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Downloads Home » Random Map Scripts » Shangra La - Regicide

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Shangra La - Regicide

Author File Description
File Details
Game Version: TAD
Shangra La-Regicide
A random map script for The Asian Dynasties
by RF_Gandalf

Shangra La-Regicide is a new random map for TAD, for Single-player or Multiplayer use, which adds the Regicide features to the just-released Shangra La custom random map. Each player starts with a Regent's Castle, a set of palisade walls, and the mounted Regent unit to be protected; the script includes the trigger that ends a player's game if he loses his Regent. The original map had to be slightly changed to allow the regicide features for any player number - the changes are chiefly an enlarged map and some adjustment to player starting positions.

The Shangra La map: in the east this slightly rectangular map contains an area of relatively barren Tibetan Plateau where all players start. Near the center axis lies a high central mountain range, with a green lush hidden valley in the west. This is a different map design, with players all starting in the eastern portion which contains relatively few resources - each player has only one nearby silver mine, there are only a few nearby berries and treasures, and there are only two small groups of huntable animals nearby. All of the other mines are gold mines and are located in the valley of Shangra La across the mountain range, which has only 3 passes through to the other side. The valley also contains more and larger treasures, lots of other huntables, and plenty of forest. There is also plenty of wood located along both east and west slopes of the mountain range. The map's only trade route runs north to south in the valley. This map is somewhat larger than the standard ES maps.

The Natives can vary - in the eastern plateau there can randomly be Udasi, Bhakti, Shaolin or Zen - 1 village if a 2 player game, 2 villages of one type if over 2 players; to the west are 2 -3 villages (also player number dependant) of either Sufi, Udasi, Bhakti, Shaolin or Zen.

This script produces fair games for 2 teams of any number, or for a free-for-all. The map gives new strategy options for multiplayer games, with the need to expand to the west thru the mountains to control the resources there, the need to control the passes, the decison to rush or protect against rushes or expand west and boom. Generally, the westward expansion is crucial. Teamwork in a 2v2 or larger game is really key to a victory.

KOTH gameplay is enabled, with the monument always appearing in the far valley. Playing KOTH in this regicide map makes two separate victory conditions - you win if you capture and hold the monument or you win if you kill the enemy regent - either victory condition will win the game.

Note that the regicide walls are an extremely large feature. In playtesting with larger player numbers, I had to make the map a little larger than the original to get the walls to fit, but I tried to make the map no larger than really needed. Players start relatively close together for over 4 players. And there is still probably a small chance of a player's walls being dropped in games with larger player numbers, although I did not see that in the last 10 days of testing. If you see missing walls in a game you should restart in the interest in fair play.

To play this map, the two files (Shangra La-Regicide.xs and Shangra La-Regicide.xml) must be placed in the folder: My Documents\My Games\Age of Empires 3\RM3. Please do not place the files 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 of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. This map will not work in the original AOE3 or TWC, as the addition of the new natives and new Asian terrains and units and victory conditions will cause the map to not work properly.

Thanks to ES for providing the tools to make random map scripting possible. Hope you enjoy this unique combination of different gameplay and striking visual appeal!

Feedback appreciated!
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
MeoHat Excellent map design, I love how it looked. It would be awesome if you upgraded the walls to the fort walls from the campaign. That would make games longer :D
File Author
To do that would require all players to download an additional file representing the stronger walls, called a 'grouping', to be placed in another separate 'grouping' folder - which I tried for another map long ago and too many players had trouble following the simple instructions. Then, if that player tried to play vs somone without the same map, the map files would transfer prior to the game but not the grouping file.

The current walls are represented by a grouping already present and so it works without problem.
MeoHat Ah damn, thats too bad. Thanks for the timely response. :D

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