pollen 发表于 2015-1-19 10:25:43

数据编辑器3.8里面的最后一项“Map”里面的数值是什么用途???

今天在玩高人们的MOD,自己打开高级编辑器,发现里面最后一个选项卡“Map”从来没用过,

里面有些数据似乎是跟游戏开局时候的布局有关的,但是又不知道是针对哪些类型的地图的。

特来请教,先问个最基本的问题,然后自己研究,请高人前辈指点,谢谢!!!

如下面的途中,这里的0~8分别是针对某种地图类型的??还是针对别的什么??而且我看“放置在地图上的单位”这里似乎可以修改开局时默认配给的资源量???

例如,我要修改黑森林的开局布局,例如玩家直接的最小距离,每个玩家获得的果树丛的数量,该修改哪个地图脚本???






狂~劇情狂 发表于 2015-1-20 16:00:17

這是帝國 1 數據庫殘留下來的資料而已,征服者因為引入了可以自訂的隨機地圖腳本編譯器而將地圖設定獨立開去。想編輯標準隨機地圖內容及其開局單位設定應該要修改 gamedata_x1.drs裡的對應檔案,相關討論可到自訂隨機地圖區(https://www.hawkaoe.net/bbs/forum-268-1.html)。

下圖為帝國 1 數據庫地圖欄的內容:



以下為 gamedata_x1.drs 內的三組通用開局單位設置代碼(然而不少地圖亦有自設開局單位,因代碼太長不列出):

/* ******* STANDARD MINIMUM RESOURCES ************ */
/* 11 AUG 99 */

/* ONLY USED FOR GOLD RUSH and CRATER LAKE */

/* PLAYER START OBJECTS */

create_object TOWN_CENTER
{
set_place_for_every_player
group_placement_radius   18
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
set_place_for_every_player
min_distance_to_players       7
max_distance_to_players       9
}

create_object RELIC
{
   number_of_objects            5
   min_distance_to_players   25
   temp_min_distance_group_placement 20
}

/* SPECIAL STUFF FOR REGICIDE */
/* FORTRESS AND MIGRATION NEED TO BE UPDATED */

if REGICIDE
create_object VILLAGER
{
number_of_objects             7
set_place_for_every_player
min_distance_to_players       6
max_distance_to_players       6
}

create_object KING
{
set_place_for_every_player
min_distance_to_players       6
max_distance_to_players       6
}

create_object CASTLE
{
set_place_for_every_player
min_distance_to_players    10
max_distance_to_players    10
}
endif

/* NEAR FORAGE */

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_placement6
}

/* 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    10
   max_distance_to_players    12
   min_distance_group_placement5
}

create_object SHEEP
{
   number_of_objects 2
   number_of_groups 2
   set_loose_grouping
   set_gaia_object_only
   set_place_for_every_player
   min_distance_to_players    14
   max_distance_to_players    30
   min_distance_group_placement5
}

create_object DEER
{
number_of_objects          4
group_variance             1
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    30
min_distance_group_placement4
}

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    22
}

create_object BOAR
{
number_of_objects          1
set_gaia_object_only
set_place_for_every_player
min_distance_to_players    16
max_distance_to_players    22
}

/* NEAR 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    7
max_distance_to_players    12
min_distance_group_placement7
max_distance_to_other_zones7
}

/* FAR GOLD */

create_object GOLD
{
number_of_objects          3
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    24
min_distance_group_placement7
max_distance_to_other_zones7
}

/* NEAR 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_placement7
max_distance_to_other_zones7
}

/* FAR 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_placement7
max_distance_to_other_zones7
}

if DESERT_MAP
create_object PALMTREE
{
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_placement2
}
create_object PALMTREE
{
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_placement2
}
elseif ALPINE_MAP
create_object PINETREE
{
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_placement2
}
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_placement2
}
elseif ASIAN_MAP
create_object BAMBOO_TREE
{
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_placement2
}
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_placement2
}
else
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_placement2
}
create_object OAKTREE
{
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_placement2
}
endif

create_object WOLF
{
number_of_objects          2
set_gaia_object_only
set_place_for_every_player
min_distance_to_players    30
max_distance_to_players    40
}

/* create_object RABID_WOLF
{
number_of_objects          2
set_gaia_object_only
set_place_for_every_player
min_distance_to_players    40
max_distance_to_players    50
} */

create_object HAWK
{
   number_of_objects         6
   set_scaling_to_map_size
}

/* ******* LAND AND WATER RESOURCES ************ */
/* 24 JUNE 99 */
/* EXACTLY THE SAME AS LAND RESOURCES -- GO FIGURE */

/* PLAYER START OBJECTS */

create_object TOWN_CENTER
{
set_place_for_every_player
group_placement_radius   18
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
set_place_for_every_player
min_distance_to_players       7
max_distance_to_players       9
}

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 VILLAGER
{
number_of_objects             7
set_place_for_every_player
min_distance_to_players       6
max_distance_to_players       6
}

create_object KING
{
set_place_for_every_player
min_distance_to_players       6
max_distance_to_players       6
}

create_object CASTLE
{
set_place_for_every_player
min_distance_to_players    10
max_distance_to_players    10
}

endif

/* NEAR FORAGE */

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_placement6
}

/* NEAR 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_placement7
max_distance_to_other_zones7
}

/* MEDIUM 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_placement7
max_distance_to_other_zones7
}

/* FAR 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    25
max_distance_to_players    35
min_distance_group_placement7
max_distance_to_other_zones7
}

/* NEAR 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_placement7
max_distance_to_other_zones7
}

/* FAR 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_placement7
max_distance_to_other_zones7
}

/* BAA BAA */

if TROPICAL_MAP
create_object TURKEY
{
   number_of_objects 4
   set_loose_grouping
   set_gaia_object_only
   set_place_for_every_player
   min_distance_to_players    10
   max_distance_to_players    12
}
create_object TURKEY
{
   number_of_objects 2
   number_of_groups2
   set_loose_grouping
   set_gaia_object_only
   set_place_for_every_player
   min_distance_to_players    14
   max_distance_to_players    30
}
else
create_object SHEEP
{
   number_of_objects 4
   set_loose_grouping
   set_gaia_object_only
   set_place_for_every_player
   min_distance_to_players    10
   max_distance_to_players    12
}
create_object SHEEP
{
   number_of_objects 2
   number_of_groups 2
   set_loose_grouping
   set_gaia_object_only
   set_place_for_every_player
   min_distance_to_players    14
   max_distance_to_players    30
}
endif

create_object DEER
{
number_of_objects          4
group_variance             1
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    30
}

if TROPICAL_MAP
create_object JAVELINA
else
create_object BOAR
endif
{
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    22
}

if TROPICAL_MAP
create_object JAVELINA
else
create_object BOAR
endif
{
number_of_objects          1
set_gaia_object_only
set_place_for_every_player
min_distance_to_players    16
max_distance_to_players    22
}

if TROPICAL_MAP
create_object JAGUAR
{
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
}
else
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
}
endif

/* RESOURCES BY MAP */

if LARGE_MAP
create_object FORAGE
{
number_of_groups         1   
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_placement7
}
endif

if HUGE_MAP
create_object FORAGE
{
number_of_groups         2   
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_placement7
}
endif

if GIGANTIC_MAP
create_object FORAGE
{
number_of_groups         3   
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_placement7
}
endif

/* EXTRA GOLD */

if TINY_MAP
create_object GOLD
{
number_of_groups         2   
number_of_objects          3
group_placement_radius   2
set_tight_grouping
set_gaia_object_only
min_distance_to_players       40
min_distance_group_placement9
}
endif

if SMALL_MAP
create_object GOLD
{
number_of_groups         2   
number_of_objects          3
group_placement_radius   2
set_tight_grouping
set_gaia_object_only
min_distance_to_players       40
min_distance_group_placement9
}
endif

if MEDIUM_MAP
create_object GOLD
{
number_of_groups         3   
number_of_objects          3
group_variance             1
group_placement_radius   2
set_tight_grouping
set_gaia_object_only
min_distance_to_players       40
min_distance_group_placement9
}
endif

if LARGE_MAP
create_object GOLD
{
number_of_groups         3   
number_of_objects          3
group_variance             1
group_placement_radius   2
set_tight_grouping
set_gaia_object_only
min_distance_to_players       40
min_distance_group_placement9
}
endif

if HUGE_MAP
create_object GOLD
{
number_of_groups         4   
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_placement9
}
endif

if GIGANTIC_MAP
create_object GOLD
{
number_of_groups         5   
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_placement9
}
endif

/* EXTRA STONE */

if TINY_MAP
create_object STONE
{
number_of_groups         1   
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_placement9
}
endif

if SMALL_MAP
create_object STONE
{
number_of_groups         1   
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_placement9
}
endif

if MEDIUM_MAP
create_object STONE
{
number_of_groups         2   
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_placement9
}
endif

if LARGE_MAP
create_object STONE
{
number_of_groups         3   
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_placement9
}
endif

if HUGE_MAP
create_object STONE
{
number_of_groups         4   
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_placement9
}
endif

if GIGANTIC_MAP
create_object STONE
{
number_of_groups         5   
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_placement9
}
endif

if DESERT_MAP
create_object PALMTREE
{
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_placement2
}
create_object PALMTREE
{
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_placement2
}
elseif ALPINE_MAP
create_object PINETREE
{
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_placement2
}
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_placement2
}
elseif ASIAN_MAP
create_object BAMBOO_TREE
{
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_placement2
}
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_placement2
}
elseif TROPICAL_MAP
create_object PALMTREE
{
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_placement2
}
create_object OAKTREE
{
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_placement2
}
elseif FROZEN_MAP
create_object SNOWPINETREE
{
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_placement2
}
create_object SNOWPINETREE
{
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_placement2
}
else
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_placement2
}
create_object OAKTREE
{
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_placement2
}
endif

if TROPICAL_MAP
create_object MACAW
{
   number_of_objects         6
   set_scaling_to_map_size
}
else
create_object HAWK
{
   number_of_objects         6
   set_scaling_to_map_size
}
endif

if TROPICAL_MAP
create_object JAGUAR
{
number_of_groups          3
set_loose_grouping
start_random
percent_chance 75
    number_of_objects 1
percent_chance 25
    number_of_objects 2
end_random
set_scaling_to_map_size
set_gaia_object_only
min_distance_group_placement 12
min_distance_to_players    40
max_distance_to_players    120
}
else
create_object WOLF
{
number_of_groups          3
set_loose_grouping
start_random
percent_chance 75
    number_of_objects 1
percent_chance 25
    number_of_objects 2
end_random
set_scaling_to_map_size
set_gaia_object_only
min_distance_group_placement 12
min_distance_to_players    40
max_distance_to_players    120
}
endif

/* ******* LAND RESOURCES ************ */
/* 28 JUNE 99 */

/* PLAYER START OBJECTS */

create_object TOWN_CENTER
{
set_place_for_every_player
group_placement_radius   18
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
set_place_for_every_player
min_distance_to_players       7
max_distance_to_players       9
}

create_object RELIC
{
   number_of_objects            5
   min_distance_to_players   25
   temp_min_distance_group_placement 20
}

/* SPECIAL STUFF FOR REGICIDE */
/* FORTRESS AND MIGRATION NEED TO BE UPDATED */

if REGICIDE
create_object VILLAGER
{
number_of_objects             7
set_place_for_every_player
min_distance_to_players       6
max_distance_to_players       6
}

create_object KING
{
set_place_for_every_player
min_distance_to_players       6
max_distance_to_players       6
}

create_object CASTLE
{
set_place_for_every_player
min_distance_to_players    10
max_distance_to_players    10
}

endif

/* NEAR FORAGE */

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_placement6
}

/* NEAR 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_placement7
max_distance_to_other_zones7
}

/* MEDIUM 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_placement7
max_distance_to_other_zones7
}

/* FAR 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    25
max_distance_to_players    35
min_distance_group_placement7
max_distance_to_other_zones7
}

/* NEAR 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_placement7
max_distance_to_other_zones7
}

/* FAR 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_placement7
max_distance_to_other_zones7
}

/* BAA BAA */

if TROPICAL_MAP
create_object TURKEY
{
   number_of_objects 4
   set_loose_grouping
   set_gaia_object_only
   set_place_for_every_player
   min_distance_to_players    10
   max_distance_to_players    12
}
create_object TURKEY
{
   number_of_objects 2
   number_of_groups2
   set_loose_grouping
   set_gaia_object_only
   set_place_for_every_player
   min_distance_to_players    14
   max_distance_to_players    30
}
else
create_object SHEEP
{
   number_of_objects 4
   set_loose_grouping
   set_gaia_object_only
   set_place_for_every_player
   min_distance_to_players    10
   max_distance_to_players    12
}
create_object SHEEP
{
   number_of_objects 2
   number_of_groups2
   set_loose_grouping
   set_gaia_object_only
   set_place_for_every_player
   min_distance_to_players    14
   max_distance_to_players    30
}
endif

create_object DEER
{
number_of_objects          4
group_variance             1
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    30
}

if TROPICAL_MAP
create_object JAVELINA
else
create_object BOAR
endif
{
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    22
}

if TROPICAL_MAP
create_object JAVELINA
else
create_object BOAR
endif
{
number_of_objects          1
set_gaia_object_only
set_place_for_every_player
min_distance_to_players    16
max_distance_to_players    22
}

if TROPICAL_MAP
create_object JAGUAR
{
number_of_objects          2
set_gaia_object_only
set_place_for_every_player
min_distance_to_players    30
max_distance_to_players    40
}
else
create_object WOLF
{
number_of_objects          2
set_gaia_object_only
set_place_for_every_player
min_distance_to_players    30
max_distance_to_players    40
}
endif

/* *****RESOURCES BY MAP***** */

if LARGE_MAP
create_object FORAGE
{
number_of_groups         1   
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_placement9
}
endif

if HUGE_MAP
create_object FORAGE
{
number_of_groups         2   
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_placement9
}
endif

if GIGANTIC_MAP
create_object FORAGE
{
number_of_groups         3   
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_placement9
}
endif

/* EXTRA GOLD */

if TINY_MAP
create_object GOLD
{
number_of_groups         2   
number_of_objects          3
group_placement_radius   2
set_tight_grouping
set_gaia_object_only
min_distance_to_players       40
min_distance_group_placement9
}
endif

if SMALL_MAP
create_object GOLD
{
number_of_groups         2   
number_of_objects          3
group_placement_radius   2
set_tight_grouping
set_gaia_object_only
min_distance_to_players       40
min_distance_group_placement9
}
endif

if MEDIUM_MAP
create_object GOLD
{
number_of_groups         3   
number_of_objects          3
group_variance             1
group_placement_radius   2
set_tight_grouping
set_gaia_object_only
min_distance_to_players       40
min_distance_group_placement9
}
endif

if LARGE_MAP
create_object GOLD
{
number_of_groups         3   
number_of_objects          3
group_variance             1
group_placement_radius   2
set_tight_grouping
set_gaia_object_only
min_distance_to_players       40
min_distance_group_placement9
}
endif

if HUGE_MAP
create_object GOLD
{
number_of_groups         4   
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_placement9
}
endif

if GIGANTIC_MAP
create_object GOLD
{
number_of_groups         5   
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_placement9
}
endif

/* EXTRA STONE */

if TINY_MAP
create_object STONE
{
number_of_groups         1   
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_placement9
}
endif

if SMALL_MAP
create_object STONE
{
number_of_groups         1   
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_placement9
}
endif

if MEDIUM_MAP
create_object STONE
{
number_of_groups         2   
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_placement9
}
endif

if LARGE_MAP
create_object STONE
{
number_of_groups         3   
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_placement9
}
endif

if HUGE_MAP
create_object STONE
{
number_of_groups         4   
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_placement9
}
endif

if GIGANTIC_MAP
create_object STONE
{
number_of_groups         5   
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_placement9
}
endif

if DESERT_MAP
create_object PALMTREE
{
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_placement2
}
create_object PALMTREE
{
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_placement2
}
elseif ALPINE_MAP
create_object PINETREE
{
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_placement2
}
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_placement2
}
elseif ASIAN_MAP
create_object BAMBOO_TREE
{
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_placement2
}
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_placement2
}
elseif TROPICAL_MAP
create_object PALMTREE
{
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_placement2
}
create_object OAKTREE
{
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_placement2
}
elseif FROZEN_MAP
create_object SNOWPINETREE
{
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_placement2
}
create_object SNOWPINETREE
{
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_placement2
}
else
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_placement2
}
create_object OAKTREE
{
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_placement2
}
endif

if TROPICAL_MAP
create_object MACAW
{
   number_of_objects         6
   set_scaling_to_map_size
}
else
create_object HAWK
{
   number_of_objects         6
   set_scaling_to_map_size
}
endif

if TROPICAL_MAP
create_object JAGUAR
{
number_of_groups          3
set_loose_grouping
start_random
percent_chance 75
    number_of_objects 1
percent_chance 25
    number_of_objects 2
end_random
set_scaling_to_map_size
set_gaia_object_only
min_distance_group_placement 12
min_distance_to_players    40
max_distance_to_players    120
}
else
create_object WOLF
{
number_of_groups          3
set_loose_grouping
start_random
percent_chance 75
    number_of_objects 1
percent_chance 25
    number_of_objects 2
end_random
set_scaling_to_map_size
set_gaia_object_only
min_distance_group_placement 12
min_distance_to_players    40
max_distance_to_players    120
}
endif






阿拉伯野猪 发表于 2015-1-21 12:42:22

还是狂兄利害。

pollen 发表于 2015-1-21 13:47:55

狂~劇情狂 发表于 2015-1-20 16:00
這是帝國 1 數據庫殘留下來的資料而已,征服者因為引入了可以自訂的隨機地圖腳本編譯器而將地圖設定獨立開 ...

苍天呐,这么复杂啊???
页: [1]
查看完整版本: 数据编辑器3.8里面的最后一项“Map”里面的数值是什么用途???