Game Setup



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Synthesis done when setting up this game:

Fractal percentile terrain: (not attempted)
    Alt blobs density 1000, size 100, height 1000
        10 smoothing passes
        Lower percentiles: 0% by default, 15% for gully, 95% for mountain, 90% for hill, 80% for forest, 70% for bocage, 20% for clear, 12% for swamp, 10% for sand.
        Upper percentiles: 0% by default, 20% for gully, 100% for mountain, 95% for hill, 90% for forest, 80% for bocage, 70% for clear, 15% for swamp, 12% for sand, 10% for ocean.
    Wet blobs density 100, size 100, height 100
        2 smoothing passes
        Lower percentiles: 0% for all terrain types.
        Upper percentiles: 0% by default, 100% for gully, clear, forest, bocage, hill, mountain, sand, swamp, ocean.
    Terrain around edge is clear.

Rivers: (not attempted)
    Chance to be river source: 0% by default, 5% for clear.
    No special sink terrain.

Countries: (not attempted)
    15 cells across, at least 25 cells apart, and at most 35 cells apart
    Start with: 0 by default, 1 for Yak-1, Mig-3, 88mm AT, 20mmQUAD F, 120mm M(g), Wespe, Hummel, Jgd Pz IV, PantherADG, BF109e, BF109k, 2 for town, 45mm AT, 76mm AT, recon platoon, halftrack(r), SU-152, SU-85, 75mm AT, rifle platoon(g), 3 for SMG platoon(r), PzKpfw IV, 10 for T-34c, 6 for halftrack(g), 5 for truck(r).
    Favored terrain:
        town: 100% for all terrain types.
        45mm AT: 0% for all terrain types.
        76mm AT: 0% for all terrain types.
        recon platoon: 0% for all terrain types.
        SMG platoon(r): 0% for all terrain types.
        truck(r): 100% for all terrain types.
        halftrack(r): 100% for all terrain types.
        SU-152: 100% for all terrain types.
        SU-85: 100% for all terrain types.
        T-34c: 100% for all terrain types.
        Yak-1: 100% for all terrain types.
        Mig-3: 100% for all terrain types.
        75mm AT: 0% for all terrain types.
        88mm AT: 0% for all terrain types.
        20mmQUAD F: 0% for all terrain types.
        120mm M(g): 0% for all terrain types.
        rifle platoon(g): 0% for all terrain types.
        halftrack(g): 100% for all terrain types.
        Wespe: 100% for all terrain types.
        Hummel: 100% for all terrain types.
        Jgd Pz IV: 100% for all terrain types.
        PzKpfw IV: 100% for all terrain types.
        PantherADG: 100% for all terrain types.
        BF109e: 100% for all terrain types.
        BF109k: 100% for all terrain types.

Independent units: (not attempted)

Materials: (not attempted)

Names for units: (not attempted)

Names for geographical features: (not attempted)

Roads: (not attempted)
    Chance to run:
    From town: 0% by default, 100% to town
        100% chance of spur, if within 8 of road.
        100% chance of road to edge.
    Routing of road from gully: 20 by default, 10 vs ocean.
    Routing of road from fortification: 100 by default, 20 vs gully, 10 vs ocean.
    Routing of road from port: 100 by default, 20 vs gully, 10 vs ocean.
    Routing of road from stream: 100 by default, 20 vs gully, 10 vs ocean.
    Routing of road from slope: 100 by default, 20 vs gully, 10 vs ocean.
    Routing of road from impassable-river: 100 by default, 20 vs gully, 10 vs ocean.
    Routing of road from clear: 100 by default, 20 vs gully, 10 vs ocean.
    Routing of road from city: 100 by default, 20 vs gully, 10 vs ocean.
    Routing of road from airfield: 100 by default, 20 vs gully, 10 vs ocean.
    Routing of road from forest: 100 by default, 20 vs gully, 10 vs ocean.
    Routing of road from bocage: 100 by default, 20 vs gully, 10 vs ocean.
    Routing of road from hill: 100 by default, 20 vs gully, 10 vs ocean.
    Routing of road from mountain: 100 by default, 20 vs gully, 10 vs ocean.
    Routing of road from sand: 100 by default, 20 vs gully, 10 vs ocean.
    Routing of road from swamp: 100 by default, 20 vs gully, 10 vs ocean.
    Routing of road from ocean: 100 by default, 20 vs gully, 0 vs ocean.
    Routing of road from rough: 100 by default, 20 vs gully, 10 vs ocean.
    Routing of road from empty: 100 by default, 20 vs gully, 10 vs ocean.
    4%    of edge gets road run to another edge.

Weather: (not attempted)

2 choices in side library.


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