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Downloads Home » Random Maps » Zetnus's HyperRandom

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Zetnus's HyperRandom

Author File Description
File Details
Version: Age of Empires II: DE
The goal of HyperRandom is to provide a large amount of variation, while still making it reasonably fair, by providing the same variation for each player.
HyperRandom will generate maps that seem similar to standard maps, but does so totally at random. There is no pack of maps that are chosen from; rather many different parameters are varied.
You can customize HyperRandom to your own preferences, by commenting or uncommenting definitions at the top of the script.

I provide several presets:
ZN@HyperRandom has most of the random features enabled.
ZN@HyperRandomFair tries to ensure that land distribution is balanced. If that if there is something in a corner, it will be in all corners.
ZN@HyperRandomLand is only land maps
ZN@HyperRandomLight disables a lot of randomization in an effort to provide an experience that might be more suitable for competitive gameplay, and more aligned with the standard maps. Resources and units are always standard and map layouts try to be balanced.
ZN@HyperRandomX256 comes with the ability to research techs multiple times.

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.

Age of Empires Website(Definitive Edition)
Steam Workshop (HD Edition 2013)
Age of Kings Heaven Blacksmith (manual download)
AoE2Map (manual download)

Project thread (detailed description)

-re-balanced resource randomness to make very large amounts of resources less likely
-fixed a bug that prevented triple scout spawns
-fixed an issue that was causing central lands to spawn 100% of the time, where it should only be 50%
-fixed some cases where things set to a chance of 0% could still occur (ex. tiny player islands)
-minimum relic count increased from 1 to 2
-removed the gaia units guarding neutral markets in the corners
-kings in regicide now have hero glow and regeneration
-in KoTH, players will be able to train special units from the monument
-central islands and lakes will be a bit larger on tiny maps
-added more failsafes to make sure starting units and resources spawn properly
-slightly reduced the chance of island and michi layouts
-added a 1% chance to start with an empire wars style base in random map
-increased the chance of non-scout scouts
-a lot of minor bugfixes

-increased the available space for folwarks to spawn in Empire Wars
-gaia animals now have (slow) hp regeneration
-player town centers will regenerate hp on sudden death
-Empire Wars will now spawn villagers on stragglers instead of idle villagers
-these villagers will not spawn if fishing ships are placed on water maps
-reworked the terrains to make hills visually distinct on the minimap
-increased terrain diversity
-fixed a critical bug with missing animals
-added nomad treaty
-African forests can sometimes be less than fully dense now
-removed the gold and stone rocks for now
-replaced a long url that was causing crashes in the CD version
-improved Empire Wars dock placement
-center can now be divided into 2 islands or lakes
-wild horses, camels, penguins and monkeys now spawn
-wildly overpowered starting units (heroes, siege, ranged cavalry, elite unique units) are no disabled by default

-fixed a bug with the French battle royale army
-reduced gaia army on relic rush maps
-updated rnd stuff for the July fixes
-increased the chance of a classic land nomad start without resources to build a TC
-added a x256 techs version
-resources will generate on the proper terrain when testing repeatedly in the scenario editor
-side and corner lands can now appear as only 2 instead of 4
-added dire and rabid wolves
-forests, ponds and other terrains will now stay further from starting towns
-randomized color corrections and added the new night time color correction
-added the new birch trees and forest
-added the new muddy shallows terrain
-fixed a new issue with walls on double/triple TC starts
-added objects and buildings from Dawn of the Dukes
-fixed and issue with duplicated walls on multi-TC starts

-deepfish should no longer spawn on gravel or shallows or beaches
-normal fish now spawn on shallows
-reduced the overall average fish density
-updated clumping factor values based on new findings by the RMS community
-added the new accumulate_connections attribute
-added a 1% chance to have a nomad start without resources to build a town center
-split far sheep to spawn at separate distances
-central neutral market is now unguarded
-added the chance for neutral corner markets
-updated DE biomes and improved terrain blending (this may break certain generations on pre-DE - contact me if you notice issues)
-fixed an issue that could result in missing resources on mangrove swamp maps
-forest tree wood amount can now vary (1% chance)
-added an experimental option to have infinitely respawning resources (off by default)
-increased randomization of numerical parameters
-adjusted the scattering of nomad resources to be less regular
-updated to the RBW Empire Wars standards

-fixed Bulgarian gaia army to not include dead units
-added Burgundian and Sicilian content
-added sea wall as a possible wall type

-added full battle royale support!
-removed the packed town center from battle royale, where it is currently buggy
-updated empire wars to reduce the farms, and potentially add fishing ships on water maps
-empire wars now works with regicide and sudden death
-battle royale now works with regicide
-all other combinations of game modes should work now too
-added the option to get overpowered starting boats including hero boats (at a very low chance)
-upgraded the guardians for KoTH from wimpy outlaws to a selection of powerful gaia armies
-tweaked land generation to reduce the chance of excessively small islands
-added the option of side lands to increase the amount of possible layouts

-added a wide selection of possible starting buildings
-removed the super-close relic when not on water or michi style maps
-fixed an issue where personal relics were always spawning
-lowered the chance of personal relics
-lowered the chance of central and corner resources
-adjusted resources and empire wars stuff to more closely match the current DE standards
-added in extra units not previously used such as the stormy dog and the relic cart

-re-enabled dolphins, since they are fixed in DE now
-fixed monument resources being blocked by the TC
-fixed a 5% chance to be missing forests entirely on the Savannah biome
-filled in corners for walled starts, but only some of the time - also creates walls on water
-reduced chance of walled start from 20% to 10%
-reduced chance of packed town center from 50% to 10% of nomad starts
-removed battle royale start from standard starting units
-reduced chance of island-style start from 24% to 16%
-added chance of UP buildable shallows
-add koth resource trickle for UP
-increased connection width variability
-added the option to get randomly modified starting resource stockpiles (10% chance)
-reduced the chance of super-squished islands
-increased corner land variability

-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

Tweaked DE terrain blending
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Igelior Finally! The random map script to end all random map scripts ;)

Will try this right away, thanks for that Christmas present^^
nrdani I've tried it in Aoc+FE (mod version) and not working. When I start new game it always crashes to desktop. Do you have any hints?
File Author
@nrdani -
I must have done something that breaks backwards compatibility. Try one of the previous versions in the download. I will look into fixing this problem in the next update.
File Author
There was a URL to the map scripting guide which was more than 99 characters long. Deleting that URL fixes crashes in AoC.

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