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... The special characteristics of the "secondary" maps (Maps 1 through 3) randomly generated by the game are hard-coded, but this code is to a large extent controlled by the values in this section. Using this, you can turn your extra maps into worlds similar to those in the Fantasy and Science Fiction Games.
Each of the three entries (there must be three, no matter how many maps you actually have in your scenario) controls the overall layout of the terrain in one of the secondary maps - in order. (That is, the first line controls Map 1, the second Map 2, and the last Map3.) We'll briefly go over the uses of each field in the following list and you can discover the rest for yourself....
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0, 1,2, 3,4, 5,6,7,8, D1,M1,F1, D2,M2,F2, D3,M3,F3
0=map type: 1-subsea, 2-subdirt, 3-floating, 4-land dominant, 5-gas giant, 6-std
1=avg blob size (types 3 and 5 only)
2=avg # of blobs (types 3 and 5 only)
3=avg bridge length: 0-no bridges (types 3 and 5 only)
4=avg bridges per blob: 1-4 chance, 0-none (types 3 and 5 only)
5=# blue rooms
6=# ice rooms
7=# fire chambers
8=# storms
DMF=desired length, minimum length, frequency
specific effects depend on map type
; for SF game:
; DMF1=Mts, Hil, No
; DMF2=For, Mts, Hil
; DMF3=Hil, No, No
Fantasy
map type: 1-underwater; 2-underground; 3-floating; 4-land dominant; 5-gas giant
blob size,blob density
bridge length,bridge chance
blue rooms, ice chambers,fire chambers,storms
range 1-3 - for underwater, it's coral, vent, empty
desired length, minimum length, frequency
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