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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).