Downloads Home
Best Files
Review Guidelines
Main site
Code of Conduct

Advanced Search
Random Map Scripts
New Releases
New Reviews
New Comments

Submit File
Browse Categories
New Files

Downloads Home » Random Map Scripts » Team Archipelago V

Download File Post Review Post Comment

Team Archipelago V

Author File Description
File Details
Game Version: TWC
Team Archipelago V
A random map script for AOE3 original version
by RF_Gandalf

Team Archipelago is an RMS created with the goal of making a 'team island' map with great variability, and with new options and strategies for gameplay. It does not represent any 'known' region, but while the location is imaginary, the gameplay is different and exciting. It is similar to my previous Gandalf's Isles maps, with the major change of having players start on team islands rather than separate islands. There are other minor changes as well. The map is slightly smaller than Gandalf's Isles and the map can be either slightly rectangular or circular for slight variation in how the islands are placed, giving differences in spacing between various islands and between islands and the edge of the map - in otherwords, a little larger pockets of water for fishing.

The map is characterized by each player starting on team islands completely surrounded by water, with variable starting positions, variable terrains, and great variation in the position of other islands in the sea. There is some variation in team player starting positions and distances apart as well. The enemy team will not always be directly opposite on the map. The 20 different terrain patterns are not meant to be a representation of any specific island area, just variety for the sake of enjoyment. These terrain patterns have appropriate forests, fauna, Native American types and treasures to match.

Each team island contains one Native American village per team member, all of one type, with a few other villages of a different or same type scattered among the other islands (the number is variable but is also related to player number). On the starting island are 2-3 herds of some type, 2 mines, and 2-3 treasures per team member, and a few possible sheep, cows or llamas. Each player also starts with a couple extra wood crates to help get a dock and initial fishing ships built. Due to the anticipated naval warfare a large amount of forest is present as well. The seas are rich in fish and whales, risky to harvest due to the possiblility of enemy warships, but a valuable economic boost if you can collect them.

In addition to the player's large starting islands, there are other islands scattered randomly about the map. This random map will always contain a large island with a short trade route and 2 trade posts (or 3 if over 4 players) - this trade route island can be centered or off to one side, depending on player starting locations. The other islands will vary greatly in size and location, and will contain various needed resources. Most important is the coin - there are always a few silver mines and often a few gold mines (value 5000 coin) scattered about, as well as additional forests, occasional treasures and a few animals. Forest will normall vary a little in amount, and the more 'desert' areas often will have noticeably less forest than other patterns (but never expect a wood shortage except in prolonged games with serious naval warfare unless you are bottled up on your own island). Other resources also vary a little randomly in amount or number.

There are a few small caches of extra resources and possibly a few wrecked treasure ships scattered about on the extra islands - these caches were inspired by features on the map Dogleg Islands by Jugit - I have adapted his idea to this map and changed it a little. There are stacks of firewood, possible gold caches, and stores of food put away by the native inhabitants - steal them for your own use! These vary in appearance and number by the map's terrain pattern and with randomization.

Well, aside from the above details, how does the map play? There is a need for aggressive control of the seas to control resources - the resources on the distant islands as well as the fishing and whaling that will boost your economy. You need to thoroughly explore the seas and islands to see what is available since there is great variation in how and where players and the extra islands are placed, and of course scout to keep track of the enemy. You need to venture off your island to establish bases elsewhere - economic centers as well as military. This map is truly great for teamwork. Coordinated team play for defense and to control straits and islands is very useful. Coordinated team landings are better at eliminating an enemy.

Of course to play this map having a deck built for a water map is helpful - I recommend considering the Admiralty card, free warships, Rendering Plant, Schooners, Improved War Ships, Advanced Dock, and any specific cards for your civ such as Water Dance. Cards giving free wood are also a great boost to get on the water quickly. I am not sure of the value of the Privateer cards - any thoughts on these? I also like having cards to give Forts or Outposts - sending these with your landing force is a great way to quickly establish a base on the enemy's island and subsequently send HC shipments there.

NOTE -This map is much larger than any of the ES-created maps and may give some lag problems for players with slower computers and with greater player numbers. Because of the map size and script complexity, the script will take longer than usual to load. Also note that games on this map take somewhat longer to play due to the size and the need to spread out before launching an assult. There is full support for FFA games in this script, and of course the 'teams' in FFA result in one player per island.

NOTE-The standard AI plays this map poorly since it is not designed to make assults over water. It is really best for Multiplayer games, since humans can plan their assults better!. If you play this in Singleplayer (which can still be fun, of course), I suggest trying the Draugur AI by Felix Hermansson. It seems to put up a better fight with naval ships than the standard AI, although it also does not usually send armies to attack your home base and does not colonize other islands like humans will.

To play this map, the two files (Team Archipelago V.xs and Team Archipelago V.xml) must be placed in the folder: My Documents\My Games\Age of Empires 3\RM. Please do not place them in the game's install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue 'Custom Map' button, which allows you to then select one the random maps in that My Games folder from the drop-down window.

I have enjoyed making this unique random map script. Thank you to ES for giving us the tools to do this! Hope you enjoy the map.

Feedback appreciated!
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
AjaxMinoan Your maps are great Gandalf. I usually only play with my friends. We've had 2 or 4 player games over a local network, but your maps are popular here. We only play the WC ones though.
File Author
AjaxMinoan - thanks for the comment. This map is one of my favorites - did you try the TWC version posted about 8 maps before this one?
dragoon360 sry please delete this post

[Edited on 05/31/07 @ 06:40 PM]

AjaxMinoan Yeah Gandalf, I think so. We've got your Big land map and big water map. Your big water map is really cool. It's huge, which is what we like over here.
I just downloaded your Baja map.
Map Design5.0
[Playability: 4
(Insert Playability analysis here)

Balance: 3
(Insert Balance analysis here)

Creativity: 5
(Insert Creativity analysis here)

Map Design: 5
(Insert Map Design analysis here)

Detail/Accuracy: 3
(Insert Detail/Accuracy analysis here)

Additional Comments:
I LOVE this map. Have a satellite connection so single player is my only option and for some reason even on expert and with the new ai's it won't build a dock or compete on the water. I can sit offshore and mess 'em up pretty bad. I still play it altho without any water competition I never lose. Would give it the highest rating if it weren't for my ineptitude.
eagerforbattle RF_Gandalf is there anyway to fix it so the ai will build docks?
File Author
yes there is - the AI file has to be edited to add the name of the map in a location or two. In the posts for Dogleg Islands by jugit you will find some discussion of this, and I think it might explain how to add this (or maybe it is in the documentation of his script) (I think there are a couple of scripts with that name - check them both)

Post Review Post Comment

HGDL v0.8.0

Forum Username:


Create a new account
Forgot password?
Map Design5.0
Favorites: [Who?]0
Size:22.22 KB