FaireWeather.py ab Zeile 46:
Code:
## GLOBAL TUNING VARIABLES: Change these to customize the map results
#Percent of land vs. water
self.landPercent = 0.38
#This map tries to maintain a specific distance to Europe over
#the entire coast. The distance is greater than the default so that
#privateers can still be useful.
self.distanceToEurope = 4
#How many map squares will be above peak threshold and thus 'peaks'.
self.PeakPercent = 0.04
#How many map squares will be above hill threshold and thus 'hills' unless
#they are also above peak threshold in which case they will be 'peaks'.
self.HillPercent = 0.13
#In addition to the relative peak and hill generation, there is also a
#process that changes flats to hills or peaks based on altitude. This tends
#to randomize the high altitude areas somewhat and improve their appearance.
#These variables control the frequency of hills and peaks at the highest altitude.
self.HillChanceAtOne = .60
self.PeakChanceAtOne = .30
#How many map squares will be below desert rainfall threshold. In this case,
#rain levels close to zero are very likely to be desert, while rain levels close
#to the desert threshold will more likely be plains.
self.DesertPercent = 0.03
#How many map squares will be below plains rainfall threshold. Rain levels close
#to the desert threshold are likely to be plains, while those close to the plains
#threshold are likely to be grassland.
self.PlainsPercent = 0.20
#How many map squares will be below grass rainfall threshold. Rain levels close
#to the plains threshold are likely to be grass, while those close to the plains
#threshold are likely to be marsh. Any rain above grass threshold will be
#temperature tested for marsh.
self.GrassPercent = 0.40
#---The following variables are not based on percentages. Because temperature
#---is so strongly tied to latitude, using percentages for things like ice and
#---tundra leads to very strange results if most of the worlds land lies near
#---the equator
#What temperature will be considered cold enough to be ice. Temperatures range
#from coldest 0.0 to hottest 1.0.
self.SnowTemp = .25
#What temperature will be considered cold enough to be tundra. Temperatures range
#from coldest 0.0 to hottest 1.0.
self.TundraTemp = .35
#Hotter than this temperature will be considered deciduous forest, colder will
#be evergreen forest.Temperatures range from coldest 0.0 to hottest 1.0.
self.ForestTemp = .50
#Sugar grows best in tropical and subtropical climates, so marsh should be limited
#by temperature. High temps will be more likely to allow marsh, while MinMarshTemp
#will have no likelyhood of allowing marsh.
self.MinMarshTemp = .55
#When there is enough rain to create marsh, there is only a chance to create a
#marsh based on temperature. At this temperature a marsh will always be created
#on flat land when there is enough rain.
self.alwaysMarshTemp = 0.8
#What temperature will be considered hot enough to be jungle. Temperatures range
#from coldest 0.0 to hottest 1.0.
# TAC - Map scripts - koma13 - START
#self.JungleTemp = .7
self.JungleTemp = .65
# TAC - Map scripts - koma13 - END
#This is the chance for light forest to exist on plains.
self.chanceForLightForest = 0.1
#Marsh appears where there is the most rainfall, which is also where there
#are the most trees. Since marsh looks good without trees, it should
#sometimes not have them.
self.chanceForTreelessMarsh = 0.4
#How many squares are added to a lake for each unit of drainage flowing
#into it.
self.LakeSizePerDrainage = 6.0
#This value modifies LakeSizePerRiverLength when a lake begins in desert
self.DesertLakeModifier = .60
#This value is used to decide if enough water has accumulated to form a river.
#A lower value creates more rivers over the entire map.
self.RiverThreshold = 2.0
...