Dawn of Man – Creating Environments
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Creating Environments
This is a conduct on how to practice environments for Dawn of Man.
Environments define the terrain, trees, resources in addition to seasons inwards a game.
Creating an environs for your scenarios is optional, every bit y'all tin sack purpose 1 of the builtin ones:
- eurasia – Standard environment, used inwards the Continental Dawn freeplay scenario.
- eurasia_north – Longer winters, few resources, exclusively perennial trees, used inwards the The Northlands freeplay scenario.
- eurasia_conflict – Like eurasia merely amongst less resources, used inwards the Ancient Warriors freeplay scenario.
- eurasia_warm – More resources, shorter winters. Used inwards Creative Mode.
There are other scenarios tailored to around of the challenges too, like: eurasia_flatlands in addition to eurasia_glacial.
Basics
Environments must accept xml extension, in addition to must travel located the Environments subfolder relative to the scenario Definition file.
So if your scenario is called my_scenario.scn.xml in addition to your environs is inwards Environments/my_environment.xml, y'all tin sack thence reference it from the scenario using similar this:
- <location id=”main” seed=”5492625″ environment=”my_environment” map_location=”0.35,0.35″/>
Sections
We volition travel using the builtin eurasia_flatlands scenario every bit an example.
Most sections inwards the environs file are optional, if non acquaint the defaults volition travel used.
Terrain
- <noise_amplitudes values=”0.0 0.03 0.2 0.154 0.097 0.045 0.025 0.005″/>
Terrain inwards Dawn of Man, similar inwards almost games, is generated yesteryear combining racket of dissimilar frequencies: Large mountains are low-frequency high amplitude, modest bumps are high-frequency depression amplitude.
This business allows y'all to alter the amplitudes of the dissimilar racket layers, the initial numbers define the amplitudes of the low-frequencies (the pinnacle of large mountains), in addition to the afterward numbers define the amplitudes of the high_frequencies (the pinnacle of the modest bumps).
Terrain Features
- <trees values=”Oak Birch Beech Rye Einkorn Emmer Flax BitterVetch Chickpeas Lentils Peas Blackberry Blueberry Raspberry Strawberry Chestnut Pear Cherry Service”/>
What trees are acquaint inwards the level.
- <deposits values=”Flint”/>
What types of deposit are acquaint inwards the level.
- <distance_height_offset value=”0.02″/>
How much bigger are mountains at the border of map.
- <resource_factor value=”0.75″/>
The total of resources inwards the map. 1.0 is the default.
- <ford_distance_factor value=”1.5″/>
The average distance betwixt river fords, 1.0 is the default.
Seasons
This department defines the length, atmospheric precipitation in addition to temperature of each season.
Misc
- <sun_angle_factor value=”0.8″/>
How high is the Sun inwards the sky, 1.0 is the default.
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