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- Updated Ja2_Options.INI and INIEditorJA2Options.xml comments (by Buggler) git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1923 4f8fa57e-7814-0410-bad4-adc449f26b7c
334 lines
10 KiB
XML
334 lines
10 KiB
XML
<!--
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This file defines creatures placement & composition for SCI-FI MODE, when ENABLE_CREPITUS = TRUE.
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Fields index:
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Placement
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Index - UNIQUE number for creature site. Max 10 possible sites; only 1 will be randomly
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activated based on 'Infectible' status, mine control and not attacking its headminer.
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ATTACKSOURCE - sector where creature surfaces to attack town.
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Its associated B1 underground sector MUST be defined as a habitat/queen sector.
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ALTERNATEMAP - sector using alternate map when creature quest is initiated.
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WARPTOSECTOR - warp destination on tactical screen exit after creature quest completion.
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Works only when in habitat/queen sector and SectorZ >= 2.
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QUEENSECTOR - come to Mama!
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HABITATSECTOR - linked underground sectors where creatures will be guests. Max 255 per site.
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For dungeon crawling, dead-ends can be set; spawning will take time to fill though.
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Composition
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CompIndex - Max 50 compositions. The 6 percentage tags MUST add up to 100.
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MaxPopulation - limited by MAX_NUMBER_CREATURES_IN_TACTICAL in Ja2_Options.ini
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Default Vanilla Composition.
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0 - QUEEN_LAIR, where the queen lives. Highly protected.
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Reserved for QUEENSECTOR. HABITATSECTOR using Composition '0' will be ignored.
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1 - LAIR, part of the queen's lair; lots of babies and defending mothers
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2 - LAIR_ENTRANCE, where the creatures access the mine.
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3 - INNER_MINE, parts of the mines that aren't close to the outside world
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4 - OUTER_MINE, area's where miners work, close to towns, creatures love to eat :)
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5 - FEEDING_GROUNDS, creatures love to populate these sectors :)
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6 - MINE_EXIT, the area that creatures can initiate town attacks if lots of monsters.
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NOTE:
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Quest initialized by 'CheckConditionsForTriggeringCreatureQuest' in StrategicTownLoyalty.lua script OR
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CREPITUS_FEEDING_SECTOR in Creatures_Settings.ini
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Index sequence MUST be the same order as the 'Infectible' sequence at 'InitializeMines' in initmines.lua.
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All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderground.lua script.
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Non-linked sites can only be initialized at ' PopulateSectors' in initunderground.lua script on game start.
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Creatures will obediently stay in sector like the underground enemies.
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-->
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<CREATURE_INFO>
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<PLACEMENT_LIST>
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<PLACEMENT>
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<!-- Drassen -->
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<Index>1</Index>
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<ATTACKSOURCE>
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<SectorGrid>D13</SectorGrid>
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<GridNo>20703</GridNo>
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</ATTACKSOURCE>
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<ALTERNATEMAP>
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<SectorGrid>E13</SectorGrid>
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<SectorZ>1</SectorZ>
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</ALTERNATEMAP>
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<WARPTOSECTOR>
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<SectorGrid>D13</SectorGrid>
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<SectorZ>0</SectorZ>
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<GridNo>20700</GridNo>
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</WARPTOSECTOR>
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<CREATURESECTOR>
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<QUEENSECTOR>
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<SectorGrid>F13</SectorGrid>
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<SectorZ>3</SectorZ>
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</QUEENSECTOR>
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<HABITATSECTOR>
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<SectorGrid>G13</SectorGrid>
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<SectorZ>3</SectorZ>
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<Composition>1</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>G13</SectorGrid>
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<SectorZ>2</SectorZ>
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<Composition>2</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>F13</SectorGrid>
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<SectorZ>2</SectorZ>
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<Composition>3</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>E13</SectorGrid>
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<SectorZ>2</SectorZ>
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<Composition>3</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>E13</SectorGrid>
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<SectorZ>1</SectorZ>
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<Composition>4</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>D13</SectorGrid>
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<SectorZ>1</SectorZ>
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<Composition>6</Composition>
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</HABITATSECTOR>
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</CREATURESECTOR>
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</PLACEMENT>
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<PLACEMENT>
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<!-- Alma -->
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<Index>2</Index>
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<ATTACKSOURCE>
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<SectorGrid>I14</SectorGrid>
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<GridNo>9726</GridNo>
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</ATTACKSOURCE>
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<ALTERNATEMAP>
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<SectorGrid>J14</SectorGrid>
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<SectorZ>1</SectorZ>
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</ALTERNATEMAP>
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<WARPTOSECTOR>
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<SectorGrid>I14</SectorGrid>
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<SectorZ>0</SectorZ>
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<GridNo>9085</GridNo>
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</WARPTOSECTOR>
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<CREATURESECTOR>
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<QUEENSECTOR>
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<SectorGrid>K13</SectorGrid>
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<SectorZ>3</SectorZ>
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</QUEENSECTOR>
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<HABITATSECTOR>
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<SectorGrid>J13</SectorGrid>
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<SectorZ>3</SectorZ>
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<Composition>1</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>J13</SectorGrid>
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<SectorZ>2</SectorZ>
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<Composition>2</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>J14</SectorGrid>
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<SectorZ>2</SectorZ>
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<Composition>3</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>J14</SectorGrid>
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<SectorZ>1</SectorZ>
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<Composition>4</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>I14</SectorGrid>
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<SectorZ>1</SectorZ>
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<Composition>6</Composition>
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</HABITATSECTOR>
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</CREATURESECTOR>
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</PLACEMENT>
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<PLACEMENT>
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<!-- Cambria -->
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<Index>3</Index>
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<ATTACKSOURCE>
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<SectorGrid>H8</SectorGrid>
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<GridNo>13005</GridNo>
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</ATTACKSOURCE>
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<ALTERNATEMAP>
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<SectorGrid>H9</SectorGrid>
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<SectorZ>1</SectorZ>
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</ALTERNATEMAP>
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<WARPTOSECTOR>
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<SectorGrid>H8</SectorGrid>
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<SectorZ>0</SectorZ>
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<GridNo>13002</GridNo>
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</WARPTOSECTOR>
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<CREATURESECTOR>
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<QUEENSECTOR>
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<SectorGrid>J8</SectorGrid>
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<SectorZ>3</SectorZ>
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</QUEENSECTOR>
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<HABITATSECTOR>
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<SectorGrid>I8</SectorGrid>
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<SectorZ>3</SectorZ>
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<Composition>1</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>H8</SectorGrid>
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<SectorZ>3</SectorZ>
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<Composition>1</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>H8</SectorGrid>
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<SectorZ>2</SectorZ>
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<Composition>2</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>H9</SectorGrid>
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<SectorZ>2</SectorZ>
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<Composition>3</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>H9</SectorGrid>
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<SectorZ>1</SectorZ>
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<Composition>4</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>H8</SectorGrid>
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<SectorZ>1</SectorZ>
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<Composition>6</Composition>
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</HABITATSECTOR>
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</CREATURESECTOR>
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</PLACEMENT>
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<PLACEMENT>
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<!-- Grumm -->
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<Index>4</Index>
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<ATTACKSOURCE>
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<SectorGrid>H3</SectorGrid>
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<GridNo>10303</GridNo>
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</ATTACKSOURCE>
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<ALTERNATEMAP>
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<SectorGrid>H4</SectorGrid>
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<SectorZ>2</SectorZ>
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</ALTERNATEMAP>
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<WARPTOSECTOR>
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<SectorGrid>H3</SectorGrid>
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<SectorZ>0</SectorZ>
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<GridNo>9822</GridNo>
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</WARPTOSECTOR>
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<CREATURESECTOR>
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<QUEENSECTOR>
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<SectorGrid>G4</SectorGrid>
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<SectorZ>3</SectorZ>
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</QUEENSECTOR>
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<HABITATSECTOR>
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<SectorGrid>H4</SectorGrid>
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<SectorZ>3</SectorZ>
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<Composition>1</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>H4</SectorGrid>
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<SectorZ>2</SectorZ>
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<Composition>2</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>H3</SectorGrid>
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<SectorZ>2</SectorZ>
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<Composition>3</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>I3</SectorGrid>
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<SectorZ>2</SectorZ>
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<Composition>3</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>I3</SectorGrid>
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<SectorZ>1</SectorZ>
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<Composition>4</Composition>
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</HABITATSECTOR>
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<HABITATSECTOR>
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<SectorGrid>H3</SectorGrid>
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<SectorZ>1</SectorZ>
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<Composition>6</Composition>
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</HABITATSECTOR>
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</CREATURESECTOR>
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</PLACEMENT>
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</PLACEMENT_LIST>
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<COMPOSITION_LIST>
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<COMPOSITION>
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<!-- Queen Lair -->
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<CompIndex>0</CompIndex>
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<LarvaePercent>20</LarvaePercent>
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<InfantPercent>40</InfantPercent>
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<YoungMalePercent>0</YoungMalePercent>
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<YoungFemalePercent>0</YoungFemalePercent>
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<AdultMalePercent>30</AdultMalePercent>
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<AdultFemalePercent>10</AdultFemalePercent>
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<MaxPopulation>32</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Lair -->
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<CompIndex>1</CompIndex>
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<LarvaePercent>15</LarvaePercent>
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<InfantPercent>35</InfantPercent>
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<YoungMalePercent>10</YoungMalePercent>
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<YoungFemalePercent>5</YoungFemalePercent>
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<AdultMalePercent>25</AdultMalePercent>
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<AdultFemalePercent>10</AdultFemalePercent>
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<MaxPopulation>18</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Lair Entrance -->
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<CompIndex>2</CompIndex>
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<LarvaePercent>0</LarvaePercent>
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<InfantPercent>15</InfantPercent>
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<YoungMalePercent>30</YoungMalePercent>
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<YoungFemalePercent>10</YoungFemalePercent>
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<AdultMalePercent>35</AdultMalePercent>
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<AdultFemalePercent>10</AdultFemalePercent>
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<MaxPopulation>15</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Inner MIne -->
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<CompIndex>3</CompIndex>
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<LarvaePercent>0</LarvaePercent>
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<InfantPercent>0</InfantPercent>
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<YoungMalePercent>20</YoungMalePercent>
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<YoungFemalePercent>40</YoungFemalePercent>
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<AdultMalePercent>10</AdultMalePercent>
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<AdultFemalePercent>30</AdultFemalePercent>
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<MaxPopulation>12</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Outer Mine -->
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<CompIndex>4</CompIndex>
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<LarvaePercent>0</LarvaePercent>
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<InfantPercent>0</InfantPercent>
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<YoungMalePercent>10</YoungMalePercent>
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<YoungFemalePercent>65</YoungFemalePercent>
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<AdultMalePercent>5</AdultMalePercent>
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<AdultFemalePercent>20</AdultFemalePercent>
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<MaxPopulation>10</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Feeding Grounds -->
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<CompIndex>5</CompIndex>
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<LarvaePercent>0</LarvaePercent>
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<InfantPercent>0</InfantPercent>
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<YoungMalePercent>10</YoungMalePercent>
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<YoungFemalePercent>65</YoungFemalePercent>
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<AdultMalePercent>5</AdultMalePercent>
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<AdultFemalePercent>20</AdultFemalePercent>
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<MaxPopulation>15</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Mine Exit -->
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<CompIndex>6</CompIndex>
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<LarvaePercent>0</LarvaePercent>
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<InfantPercent>0</InfantPercent>
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<YoungMalePercent>10</YoungMalePercent>
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<YoungFemalePercent>65</YoungFemalePercent>
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<AdultMalePercent>5</AdultMalePercent>
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<AdultFemalePercent>20</AdultFemalePercent>
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<MaxPopulation>10</MaxPopulation>
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</COMPOSITION>
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</COMPOSITION_LIST>
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</CREATURE_INFO> |