
_____________________RANDOM MAP GENERATOR HELP*
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GENERAL POINTS*
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The random Map generator lets you utilise all the various random map generation vaiables to experiment with rolling your own randomised maps.*
The map Generator takes its basic settings from the Scenario Map Editor, such as type of map (Winter, Summer etc) and type of trees (Jungle or normal), as well as whether or not to use paddy fields.*
*
As well, the Map Generator will pick up whatever batloc ( Battle Location ) map variables of either :**
a] the default maps for the two opponents you have set in the editor based on month and year**
or**
b] the terrain values of the batloc number you enter using the "," comma key**
When you enter 500 and the Map Generator appears you will see most of the numbers we use to generate a random map. Some of the numbers we use in the code can be modified by you in the editor. **
The seasons are one example. Those can be adjusted in the editor before going into the Generator. If you enter map ID 119 as Summer in June it will pick up all the appropriate terrain features for a summer map in June. If you tried that same batloc number with the controls set to Winter in June you'll get a winter style map and the terrain tiles will be carried into the Generator so it is very important you familiarize yourself with all the new terrain features in the editor before doing too much with the Generator.**
Terrain can change quite a lot now from month to month even with the same "season" selected. Try starting in January with the "season" set to Summer then try it through every month of the year with Batloc 119. Now try the same batloc 119 with the season set to Winter and see how the maps change as you select successive months. Once you familiarize yourself with these changes understanding why the generator does what it does will be easier.**

NB#1 - On returning to the editor, some random map variables will be overwritten, so if you used , for example, SP Camo Map ID 44, went in here and then exited - use the comma key and 44 to ensure that the correct vars for 44 are reloaded if you want to continue using that ID for random maps in that editor session.*
*
NB#2 - There are many variables set into the code so that maps are not always generated the same over and over. An example of this are streams. Just becasue you enter a high number of streams in the Map Generator does NOT mean you will always get even one and if you enter a really high number what you will get will be a lot of swamps as streams and swamps are linked in the code
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KEYS*
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**
Help - Got you here! (? Key)*.
Zoom in/Out - Zoom map in or out (+ or - Keys).*
Save Map - Save your map to a disk file (Hot key = s).*
Generate Key - create a new Random Map using the current variables (Hot key is g).*
Quit Key - Return to the Scenario Map Editor (Hot key q).*
Hot Key "." - Toggles hex display on or off.*
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VARIABLES*
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Urbanisation*
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This controls both the road network AND the buildings made on the map.*
0 - No roads or buildings (possible small village).*
1 - Single earth road, some buidings. *
2 - Several earth roads, more buildings.*
3 - One paved left-Right road, and secondary Earth roads.*
4 - Produces more villages especially at road crossings.
5 - Produces a town placed on the Left-Right Paved Road. A town is a few small city grids.*
6 - City.*
9 - City starts to use more Government type Buildings.*
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NB! - it is NOT recommended to try numbers > 20 or so, unless you fancy a VERY long coffee break if you have a slow computer <G!>.
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NB- This control is handly if you have an autogenerated map that you like but you don't like the way the roads or towns are set down. All you need to do is select the batloc you like in the editor using the  , ( comma ) key then hit the , ( comma ) key once again but this time select the editor using 500. The map variables that created the map you like will all be in place. All you need to do to remove the road and town net from that map by setting "Urbanisation" to zero and when you regenerate that map the roads will be removed. Press the black up arrow button and you will be returned to the editor and you can add whatever road/town net you prefer by hand*
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Hill Density*
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This variable determines the basic number of hills built. 0 means dead flat. Very large numbers can cause a long delay with a slow computer but can also create interesting maps as the hills try to merge into one another
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Streams/Marsh*
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This number determines how wet the map is. It controls number of streams, marshland, and lakes. As this number increases, these will do so too.*
NOTE: The controls here affect map swamps and lakes that are attached to streams. The other Marsh and Lake controls affect stand alone lakes and Marshes*
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Max Hill Height*
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Determines the maximum Hill Height on the map. 0 will be rather flat, max is 15.*
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Hill Base Size*
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This number (Which cannot be <1) determines the basic base size of the hills made. 1 produces very sharply rising hills, larger numbers produce broader flatter hills. Very large numbers can cause delays with slow computers.*
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Tree Level*
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Controls the forestation level of the map. Produces both forests and tree-lines. 0 Means no forestation, larger numbers produce more forest. *
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Orchard Level*
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Controls the number of orchards produced. 0 is no orchards.*
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Grass Level*
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This controls how many grassy parts are laid on the map. Large numbers will tend to produce more grassy fields, if fields are not 0. We recommend you experiment with this control and the fields controls as they are linked*
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Rough Level*
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This number controls how much rough terrain is laid on the map, both on flat areas and also on higher hills (>level 2 or 3).*
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Field Level*
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This controls the number of fields which will be built. Fields can be grass, paddy, tilled, large patches of soft sand etc, Depending on map type. A high grass level number coupled to a high field level number will tend to produce more grass fields than planted. Entering 0 means a low field count, not none.**
* NB - Note that SP Camo location ID 240 (used for e.g. Falklands and WW1 Western Front maps) will NEVER generate fields!. It is a special flattish map for such special wastelands which the field making code returns from without action.*
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Mud Level*
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This variable controls the building of mud patches and strips of mud on the map. Generally, only small numbers need be used here unless you want a very difficult map.*
* NB - Note that when the "Mud" number is increased for desert maps you will get increasingly larger patches of "earth" appearing. Those earth patches are treated as clear terrain*
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River Trees, River Marsh, River Mud, & River Rough*
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This controls the building of edging trees, rough, mud or marsh alongside rivers. Generally, only very small numbers will be needed here, 1 is approximately a 1% chance of say a river being planted in a riverside hex.**
NB - River Rough also controls whether or not WADIS are built INSTEAD OF Streams. If River Rough is >100 AND the Wide River and Beach variables are NOT set (as we do not want any giant wadis or landing barges stuck on rocks :-)!! - 101 will give a 1% chance of a wadi being built instead of a river (if present) by the Wadi routine. If the Wadi routine is called, all rivers are converted to rough, and edged with rough as well, to produce a dried-out riverbed.*
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Road Code*
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This is a road-building modifier flag. It is usually set to 0 for no effect.
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0 - No effect.*
1 - Bocage edge roads, IF on lower hill heights.*
2 - Edge Paved roads with trees only.*
3 - As 2, but rough terrain is placed under the trees as well.*
4 - As 2, but does Earth roads as well.*
5 - As 3, But includes Earth roads as well.*
255 - A special override, which ensures that action 0 is done, overriding internal map generator codes.*
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Terrain Mod Code*
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0 - No modifications*
1 - Bocage edging round fields*
2 - Paddy Bunds (Banked Edges) around paddy fields*
3 - Edge all fields with trees*
4 - All fields are earth banked edges, with trees*
5 - Paved roads raised on embankments, sometimes earth roads as well, Occasional edging of fields with trees (primarily for Holland Maps)*
6 - Used for Sicily, Italy, Europe. Ocasionally apply edged fields to the map.*
7 - WW1 or Stalingrad type shell-damaged map. Add many shell holes, blow all bridges etc. *
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Lakes Mod Code*
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Zero is no lakes. A higher number gives bigger lakes**
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Marsh Mod Code*
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Zero is no marshes. A higher number gives bigger marshes**

Arid Mod Code*
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This changes the base terrain to earth.  One is Arid. Zero is no Arid. The effect can vary depending on the two opponents choosen. This control is NOT available when "Winter" is selected**

Savannah Mod Code*
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This changes the base terrain to yellow/brown grass.  One is Savannah. Zero is no Savannah. The effect can vary depending on the two opponents choosen. This control is NOT available when "Winter" is selected**
* NB - Note that "Savannah" and "Arid" cannot both be on at the same time**

SPECIAL NOTES*
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The following Batloc numbers will give Grey sand when generated with the "Desert" control set to ON*
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batloc==140*
batloc==143*
batloc==146*
batloc==150*
batloc==151* 
batloc==154*
batloc==162*
batloc==161 (WinSPMBT)*
batloc==174 (WinSPWW2)*
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The following Batloc numbers will give Red sand when generated with the "Desert" control set to ON*
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batloc==148* 
batloc==153* 
batloc==155*
batloc==171* 
batloc==161*
batloc==145*
batloc==20 *
batloc==34  (WinSPMBT)*
batloc==72  (WinSPMBT)* 
batloc==159  (WinSPMBT)*
batloc==174  (WinSPMBT)*
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The following Batloc number will give Volcanic Sand with the "Jungle" control set to ON*
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batloc==100 *
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The following Batloc numbers will give Lakes*
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NOTE: The River Trees, River Marsh, River Mud, & River Rough code changes will affect maps with Lakes*
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batloc==15 *
batloc==17 *
batloc==22 *
batloc==23 *	
batloc==24 *
batloc==25 *
batloc==84 (WinSPMBT)*
batloc==87 *
batloc==123 *
batloc==124 *
batloc==125 *
batloc==168 *
batloc==243 *
batloc==244 *
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The following Batloc numbers will give added marsh in "summer" only*
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batloc==15 *
batloc==17 *
batloc==22 *
batloc==23 *	
batloc==24 *
batloc==25 *
batloc==87 *
batloc==88 *
batloc==123 *
batloc==124 *
batloc==125 *
batloc==168 *
batloc==243 *
batloc==244 *
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NOTE: These additional code changes WILL be carried into any map you generate with the new Map generator so if you called up batloc number 148 ( a red sand map ) with the editor then went into the map generator you will see all the settings that make that map and any change you make in the  map generator you will always give that map in red sand (IF you stay set to desert in the editor)*
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