]
+               terrain=h
+               cost=30
+               convert_to=r
+               [/road_cost]
+               
+               [road_cost]
+               terrain=m
+               cost=50
+               convert_to=r
+               [/road_cost]
+               
+       #define MIN_COST_ROAD X
+               [road_cost]
+               terrain={X}
+               cost=2
+               convert_to={X}
+               [/road_cost]
+       #enddef
+       
+               {MIN_COST_ROAD r}
+               {MIN_COST_ROAD |}
+               {MIN_COST_ROAD /}
+               {MIN_COST_ROAD \}
+               {MIN_COST_ROAD C}
+       
+       
+               [village]
+               terrain=g
+               convert_to=v
+               adjacent_liked=gccccccc|/\RRrrtvhf
+               rating=8
+               [/village]
+               
+               [village]
+               terrain=d
+               convert_to=v
+               rating=5
+               adjacent_liked=dgccc|/\RRrrtvhf
+               [/village]
+       
+               #villages in forest are Elvish
+               [village]
+               terrain=f
+               convert_to=t
+               rating=4
+               adjacent_liked=gccc|/\RRrrtvhfff
+               [/village]
+               
+               [village]
+               terrain=h
+               convert_to=v
+               rating=4
+               adjacent_liked=gccc|/\RRrrtvhf
+               [/village]
+               
+               [village]
+               terrain=m
+               convert_to=v
+               rating=3
+               adjacent_liked=gccc|/\RRrrtvhf
+               [/village]
+       
+               #mermen villages - give them low chance of appearing
+               [village]
+               terrain=c
+               convert_to=Z
+               rating=1
+               adjacent_liked=cc
+               [/village]
+       
+               [castle]
+               valid_terrain=dgfh
+               min_distance=12
+               [/castle]
+       
+               [naming]
+               {VILLAGE_NAMES}
+               [/naming]
        
-[/generator]
+               [village_naming]
+               {VILLAGE_NAMES}
+               [/village_naming]
+               
+       [/generator]
 [/multiplayer]
Index: wesnoth/data/scenarios/multiplayer/Random_Scenario_Marsh.cfg
diff -u wesnoth/data/scenarios/multiplayer/Random_Scenario_Marsh.cfg:1.2 
wesnoth/data/scenarios/multiplayer/Random_Scenario_Marsh.cfg:1.3
--- wesnoth/data/scenarios/multiplayer/Random_Scenario_Marsh.cfg:1.2    Fri Oct 
22 18:11:07 2004
+++ wesnoth/data/scenarios/multiplayer/Random_Scenario_Marsh.cfg        Fri Oct 
29 21:54:56 2004
@@ -2,6 +2,7 @@
        id=ranmap4
        name= _ "Random map (Marsh)"
        turns=90
+       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."
 
        {DAWN}
        {MORNING}
@@ -11,225 +12,212 @@
        {SECOND_WATCH}
 
        map_generation=default
-[generator]
-       [scenario]
-       name= _ "Random map (Marsh)"
-       turns=90
-       id=ranmap4
-
-       {DAWN}
-       {MORNING}
-       {AFTERNOON}
-       {DUSK}
-       {FIRST_WATCH}
-       {SECOND_WATCH}
-       [/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
-
-default_convert=g
-
-roads=3
-road_windiness=3
-
-       #list of common terrain types which come in at
-       #different heights, from highest to lowest
-       [height]
-       height=600
-       terrain=m
-       [/height]
-       [height]
-       height=500
-       terrain=h
-       [/height]
-       [height]
-       height=100
-       terrain=g
-       [/height]
-       [height]
-       height=30
-       terrain=c
-       [/height]
-       [height]
-       height=5
-       terrain=c
-       [/height]
-       [height]
-       height=0
-       terrain=s
-       [/height]
-
-       [convert]
-       min_temperature=300
-       max_temperature=700
-       max_height=300
-       from=g
-       to=f
-       [/convert]
-
-       [convert]
-       min_temperature=100
-       max_temperature=600
-       from=g
-       to=w
-       [/convert]
-
-       [convert]
-       min_temperature=400
-       from=g
-       to=f
-       [/convert]
-
-       #road costs
-       [road_cost]
-       terrain=g
-       cost=10
-       convert_to=r
-       [/road_cost]
-
-       [road_cost]
-       terrain=d
-       cost=25
-       convert_to=r
-       [/road_cost]
-
-       [road_cost]
-       terrain=f
-       cost=20
-       convert_to=r
-       [/road_cost]
-
-       [road_cost]
-       terrain=c
-       cost=50
-       convert_to_bridge=|,/,\
-       convert_to=C
-       [/road_cost]
-       
-       [road_cost]
-       terrain=h
-       cost=30
-       convert_to=r
-       [/road_cost]
-       
-       [road_cost]
-       terrain=m
-       cost=50
-       convert_to=r
-       [/road_cost]
-
-       #road going through snow is covered over by
-       #the snow (presumably the road was built when
-       #it wasn't snowing)
-       [road_cost]
-       terrain=S
-       cost=20
-       convert_to=S
-       [/road_cost]
-
-#define MIN_COST_ROAD X
-       [road_cost]
-       terrain={X}
-       cost=2
-       convert_to={X}
-       [/road_cost]
-#enddef
-
-       {MIN_COST_ROAD r}
-       {MIN_COST_ROAD |}
-       {MIN_COST_ROAD /}
-       {MIN_COST_ROAD \}
-       {MIN_COST_ROAD C}
-
-
-       [village]
-       terrain=g
-       convert_to=v
-       adjacent_liked=gccccccc|/\RRrrtvhf
-       rating=8
-       [/village]
-       [village]
-       terrain=d
-       convert_to=v
-       rating=2
-       adjacent_liked=gccc|/\RRrrtvhf
-       [/village]
-
-       #villages in forest are Elvish
-       [village]
-       terrain=f
-       convert_to=t
-       rating=4
-       adjacent_liked=gccc|/\RRrrtvhfff
-       [/village]
-       [village]
-       terrain=h
-       convert_to=v
-       rating=4
-       adjacent_liked=gccc|/\RRrrtvhf
-       [/village]
-       [village]
-       terrain=m
-       convert_to=v
-       rating=3
-       adjacent_liked=gccc|/\RRrrtvhf
-       [/village]
-
-       #villages in snow
-       [village]
-       terrain=S
-       convert_to=V
-       rating=3
-       adjacent_liked=gccc|/\RRrrtvhf
-       [/village]
-
-       [village]
-       terrain=F
-       convert_to=V
-       rating=3
-       adjacent_liked=gccc|/\RRrrtvhf
-       [/village]
-
-       #swamp villages
-       [village]
-       terrain=w
-       convert_to=Y
-       rating=3
-       adjacent_liked=gccc|/\RRrrtvhf
-       [/village]
-
-       #mermen villages - give them low chance of appearing
-       [village]
-       terrain=c
-       convert_to=Z
-       rating=1
-       adjacent_liked=cc
-       [/village]
-
-       [castle]
-       valid_terrain=gfhw
-       min_distance=12
-       [/castle]
-
-       [naming]
-       {VILLAGE_NAMES}
-       [/naming]
-
-       [village_naming]
-       {VILLAGE_NAMES}
-       [/village_naming]
+       [generator]
+               [scenario]
+                       name= _ "Random map (Marsh)"
+                       turns=90
+                       id=ranmap4
+               
+                       {DAWN}
+                       {MORNING}
+                       {AFTERNOON}
+                       {DUSK}
+                       {FIRST_WATCH}
+                       {SECOND_WATCH}
+               [/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
+       
+       default_convert=w
+       
+       roads=3
+       road_windiness=3
+       
+               #list of common terrain types which come in at
+               #different heights, from highest to lowest
+               [height]
+               height=600
+               terrain=m
+               [/height]
+               [height]
+               height=500
+               terrain=h
+               [/height]
+               [height]
+               height=100
+               terrain=g
+               [/height]
+               [height]
+               height=30
+               terrain=c
+               [/height]
+               [height]
+               height=5
+               terrain=c
+               [/height]
+               [height]
+               height=0
+               terrain=s
+               [/height]
+       
+               [convert]
+               min_temperature=300
+               max_temperature=700
+               max_height=300
+               from=g
+               to=f
+               [/convert]
+       
+               [convert]
+               min_temperature=100
+               max_temperature=600
+               from=g
+               to=w
+               [/convert]
+       
+               [convert]
+               min_temperature=400
+               from=g
+               to=f
+               [/convert]
+       
+               #road costs
+               [road_cost]
+               terrain=g
+               cost=10
+               convert_to=r
+               [/road_cost]
+       
+               [road_cost]
+               terrain=d
+               cost=25
+               convert_to=r
+               [/road_cost]
+       
+               [road_cost]
+               terrain=f
+               cost=20
+               convert_to=r
+               [/road_cost]
+       
+               [road_cost]
+               terrain=c
+               cost=50
+               convert_to_bridge=|,/,\
+               convert_to=C
+               [/road_cost]
+
+               [road_cost]
+               terrain=w
+               cost=40
+               convert_to_bridge=|,/,\
+               convert_to=C
+               [/road_cost]
+               
+               [road_cost]
+               terrain=h
+               cost=30
+               convert_to=r
+               [/road_cost]
+               
+               [road_cost]
+               terrain=m
+               cost=50
+               convert_to=r
+               [/road_cost]
+       
+       
+               #define MIN_COST_ROAD X
+               [road_cost]
+               terrain={X}
+               cost=2
+               convert_to={X}
+               [/road_cost]
+               #enddef
+       
+               {MIN_COST_ROAD r}
+               {MIN_COST_ROAD |}
+               {MIN_COST_ROAD /}
+               {MIN_COST_ROAD \}
+               {MIN_COST_ROAD C}
+       
+       
+               [village]
+               terrain=g
+               convert_to=v
+               adjacent_liked=gccccccc|/\RRrrtvhf
+               rating=8
+               [/village]
+               
+               [village]
+               terrain=d
+               convert_to=v
+               rating=2
+               adjacent_liked=gccc|/\RRrrtvhf
+               [/village]
+       
+               #villages in forest are Elvish
+               [village]
+               terrain=f
+               convert_to=t
+               rating=4
+               adjacent_liked=gccc|/\RRrrtvhfff
+               [/village]
+               
+               [village]
+               terrain=h
+               convert_to=v
+               rating=4
+               adjacent_liked=gccc|/\RRrrtvhf
+               [/village]
+               
+               [village]
+               terrain=m
+               convert_to=v
+               rating=3
+               adjacent_liked=gccc|/\RRrrtvhf
+               [/village]
+       
+               #swamp villages
+               [village]
+               terrain=w
+               convert_to=Y
+               rating=8
+               adjacent_liked=gwccc|/\RRrrtvhf
+               [/village]
+       
+               #mermen villages - give them low chance of appearing
+               [village]
+               terrain=c
+               convert_to=Z
+               rating=5
+               adjacent_liked=cc
+               [/village]
+       
+               [castle]
+               valid_terrain=gfhw
+               min_distance=12
+               [/castle]
+       
+               [naming]
+               {VILLAGE_NAMES}
+               [/naming]
        
-[/generator]
+               [village_naming]
+               {VILLAGE_NAMES}
+               [/village_naming]
+               
+       [/generator]
 [/multiplayer]
Index: wesnoth/data/scenarios/multiplayer/Random_Scenario_Winter.cfg
diff -u wesnoth/data/scenarios/multiplayer/Random_Scenario_Winter.cfg:1.3 
wesnoth/data/scenarios/multiplayer/Random_Scenario_Winter.cfg:1.4
--- wesnoth/data/scenarios/multiplayer/Random_Scenario_Winter.cfg:1.3   Fri Oct 
22 21:01:08 2004
+++ wesnoth/data/scenarios/multiplayer/Random_Scenario_Winter.cfg       Fri Oct 
29 21:54:56 2004
@@ -1,6 +1,7 @@
 [multiplayer]
        id=ranmap3
        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."
        turns=90
 
        {DAWN}
@@ -11,237 +12,228 @@
        {SECOND_WATCH}
 
        map_generation=default
-[generator]
-       [scenario]
-       name= _ "Random map (Winter)"
-       turns=90
-       id=ranmap3
-
-       {DAWN}
-       {MORNING}
-       {AFTERNOON}
-       {DUSK}
-       {FIRST_WATCH}
-       {SECOND_WATCH}
-       [/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
-
-default_convert=g
-
-roads=4
-road_windiness=3
-
-       #list of common terrain types which come in at
-       #different heights, from highest to lowest
-       [height]
-       height=600
-       terrain=m
-       [/height]
-       [height]
-       height=500
-       terrain=h
-       [/height]
-       [height]
-       height=100
-       terrain=g
-       [/height]
-       [height]
-       height=5
-       terrain=c
-       [/height]
-       #[height]
-       #height=0
-       #terrain=s
-       #[/height]
-
-       #water at cold temperatures becomes ice
-       [convert]
-       min_height=50
-       max_temperature=150
-       from=csw
-       to=i
-       [/convert]
-
-       #at low temperatures, snow appears
-       [convert]
-       min_height=50
-       max_temperature=150
-       from=gd
-       to=S
-       [/convert]
-
-       #hills at low temperatures get snow on them
-       [convert]
-       max_temperature=200
-       from=h
-       to=H
-       [/convert]
-
-       #forest appears at moderate temperatures
-       [convert]
-       min_temperature=250
-       max_temperature=400
-       from=g
-       to=F
-       [/convert]
-
-       #forest appears at moderate temperatures
-       [convert]
-       min_temperature=250
-       max_temperature=500
-       from=g
-       to=f
-       [/convert]
-
-       #road costs
-       [road_cost]
-       terrain=g
-       cost=10
-       convert_to=r
-       [/road_cost]
-
-       [road_cost]
-       terrain=d
-       cost=25
-       convert_to=r
-       [/road_cost]
-
-       [road_cost]
-       terrain=f
-       cost=20
-       convert_to=r
-       [/road_cost]
-
-       [road_cost]
-       terrain=F
-       cost=20
-       convert_to=r
-       [/road_cost]
-
-       [road_cost]
-       terrain=c
-       cost=50
-       convert_to_bridge=|,/,\
-       #convert_to=C
-       [/road_cost]
-       
-       [road_cost]
-       terrain=h
-       cost=25
-       convert_to=r
-       [/road_cost]
-
-       [road_cost]
-       terrain=H
-       cost=25
-       convert_to=r
-       [/road_cost]
-       
-       [road_cost]
-       terrain=m
-       cost=40
-       convert_to=r
-       [/road_cost]
-
-       #road going through snow 
-       [road_cost]
-       terrain=S
-       cost=10
-       convert_to=r
-       [/road_cost]
-
-#define MIN_COST_ROAD X
-       [road_cost]
-       terrain={X}
-       cost=2
-       convert_to={X}
-       [/road_cost]
-#enddef
-
-       {MIN_COST_ROAD r}
-       {MIN_COST_ROAD |}
-       {MIN_COST_ROAD /}
-       {MIN_COST_ROAD \}
-       {MIN_COST_ROAD C}
-
-
-       [village]
-       terrain=g
-       convert_to=v
-       adjacent_liked=gccccccc|/\RRrrtvhf
-       rating=6
-       [/village]
-       
-       #villages in forest are Elvish
-       [village]
-       terrain=f
-       convert_to=t
-       rating=4
-       adjacent_liked=gccc|/\RRrrtvhfff
-       [/village]
-
-       [village]
-       terrain=F
-       convert_to=V
-       rating=4
-       adjacent_liked=gccc|/\RRrrtvhFFF
-       [/village]
-       
-       [village]
-       terrain=h
-       convert_to=v
-       rating=4
-       adjacent_liked=gccc|/\RRrrtvhf
-       [/village]
-       
-       [village]
-       terrain=H
-       convert_to=V
-       rating=4
-       adjacent_liked=gccc|/\RRrrtvHf
-       [/village]
-       
-       [village]
-       terrain=m
-       convert_to=v
-       rating=3
-       adjacent_liked=gccc|/\RRrrtvhf
-       [/village]
-
-       #villages in snow
-       [village]
-       terrain=S
-       convert_to=V
-       rating=4
-       adjacent_liked=gccc|/\RRrrtvhfS
-       [/village]
-
-
-       [castle]
-       valid_terrain=gfhFHm
-       min_distance=12
-       [/castle]
-
-       [naming]
-       {VILLAGE_NAMES}
-       [/naming]
-
-       [village_naming]
-       {VILLAGE_NAMES}
-       [/village_naming]
-       
-[/generator]
+       [generator]
+               [scenario]
+                       name= _ "Random map (Winter)"
+                       turns=90
+                       id=ranmap3
+               
+                       {DAWN}
+                       {MORNING}
+                       {AFTERNOON}
+                       {DUSK}
+                       {FIRST_WATCH}
+                       {SECOND_WATCH}
+               [/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
+               
+               default_convert=g
+               
+               roads=4
+               road_windiness=3
+               
+               #list of common terrain types which come in at
+               #different heights, from highest to lowest
+               [height]
+                       height=600
+                       terrain=m
+               [/height]
+               [height]
+                       height=500
+                       terrain=h
+               [/height]
+               [height]
+                       height=100
+                       terrain=g
+               [/height]
+               [height]
+                       height=5
+                       terrain=c
+               [/height]
+               
+               #water at cold temperatures becomes ice
+               [convert]
+                       min_height=50
+                       max_temperature=150
+                       from=csw
+                       to=i
+               [/convert]
+               
+               #at low temperatures, snow appears
+               [convert]
+                       min_height=50
+                       max_temperature=150
+                       from=gd
+                       to=S
+               [/convert]
+               
+               #hills at low temperatures get snow on them
+               [convert]
+                       max_temperature=200
+                       from=h
+                       to=H
+               [/convert]
+               
+               #forest appears at moderate temperatures
+               [convert]
+                       min_temperature=250
+                       max_temperature=400
+                       from=g
+                       to=F
+               [/convert]
+               
+               #forest appears at moderate temperatures
+               [convert]
+                       min_temperature=250
+                       max_temperature=500
+                       from=g
+                       to=f
+               [/convert]
+               
+               #road costs
+               [road_cost]
+                       terrain=g
+                       cost=10
+                       convert_to=r
+               [/road_cost]
+                               
+               [road_cost]
+                       terrain=f
+                       cost=20
+                       convert_to=r
+               [/road_cost]
+               
+               [road_cost]
+                       terrain=F
+                       cost=20
+                       convert_to=r
+               [/road_cost]
+               
+               [road_cost]
+                       terrain=c
+                       cost=50
+                       convert_to_bridge=|,/,\
+                       #convert_to=C
+               [/road_cost]
+                       
+               [road_cost]
+                       terrain=h
+                       cost=25
+                       convert_to=r
+               [/road_cost]
+               
+               [road_cost]
+                       terrain=H
+                       cost=25
+                       convert_to=r
+               [/road_cost]
+                       
+               [road_cost]
+                       terrain=m
+                       cost=40
+                       convert_to=r
+               [/road_cost]
+               
+               #road going through snow 
+               [road_cost]
+                       terrain=S
+                       cost=10
+                       convert_to=r
+               [/road_cost]
+               
+               #define MIN_COST_ROAD X
+               [road_cost]
+                       terrain={X}
+                       cost=2
+                       convert_to={X}
+               [/road_cost]
+               #enddef
+               
+               {MIN_COST_ROAD r}
+               {MIN_COST_ROAD |}
+               {MIN_COST_ROAD /}
+               {MIN_COST_ROAD \}
+               {MIN_COST_ROAD C}
+               
+               
+               [village]
+                       terrain=g
+                       convert_to=v
+                       adjacent_liked=gccccccc|/\RRrrtvhf
+                       rating=6
+               [/village]
+                       
+               #villages in forest are Elvish
+               [village]
+                       terrain=f
+                       convert_to=t
+                       rating=4
+                       adjacent_liked=gccc|/\RRrrtvhfff
+               [/village]
+               
+               [village]
+                       terrain=F
+                       convert_to=V
+                       rating=4
+                       adjacent_liked=gccc|/\RRrrtvhFFF
+               [/village]
+                       
+               [village]
+                       terrain=h
+                       convert_to=v
+                       rating=4
+                       adjacent_liked=gccc|/\RRrrtvhf
+               [/village]
+                       
+               [village]
+                       terrain=H
+                       convert_to=V
+                       rating=4
+                       adjacent_liked=gccc|/\RRrrtvHf
+               [/village]
+                       
+               [village]
+                       terrain=m
+                       convert_to=v
+                       rating=3
+                       adjacent_liked=gccc|/\RRrrtvhf
+               [/village]
+               
+                       #villages in snow
+               [village]
+                       terrain=S
+                       convert_to=V
+                       rating=4
+                       adjacent_liked=gccc|/\RRrrtvhfS
+               [/village]
+               
+               
+               [castle]
+                       valid_terrain=gfhFHm
+                       min_distance=12
+               [/castle]
+               
+               [naming]
+                       {VILLAGE_NAMES}
+               [/naming]
+               
+               [village_naming]
+                       {VILLAGE_NAMES}
+               [/village_naming]
+                       
+       [/generator]
 [/multiplayer]




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