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Author |
File Description |
RF_Gandalf |
Posted on 02/15/01 @ 12:00 AM (updated 03/23/01)
File Details |
Version: |
The Conquerors 1.0c |
MFO@RandomMap by MFO@Mapster
The MFO@Mapster team announces the release of their latest random map script, MFO@RandomMap. This is an expansion of our previous release, MFO@RandomLand. This script gives 20 different randomly selected terrain patterns for each of the different map types of the original Random Map found in your AOK:TC game. By popular demand, we have left Black Forest out of the mix. The basic map for each script has not been changed. Arabia remains wide open with the same percentage of forested land, and gameplay is identical. SaltMarsh has the same percentage of shallows and land and remains hard to wall off. However each of these maps may randomly have jungle, pine forest, bamboo or another type of forest. For each of the 20 terrain patterns, there are preselected base terrains, primary and secondary forests, various terrain patches and appropriate animals.
So how does this script change gameplay? Only in that you must scout even more carefully to both find all resources and identify the map type. There is no notification of the randomly selected map type in the start-up.
The random chances of the many terrains appearing:
5/20 terrain types have primary forest as Oak Forest
5/20 terrain types have primary forest as Jungle
5/20 terrain types have primary forest as Pine Forest
2/20 terrain types have primary forest as Palm Desert
2/20 terrain types have primary forest as Bamboo
1/20 terrain types have primary forest as Snow Forest
There are various combinations of secondary forests, green grass or brown dirt or desert terrains. Five patterns use each of jaguars, turkeys, macaws and javelinas, though not all are together. Only one of the 20 patterns has snow as the main or base terrain, and one other has a limited amount of snow and snow forest similar to the standard Mongolia map.
There are 20 terrain patterns on 17 different map types for a total of 340 possible map appearances. Is that enough variety for you?
For those who are interested in scripting details, this script also uses a very different and efficient method of defining and selecting these terrain patterns and in creating the associated unique fauna, fish, and trees. Download the script and check it out!
The only real changes in these scripts besides the various terrains are as follows:
>In Coastal and Rivers, water will now always surround each side of the land masses for fairer, more equal starts.
>In Scandinavia, the large ice ponds now will be randomly shallows or water on the 18 out of 20 terrain patterns that have no snow or ice. To make the map more fair, these ponds have been decreased in size but increased in number, giving more players access to possible shorefish. Shorefish are still not abundant on this map, but on the maps with these new bodies of water, the number of shorefish has been increased slightly.
>In Yucatan, the forest is now generated without pockets in which resources could be trapped, while the total percentage of forested land remains the same.
>In Oasis, 3 of the 20 patterns give shallows as the central pool instead of ice or water.
>In Arabia, with the Frozen terrain pattern the random ponds will be frozen over. |
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HGDL v0.8.2 |
Statistics |
Downloads: | 964 |
Favorites: [] | 0 |
Size: | 16.38 KB |
Added: | 02/15/01 |
Updated: | 03/23/01 |
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