Index: binaries/data/mods/public/maps/random/ardennes_forest.json =================================================================== --- binaries/data/mods/public/maps/random/ardennes_forest.json +++ binaries/data/mods/public/maps/random/ardennes_forest.json @@ -2,7 +2,7 @@ "settings" : { "Name" : "Ardennes Forest", "Script" : "ardennes_forest.js", - "Description" : "Each player starts deep in the forest.\n\nThe Ardennes is a region of extensive forests, rolling hills and ridges formed within the Givetian Ardennes mountain range, primarily in modern day Belgium and Luxembourg. The region took its name from the ancient Silva, a vast forest in Roman times called Arduenna Silva.", + "Description" : "Each player starts deep in the forest.\n\nThe Ardennes is a region of extensive forests, rolling hills and ridges formed within the Givetian Ardennes mountain range, primarily in modern day Belgium and Luxembourg. The region took its name from the ancient Silva, a vast forest in Roman times called Arduenna Silva.", "CircularMap" : true, "Preview" : "ardennes_forest.png" } Index: binaries/data/mods/public/maps/random/caledonian_meadows.js =================================================================== --- binaries/data/mods/public/maps/random/caledonian_meadows.js +++ binaries/data/mods/public/maps/random/caledonian_meadows.js @@ -83,7 +83,7 @@ for (let i = 0; i < num; ++i) fences.push(new Fortress("fence", clone(fences[i].wall).reverse())); -// Groves, only Wood +// Groves, only wood let groveEntities = ["gaia/tree/bush_temperate", "gaia/tree/euro_beech"]; let groveActors = [ "actor|geology/highland1_moss.xml", "actor|geology/highland2_moss.xml", Index: binaries/data/mods/public/maps/random/cantabrian_highlands.json =================================================================== --- binaries/data/mods/public/maps/random/cantabrian_highlands.json +++ binaries/data/mods/public/maps/random/cantabrian_highlands.json @@ -2,7 +2,7 @@ "settings" : { "Name" : "Cantabrian Highlands", "Script" : "cantabrian_highlands.js", - "Description" : "Each player starts on a hill surrounded by steep cliffs. Represents Cantabria, a mountainous region in the North of the Iberian peninsula.", + "Description" : "Each player starts on a hill surrounded by steep cliffs. Represents Cantabria, a mountainous region in the north of the Iberian peninsula.", "Preview" : "cantabrian_highlands.png", "CircularMap" : true } Index: binaries/data/mods/public/maps/random/deep_forest.js =================================================================== --- binaries/data/mods/public/maps/random/deep_forest.js +++ binaries/data/mods/public/maps/random/deep_forest.js @@ -54,7 +54,7 @@ var resourceRadius = fractionToTiles(1/3); var resourcePerPlayer = [templateStone, templateMetalMine]; -// For large maps there are memory errors with too many trees. A density of 256*192/mapArea works with 0 players. +// For large maps there are memory errors with too many trees. A density of 256x192/mapArea works with 0 players. // Around each player there is an area without trees so with more players the max density can increase a bit. var maxTreeDensity = Math.min(256 * (192 + 8 * numPlayers) / Math.square(mapSize), 1); // Has to be tweeked but works ok var bushChance = 1/3; // 1 means 50% chance in deepest wood, 0.5 means 25% chance in deepest wood @@ -160,7 +160,7 @@ new TileClassPainter(clHill) ]); -// Woods and general hight map +// Woods and general height map for (var x = 0; x < mapSize; x++) for (var z = 0; z < mapSize; z++) { Index: binaries/data/mods/public/maps/random/dodecanese.json =================================================================== --- binaries/data/mods/public/maps/random/dodecanese.json +++ binaries/data/mods/public/maps/random/dodecanese.json @@ -2,7 +2,7 @@ "settings" : { "Name" : "Dodecanese", "Script" : "dodecanese.js", - "Description" : "Controlling access to the Aegean Sea from the East, the Dodecanese have been subject to numerous yet short-lived invasions. Ultimately consolidating power with Rhodes at their lead, these islands developed into great maritime, commercial and cultural centers. Will you acheive the same?", + "Description" : "Controlling access to the Aegean Sea from the east, the Dodecanese have been subject to numerous yet short-lived invasions. Ultimately consolidating power with Rhodes at their lead, these islands developed into great maritime, commercial and cultural centers. Will you achieve the same?", "Keywords": ["naval"], "Preview" : "dodecanese.png", "CircularMap" : true Index: binaries/data/mods/public/maps/random/fields_of_meroe.json =================================================================== --- binaries/data/mods/public/maps/random/fields_of_meroe.json +++ binaries/data/mods/public/maps/random/fields_of_meroe.json @@ -2,7 +2,7 @@ "settings" : { "Name" : "Fields of Meroë", "Script" : "fields_of_meroe.js", - "Description" : "The \"Island of Meroë\", a vast peninsula flanked by the Nile and Atbarah rivers, formed the heartland of ancient Kush. Where the harsh deserts start making way for the semi-arid savannahs and small acacia forests dot the landscape. The area is rich in resources and the ever-present Nile brings life, but grave threats loom on the opposite riverbank.", + "Description" : "The “Island of Meroë”, a vast peninsula flanked by the Nile and Atbarah rivers, formed the heartland of ancient Kush. Where the harsh deserts start making way for the semi-arid savannahs and small acacia forests dot the landscape. The area is rich in resources and the ever-present Nile brings life, but grave threats loom on the opposite riverbank.", "Preview" : "fields_of_meroe_dry.png", "Keywords": [], "CircularMap" : true, Index: binaries/data/mods/public/maps/random/heightmap/heightmap.js =================================================================== --- binaries/data/mods/public/maps/random/heightmap/heightmap.js +++ binaries/data/mods/public/maps/random/heightmap/heightmap.js @@ -316,9 +316,9 @@ /** * Returns an inclination map corresponding to the tiles between the heightmaps vertices: * array of heightmap width-1 arrays of height-1 vectors (associative arrays) of the form: - * { "x": x_slope, "y": y_slope ] so a 2D Vector pointing to the hightest incline (with the length the incline in the vectors direction) - * The x and y coordinates of a tile in the terrain texture map correspond to those of the inclination map - * @param {array} [heightmap=g_Map.height] - The reliefmap the inclination map is to be generated from + * { "x": x_slope, "y": y_slope } - A 2D vector pointing to the highest incline (with the length the inclination in the vector's direction). + * The x and y coordinates of a tile in the terrain texture map correspond to those of the inclination map. + * @param {array} [heightmap=g_Map.height] - The reliefmap the inclination map is to be generated from. */ function getInclineMap(heightmap) { Index: binaries/data/mods/public/maps/random/jebel_barkal.json =================================================================== --- binaries/data/mods/public/maps/random/jebel_barkal.json +++ binaries/data/mods/public/maps/random/jebel_barkal.json @@ -2,7 +2,7 @@ "settings" : { "Name" : "Jebel Barkal", "Script" : "jebel_barkal.js", - "Description" : "Starting near the fertile banks of the Nile, the players besiege the heavily defended city Napata which lies at the foot of the hill Jebel Barkal, the \"Pure Mountain\". It is the Southern home of Amun, and according to Kushites and Egyptians alike, the birthplace of man. Known as the Throne of the Two Lands, the ancient religious capital of Napata lay in its shadow. This is where Kings were made... and unmade! Abutting a rich floodplain downstream from the 4th cataract, this area became the breadbasket of ancient Kush.", + "Description" : "Starting near the fertile banks of the Nile, the players besiege the heavily defended city Napata, which lies at the foot of the hill Jebel Barkal, the “Pure Mountain”. It is the southern home of Amun and, according to Kushites and Egyptians alike, the birthplace of man. Known as the “Throne of the Two Lands”, the ancient religious capital of Napata lay in its shadow. This is where kings were made – and unmade! Abutting a rich floodplain downstream from the Fourth Cataract, this area became the breadbasket of ancient Kush.", "Preview" : "jebel_barkal.png", "Keywords": ["trigger"], "CircularMap": true, Index: binaries/data/mods/public/maps/random/rmbiome/generic/snowy.json =================================================================== --- binaries/data/mods/public/maps/random/rmbiome/generic/snowy.json +++ binaries/data/mods/public/maps/random/rmbiome/generic/snowy.json @@ -1,7 +1,7 @@ { "Description": { "Title": "Snowy", - "Description": "Settle in the cold regions of the North, the native habitat of the wooly muskox. Here you can pine away to your content and also hunt the occasional walrus or two." + "Description": "Settle in the cold regions of the Arctic, the native habitat of the muskox. Here you can pine away to your content and also hunt the occasional walrus or two." }, "Environment": { "SunColor": { "r": 0.550, "g": 0.601, "b": 0.644 }, Index: binaries/data/mods/public/maps/random/schwarzwald.js =================================================================== --- binaries/data/mods/public/maps/random/schwarzwald.js +++ binaries/data/mods/public/maps/random/schwarzwald.js @@ -95,24 +95,24 @@ var resourceRadius = fractionToTiles(1/3); -// Setup woods -// For large maps there are memory errors with too many trees. A density of 256*192/mapArea works with 0 players. +// Set up woods. +// For large maps there are memory errors with too many trees. A density of 256x192/mapArea works with 0 players. // Around each player there is an area without trees so with more players the max density can increase a bit. -var maxTreeDensity = Math.min(256 * (192 + 8 * numPlayers) / Math.square(mapSize), 1); // Has to be tweeked but works ok -var bushChance = 1/3; // 1 means 50% chance in deepest wood, 0.5 means 25% chance in deepest wood +var maxTreeDensity = Math.min(256 * (192 + 8 * numPlayers) / Math.square(mapSize), 1); // Has to be tweeked but works ok. +var bushChance = 1/3; // 1 means 50% chance in deepest wood, 0.5 means 25% chance in deepest wood. -// Set height limits and water level by map size +// Set height limits and water level by map size. -// Set target min and max height depending on map size to make average steepness about the same on all map sizes -var heightRange = {'min': MIN_HEIGHT * (g_Map.size + 512) / 8192, 'max': MAX_HEIGHT * (g_Map.size + 512) / 8192, 'avg': (MIN_HEIGHT * (g_Map.size + 512) +MAX_HEIGHT * (g_Map.size + 512))/16384}; +// Set target min and max height depending on map size to make average steepness about the same on all map sizes. +var heightRange = { 'min': MIN_HEIGHT * (g_Map.size + 512) / 8192, 'max': MAX_HEIGHT * (g_Map.size + 512) / 8192, 'avg': (MIN_HEIGHT * (g_Map.size + 512) + MAX_HEIGHT * (g_Map.size + 512)) / 16384 }; -// Set average water coverage -var averageWaterCoverage = 1/5; // NOTE: Since erosion is not predictable actual water coverage might vary much with the same values +// Set average water coverage. +var averageWaterCoverage = 1/5; // NOTE: Since erosion is not predictable actual water coverage might vary much with the same values. var heightSeaGround = -MIN_HEIGHT + heightRange.min + averageWaterCoverage * (heightRange.max - heightRange.min); var heightSeaGroundAdjusted = heightSeaGround + MIN_HEIGHT; setWaterHeight(heightSeaGround); -// Setting a 3x3 Grid as initial heightmap +// Setting a 3x3 grid as initial heightmap. var initialReliefmap = [[heightRange.max, heightRange.max, heightRange.max], [heightRange.max, heightRange.min, heightRange.max], [heightRange.max, heightRange.max, heightRange.max]]; setBaseTerrainDiamondSquare(heightRange.min, heightRange.max, initialReliefmap); Index: binaries/data/mods/public/maps/random/wild_lake.js =================================================================== --- binaries/data/mods/public/maps/random/wild_lake.js +++ binaries/data/mods/public/maps/random/wild_lake.js @@ -224,7 +224,7 @@ randomAngle()); } -// Groves, only Wood +// Groves, only wood let groveActors = [g_Decoratives.grass, g_Decoratives.rockMedium, g_Decoratives.bushMedium]; let clGrove = g_Map.createTileClass(); let clGaiaCamp = g_Map.createTileClass(); Index: binaries/data/mods/public/maps/scenarios/death_canyon_invasion_force.xml =================================================================== --- binaries/data/mods/public/maps/scenarios/death_canyon_invasion_force.xml +++ binaries/data/mods/public/maps/scenarios/death_canyon_invasion_force.xml @@ -39,7 +39,7 @@ { "CircularMap": true, "Preview": "death_canyon_invasion_force.png", - "Description": "A deep rocky canyon slicing through the desert. Good for multiplayer.\u000a\u000a2 teams of 2 players. 1 player on each team starts with a base and resources. The other player starts with only a large army to assist their teammate.", + "Description": "A deep rocky canyon slicing through the desert. Good for multiplayer.\n\nTwo teams of two players. One player on each team starts with a base and resources. The other player starts with only a large army to assist their teammate.", "Keywords": [], "LockTeams": true, "Name": "Death Canyon - Invasion Force", Index: binaries/data/mods/public/maps/scenarios/fast_oasis.xml =================================================================== --- binaries/data/mods/public/maps/scenarios/fast_oasis.xml +++ binaries/data/mods/public/maps/scenarios/fast_oasis.xml @@ -25,7 +25,7 @@