As a random map scripter, there comes a time when you want to attempt something more than just a map, you want to make a whole randomizer or map-pack. This is that time. The problem is, what can you still do in an age where we have something like MegaRandom? Just make something even bigger?.. call it GigaRandom?.. oh wait! That's been done
At one end of the spectrum, you basically take a set of individual maps, put them all into 1 script and set it up to choose one of them at random (a prime example of this would be the built-in "blind random" in the game). The problem is that players can just learn to recognize the individual maps that are in the pack. At the other end of the spectrum you go and randomize every single command, every clumping distance, every border fuzziness, everything, in a single cohesive map (take ES@The_Unknown_v2 as an example). The problem here is that the maps generated are often not very balanced.
MegaRandom is definitely the first kind of randomizer - it's several hundred maps in one script, although the resources are randomized separately from the maps, which makes it a bit of both. What I'm going for is a "The_Unknown" type of randomizer - one script, absolutely filled with conditionals and hopefully both fairer and at the same time more random than The Unknown. This brings us to...
A customizable randomizer. Don't like water? Just un-comment the
/* #define NO_WATER_BASED_MAPS */line and the rest will be done for you!
Want to allow michi-style maps? No problem!
HyperRandom is based on the observation that the majority of standard map types can be generated by simply varying a few key parameters - the base terrain of the map, the land percentage, the zone assignment, and the zone avoidance distances. Set these up properly and you can get an impressive array of map layouts, most of which are surprisingly balanced and fair. Add in biome and unit variations and support for new DLC and Definitive Edition content and you have the recipe for a successful randomizer.
- Let it rain or snow, if you are using the UserPatch (Status: enabled)
- Allow the UserPatch to render terrain shading. This looks bad on streams or recordings, but looks fine if you are playing. (Status: disabled)
- Allow the UserPatch to potentially make shallows buildable (Status: enabled; disabled in Lite version)
- Start without a town center (Status: 10% chance)
- If the "team together" box is ticked, there is a chance of being grouped very closely to team members in one part of the map (Status: 5% chance)
- A (DE-only) exploit that allows fully random placement ignoring the normal circle/oval (Status: disabled)
- Prevents maps where water is the base terrain (ie. islands, rivers, continental etc.) (Status: disabled)
- Prevents maps with a lake in the center or the corners (ie. baltic, cross, acropolis etc.) (Status: disabled)
- Prevents small ponds (ie. arabia, gold rush, black forest etc.) (Status: disabled; enabled in Lite version)
- You might share islands with allies/enemies/nobody; also allows unequal corner lands (Status: enabled; disabled in Lite version)
- You might get hilly water (Status: enabled; disabled in Lite version)
- Start with a town center, scout and the standard number of villagers, just like you would on a standard map. Disable to allow non-standard scouts, variable villager counts, starting boats, multiple town centers etc. (Status: disabled; enabled in Lite version)
- This enables the chance to choose a scout entirely at random, from all possible land units in game. Will only happen when standard starting units are disabled. Some units are incredibly over-powered! (Status: enabled; disabled in Lite version)
- This enables a wider selection of possible bonus starting buildings. Will only happen when standard starting units are disabled. (Status: enabled; disabled in Lite version)
- this enables the chance to choose a bonus starting boat entirely at random, from almost all possible boats in game. Will only happen when standard starting units are disabled. Some units are incredibly over-powered! (Status: enabled; disabled in Lite version)
- Start with the standard number of gold/stone/berries/sheep/boar/deer etc. Disable to have resource amounts randomized, including the amount of resource per node. (Status: disabled; enabled in Lite version)
- Allow modified starting resource stockpiles - requires DE/UP (Status: enabled; disabled in Lite version)
- Allow the chance of getting a bunch of bonus resources in the center (Status: enabled; disabled in Lite version)
- Allow the chance of getting a bunch of bonus resources in the all 4 corners (Status: enabled, disabled in Lite version)
- Allow the chance of getting a bunch of relics in the center, with map revealers (Status: enabled; disabled in Lite version)
- Allow the chance of getting a neutral gaia market in the center, with map revealers. Currently only in DE. (Status: enabled)
- Pick one of the above to choose the relic distribution (status: random relic count; Lite version uses DE relic balance)
- There is a chance you start with a relic right by your starting position. This setting is independent of what you choose above (Status: enabled, disabled in Lite version)
- Only use stone and palisade wall. This setting is intended for AI battles, since AIs might have issues with non-standard walls (Status: enabled when the game has AIs)
More switches like this can be added!
Just let me know what you want to see.
More content may be added based on feedback or when DE opens up new possibilities.
Here are some links to get it:
Age of Empires Website (Definitive Edition):
Steam Workshop (HD Edition 2013):
Age of Kings Heaven Blacksmith (manual download):
AoE2Map (manual download):
Thanks for stopping by!
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[This message has been edited by Zetnus (edited 06-23-2021 @ 04:49 PM).]