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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