; ; Thi s f il e i s a te mpl ate for how a world spec if ic at io n f il e i s l ai d out. The world specification is one ; of the more co mp le x scri pt fi les used b y R omans - it bas ic al ly in it ia li s es the world into a given ; state by adafewe di ng first indep endent items such as the date, buildi ng s and roads, then starts adding ; factions and withi n each faction adds arm ys and with in each arm y adds un its. ; ; At the bottom of the world specifica ti on, a section called 'battle' can be placed, in which a battle ; can be specified, which will com me nce imm ediately when the ga me starts r unning. This is the way to ; create a very limited world spec for a given historical battle. ; ; ; ; indicates a comment ;-) ; ; >>>> start of global items section <<<< ; ; landmarks landmark type, strat map positio n ; Mausoleum at Halicarnass us ; Temple of Artemis at Eph esus ; Statue of Zeus at Olympi a ; Pharos at Alexandria ; Pyramids of Giza ; Sphinx ; ; resources resource type, level, strat map position ; gold, silver, copper, ti n, iron, marble ; ; ; date starting data, stored as a year since the founding of Rome and ; either 'summer' or 'winter' ; ; from the founding of Rom e ( c.753 BC)... the main campaign will ; start about 300 BC, whic h is year 453 AUC in the Roman calender, ; and the finishing date f or the campaign would be about 25 BC, ; which is year 728 AUC. T his equates to 550 turns. ; ; ; >>>> start of factions section <<<< ; ; faction adds a new faction to the world, valid factions are: ; ; denari
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;; This file is a template for how a world specification file is laid out.The world specification is one; of the more complex script files used by Romans - it basically initialises the world into a given; state by adafeweding first independent items such as the date, buildings and roads, then starts adding; factions and within each faction adds armys and within each army adds units.;; At the bottom of the world specification, a section called 'battle' canbe placed, in which a battle; can be specified, which will commence immediately when the game starts running. This is the way to; create a very limited world spec for a given historical battle.;;; ; indicates a comment ;-);; >>>> start of global items section <<<<;; landmarks landmark type, strat map position; Mausoleum at Halicarnass
us; Temple of Artemis at Ephesus; Statue of Zeus at Olympia; Pharos at Alexandria; Pyramids of Giza; Sphinx;; resources resource type, level, strat mapposition; gold, silver, copper, tin, iron, marble
;;; date starting data, stored as a yearsince the founding of Rome and; either 'summer'or 'winter';; from the founding of Rome ( c.753 BC)... the main campaign will; start about 300 BC, which is year 453 AUC in the Roman calender,; and the finishing date for the campaign would be about 25 BC,
; which is year 728 AUC. This equates to 550 turns.;;; >>>> start of factions section <<<<;; faction adds a new faction to the world, valid factions are:;; denari
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; poll_tax;; venice, sicily,milan, denmark,; egypt, scotland, aztecs, mongols, turks, france,; hre, england, portugal, poland, illyria, moors,; russia, spain, hungary, slave;; NB. when a faction is created it must have a faction head named character to exist;; settlement beginning 'settlement', with a brace-delimited section (each brace on its own line); parsed as specified by settlement_db:; settlement; {;(required:); level city; next_building_id 1; fortification 0
; population 1000; settlement_tax 5; plan_set <plan_set_id>; tile x z; name i;(optional:); position_offset x z (metres offset of plan from tile centre, defaults to 0,0 - rounded to terrain tile corner); faction_creator roman_julii (faction that created the settlement at its current level,; defaults to the current owner's faction if not present. Dictates plan used.);
;(optional, but once one building seen, only buildings allowed for rest of settlement section:); building; {; ; Format as specified in building_db parsing.; (required:); type roman_strongroom strongroom - Building tech tree type, then level; (optional, in any order:); health 100%- Can be given as percentage OR as explicit value (clamped to max health for building), defaults to max health
; position_offset x z- Positioning is metres offset from plan centre, and acts only as a guide - the;- building will be placed in the nearest free position. Position values are optional,;- defaults to 0,0.; plugin tax_collector senior_tax_ collector; }
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; };;; character adds a new character to the current faction, must be followed by:; - a name id (0 for no name, +ve for predefined, -ve for user defined),; - character type, level, experience, age and an x,z coordinate on the strategy map; valid character; types are defined in descr_character.txt;; army adds a new army to the current character (and faction);; unit adds a new unit to the current army, valid unit types are; defined in descr
_unit.txt;; >>>> start of roads section <<<<;; road road followed by start map start
ing position and strat map ending position;;;; >>>> start of battle section <<<<;; battle battle specification start, followed by x,z world location of battle;; time time of start of battle, as intand float (day into season and time in hours past midnight);; army army taking part in the battle,
followed by faction name and; army index in the lists above;;; deployment_area_point x,z coordinates of point in shape of deploymentarea;; there can be several deployment areas for each army, each of which; consists of a series of deployment_area_points (which make up an; n-sided shape de
fining the deployment area) followed by a number of; units to be placed into the area;; unit used to indicate a unit presentwithin this deployment area, must; be followed by unit index within army description, then x,z position; on battlefield (this must be inside the deployment area above), then
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; a rotation in degrees;; >>>> Start of objectives section;; objectives objectives specification start;; faction <name> specify the faction that this applies to; time floating point time limit for objectives to be completed (in days);; condition add a new condition.; Can be of form `condition <condition_type> <condition args>' or; `condition <condition 1> <or/and> <condition 2>; The second method links two previously created conditions together with a logical operator; Conditions can then be linked together (or not) into an objectives list (of 1 or more conditions); Operator binding is from right to left so A & B or C is equivelant to A & (B or C)
;default starting camera positioncamera_position 280, 226
;placement of landmarks; coords are measured in photoshop from Bottom left (i.e. x, 800-y), then halved.
;sphinx; photoshop coords 724, 643, therefore flipped coords are 724, 157, therefore halved coords are 362,78; pyramid is here, so use next tile across.
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landmark sphinx, 364, 78
;great pyramid; photoshop coords 724, 643, therefore flipped coords are 724, 157, therefore halved coords are 362,78landmark pyramid, 362, 78
;pharos; photoshop coords 708, 601, therefore flipped coords are 708, 199, therefore halved coords are 354, 100landmark pharos, 354, 100
;colossus; photoshop coords 656,491, therefore flipped coords are 656,309, therefore halved coords are 328,154landmark colossus, 328, 154
; temple to artemis; photoshop coords 635,462, therefore flipped coords are 635,338, therefore halved coords are 317,169
landmark temple, 317,169
; mausoleum at Halicarnassus; photoshop coords 639,480, therefore flipped coords are 639,320, therefore halved coords are 320,160landmark mausoleum, 320,160
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;placement of resources
level villagefounding_faction milanname FORUM CORNELLIIyear_founded 300fortification 0
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population 200settlement_tax 2tile 245 197plan_set default_set
}
character JULIUS, named character, leader, level 0, exp 7, dig 30, drd 40, age 80, x 242, y 206attributes military 6, administrative 4, diplomatic 6, subterfuge 2skills siege 3, civil 2, logistics 7, night_raid 3, financier 6, builder_military 4skills builder_religious 5, builder_normal 6, rhetoric 4, bluster 3skills bribery 1, flattery 2armyunit legionary cohort Iunit legionary cohort Iunit legionary cohort Iunit legionary first cohort Iunit legionary cohort Iunit legionary cohort Iunit legionary cohort Iunit legionary cohort I
unit legionary cohort Iunit legionary first cohort Iunit legionary cohort Iunit mesoamerican light cavalry archersunit mesoamerican light elephant cavalryunit mesoamerican light cavalry;unit syrian archers;unit british celt marauders;unit german barbarians;unit gaul barbarians;unit mesoamerican chariots
character BECKHAM, admiral, level 0, exp 1, dig 30
, drd 40, age 59, x 242, y 205attributes military 4, administrative 4, diplomatic 2, subterfuge 1skills scout 3armyunit southern_european flagshipunit southern_european heavy navalunit southern_european heavy navalunit southern_european heavy navalunit southern_european heavy navalunit southern_european transport shipunit southern_european transport ship
character PONTIUS, named character, heir, level 0, exp 1, dig 30, drd 40, age 59, x 277, y 231attributes military 4, administrative 4, diplomatic 2, subterfuge 1skills rhetoric 4, bluster 5, bribery 6, flattery 7
character BOB, named character, level 1, exp 4, dig 30, drd 40, age 57, x 277, y 230attributes military 2, administrative 4, diplomatic
character STAN, named character, level 1, exp 4, dig 30, drd 40, age 51, x 269, y 231attributes military 4, administrative 5, diplomatic 1, subterfuge 3
character LEE, spy, level 0, exp 1, dig 30, drd 40, age 26, x 270, y 226attributes military 0, administrative 2, diplomatic 1, subterfuge 15skills spying 15, counterspy 5, infiltration 2, insurrection 1, bribery 5, kidnap 6, financier 2, sabotage 1
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character LEE, spy, level 0, exp 1, dig 30, drd 40, age 26, x 269, y 226attributes military 0, administrative 2, diplomatic 1, subterfuge 15skills spying 15, counterspy 5, infiltration 2, insurrection 1, bribery 5, kidnap 6, financier 2, sabotage 1
character TOM, assassin, level 0, exp 1, dig 30, drd 40, age 28, x 277, y 224attributes military 0, administrative 0, diplomatic 0, subterfuge 6skills assassin 6
character JEROME, diplomat, level 0, exp 1, dig 30, drd 40, age 28, x 288, y 224attributes military 1, administrative 2, diplomatic 5, subterfuge 1skills rhetoric 2, bluster 1, bribery 5, flattery 6, leadership 3, financier 2
character CHARLIE, named character, level 1, exp 0, dig 30, drd 40, age 19, x 267, y 226attributes military 1, administrative 1, diplomatic
;;;;;;;;;; I`ve put code in to link these the other way - having to set up the relationships in both directions is plain confusing! Tom;relative EMINEM, none, end;relative MOTHER, none, end
armyunit mesoamerican city militiaunit mesoamerican city militiaunit mesoamerican light elephant cavalry
character FIXMEUP, general, level 3, exp 3, dig 30, drd 40, age 34, x 285, y 218attributes military 4, administrative 1, diplomatic 1, subterfuge 1skills siege 1, heroism 2, ambush 3, logistics1, leadership 3, bribery 6, flattery 7, leadership 4, assassin 2armyunit mesoamerican city militiaunit mesoamerican city militiaunit mesoamerican light elephant cavalry
character MRFIXIT, admiral, level 0, exp 1, dig 30, drd 40, age 59, x 225, y 203attributes military 4, administrative 4, diplomatic 2, subterfuge 1skills scout 3armyunit southern_european flagshipunit southern_european light naval
unit southern_european transport ship
character GETAFIX, diplomat, level 0, exp 1, dig 30, drd 40, age 39, x 289, y 229attributes military 0, administrative 0, diplomatic 5, subterfuge 0skills civil 2, rhetoric 2, bluster 5, bribery6, flattery 7, leadership 7, assassin 1, logistics
character JIMILFIXIT, assassin, level 0, exp 1, dig 30, drd 40, age 44, x 287, y 213attributes military 0, administrative 0, diplomatic 0, subterfuge 5
skills assassin 3
garrisoned_army x 240, y 208unit legionary cohort Iunit legionary cohort Iunit legionary cohort I
; the following tile values (e.g. 255,265) have to match the ones in the settlements at the top of template.txt; otherwise no settlement will be seen on the battlefield.
condition destroy_unit 1, 0 ; Adestroy unit 0 of army 1 in the battlecondition destroy_unit 1, 1 ; Bdestroy unit 1 of army 1condition 0 or 1 ; A or B
destroy unit 0 or 1 of army 1condition destroy_unit 1, 2 ; Cdestroy unit 2 of army 1condition 3 and 2 ; C & (A or B)destroy unit 2 & unit 0 or 1 of army 1condition destroy_unit 1, 3 ; Ddestroy unit 3 of army 1
; Evaluates to 2 objectives;
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; 1: C & (A or B); 2: D;; i.e.; destroy unit 2 & unit 0 or unit 1 of faction 1 THEN destroy unit 3 of army 0 of faction 1