The goal of HyperRandom is to provide a lot of variation, while still making it reasonably fair, by providing the same variation for every player and by creating balanced map layouts whenever possible. HyperRandom will generate maps that seem similar to standard maps, but does so totally at random.
HyperRandom is not like MegaRandom. There is no pack of several hundred individual maps to choose from. It is one giant script that generates many types of maps by varying key parameters.
You can customize HyperRandom to your own preferences, by commenting or un-commenting definitions at the start of the script. For example, if you don't want water maps, all you have to do is un-comment /* #define NO_WATER_BASED_MAPS */ and then save it as a custom map name, so you don't conflict with others online. I can add more options for this if people request them.
I provide two presets:
ZN@HyperRandom has most of the random features enabled, at the cost of making things possibly less fair, and certainly less predictable.
ZN@HyperRandom-Lite disables certain randomizations in an effort to provide an experience that might be more suitable for competitive gameplay, and more aligned with the standard maps. You won't share islands with enemies, map resources and starting units are standard, there is no water elevation, etc.
This map script should run on ALL versions of the game
AoC, AoC+UserPatch, WololoKingdoms, HD Edition with and without DLC, and the Definitive Edition.
The biomes will look best in the Definitive Edition, because there are more terrains to choose from.
To play, look for ZN@HyperRandom and ZN@HyperRandom-Lite in your custom map styles.
-fixed a few typos
-disabled dolphins, since they unfortunately are buggy (sorry about that, I honestly did not know that)
-removed duplicated resources on nomad starts
-reduced chance that predators have food
-reduced elevation on mangrove swamp biome
-tweaked elevation spacing
-added the chance to get wider connections
-added additional green and brown water masking for DE
-shortened constant names
-removed the workaround for invisible forage bushes in DE, since that is fixed now
-improved forest mixing and added new combinations
-added balanced elevation for DE
-added a low chance of higher base elevation in DE
-added support for a neutral market to trade with in DE (but its currently still bugged in DE)
-added the possibility of the getting almost any land unit as a scout (at a very low probability each)
-improved relic distribution
-improved starting unit and building positions
-fixed terrain and elevation scaling
-added the option of unequal corner lands
-fixed potential overflow issues with scaling 9999
-improved terrain masking
-increased chance of horse scouts
-add small chance to double relics
-fixed deep fish spawns
-improved random resources to prefer picking less extreme values
-added new water mixing
-cleaned up spacing in the script itself
-improved KoTH and CtR support with a large central land with map revealers and neutral outlaws, and resource trickle from controlling the monument
-added relic rush (relics on a KoTH-style hill)
-added the chance for ponds
-added options to pick which water types to allow
-improved circle placement support
-reworked nomad resources distribution
-tweaked standard resource distribution to match the changes in DE
-added cliff avoidance
-added more starting scout and building variation
-more stuff I don't remember
-changed beach generation
-fixed water elevation
-fixed straggler trees
-fixed and issue with the mangrove swamp biome
-added the option for double walls