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Downloads Home » Random Map Scripts » Long Transcontinental Asian

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Long Transcontinental Asian

Author File Description
RF_Gandalf
File Details
Game Version: TAD
Long Transcontinental Asian
A random map script for AOE3: The Asian Dynasties
by RF_Gandalf

Note - this version posted 3/31/08 to correct a bug which caused units to disappear if over 2048 tiles away from player starting positions - the map is now 2000 tiles long for all player numbers.

Long Transcontinental Asian is a new random map for Single-player or Multiplayer use. This map script is an edit of the rectangular Transcontinental Asian map released earlier this year with a markedly longer distance from end to end. This version is a little narrower - only about 75% of the width, but is much longer - 2000 tiles long. This gives an even slower map to play, with different game dynamics and a much slower rate of scouting the whole map. The appearance on the mini-map is very different, with some difficulty in seeing some finer details to to the scale. I have edited the resources just a little with a bit more forest, just a few more hunts and herdables and fish. The forests are definitely spaced out a bit further on this map, with the need to move out further from your start area to gain enough wood. Tactically, is hard to know how to split your forces between offense and defense, given the distance from end-to-end. In single-player, the AI does not always move his troops the length of the map to attack your base although it always seems to discover the base, but some of the personalities are aggressive against any forward bases. In multiplayer, which is really my intended audience, I have only tested the map 1v1 on a LAN and had no significant lag, although lag might be expected via internet connections with high player numbers due to the map size. My goal was making a map that plays differently due to the distance to the enemy, giving a better feel for 'continental' type dimensions. I only wish I could expand the pop cap for this map, which would make for an even more interesting experience. Note that the Draugur AI created by Felix Hermansson gives a much better single player game.

The basic description follows is the same as the original Transcontinental Asian map, as follows. The features include using 9 terrain patterns derived from TAD (the new patterns are based the terrains found on Honshu, Yellow River, Indochina-Borneo, Ceylon, Deccan, Himalayas, Mongolia, Siberia and a made-up Green Siberia), with appropriate natives, forest, fauna, and treasures. Mine types are now random, with a 1/10 chance of having all gold mines and a chance of distant mines being gold mines rather than the standard value mines. There is a random possibility of a few more herdables and berries about the maps, though if playing as Japanese consider having decks with cherry orchards available since the Siberian-type map does not have berries. There are also a few new treasure options. For the Honshu, Borneo and Ceylon terrain pattern maps there are water treasures available, for some maps there may be team treasures available, and for some maps there may be a treasure near the starting areas giving a Mongol scout unit (like on the Mongolia map) - very helpful on this large map. Other new features include a 1/5 chance for all maps of getting a few extra resource crates (0-3 crates of food and 0-2 crates of wood and gold) and adding to all maps a 1/6 chance that the closest starting mine would be 'towered' like on the new Siberia map. There is also support for King of the Hill gameplay.

The map starts opponents on opposite shores of a continent, which you must cross to engage the enemy. The setup is a little like the old AOK map Scandinavia, except that the map is rectangular and quite elongated. The players occupy the more distant ends of the longer dimension, which is 6x the shorter dimension (and size varies, like the standard ES maps, by player number). This gives a lot longer distance to the enemy than on standard maps. Player starting positions will randomly vary among 4 starting quadrants, as the direction of the orientation of the rectangle can vary along 2 different axes. The map is significantly larger than the standard ES maps. Because of the size, players with slow computers or connection problems should attempt playing with larger player numbers at their own risk.

The script includes a variety of randomly chosen terrain patterns possible (9 patterns total), each with fauna, treasures, and decorations to fit the theme. In crossing this 'continent' to attack the enemy, you can encounter a wide variety of different terrain features, including rivers, forests, lakes, ponds, cliffs, plains, deserts, jungles, valleys, mountains and ridges, which will vary from map to map (not all of these on the same map - it does not represent a real continent!). On this map there can be more variation in elevation than on the standard ES maps, and the above listed terrain features are not just included for appearance - their presence can influence gameplay by acting as natural barriers (but there is never a complete barrier to land passage across the map).

The Natives also roughly fit the terrain patterns as well, with some 'artistic license' to give more options for native combinations. There can be one or two types of natives per map, in varying number and location. There are always at least 2 native villages, but there can be as many as 6 on a 2-player map or 12 on an 8 player map, partly depending on player number and partly on the pattern randomly selected. The native villages can be placed one or two per player or at certain places along a map axis or per side of the map. This gives a great variety in possible map play and strategies. The native villages are placed roughly symmetrically for the purpose of fairness in gameplay.

Trade Routes randomly vary between 10 different types of routes, each with a few possible patterns of Trade Post placement. For example, there can be a pair of long routes from shore-to-shore, there can be 1, 2 or 3 routes that travel from side-to-side, or a single loop which travels around the map.

The food resources on each map can vary slightly. There are always at least 5-6 'herds' of some type per player - the numbers vary randomly but herds are placed at the same number per player, and types will vary per map theme. Given the size of the map some of the herds are quite distant from start areas. Most of the maps have goats, yaks, water buffalos, or sheep (but possibly not in the siberian map). Most of the terrain patterns have some berries (not the siberian pattern) at the start area, and extra on the some of the maps. All of the maps have some fish and whales in the neighboring sea (numbers vary a little and are also scaled per player), which provides a protected place for resource gathering (the enemy would have to send a villager the entire length of the map to put up a dock to get warships into the sea at the opposite end). Note that fish will appear in larger central lakes and in some of the central river patterns, though not in great numbers, and there are no fish in the smaller ponds. There is a 25% chance of 2 instead of 1 starting mines per player near the start area, with an additional several per player further off. Forests are placed fairly and are scaled better than on the large ES maps, and all players have a few small clumps of trees near the start area to be sure initial wood access is equal; forest can also vary in amount per map with some small clearings or treeless areas intended.

Treasues or nuggets are placed in increased numbers and are keyed to the map type or pattern - always 2 of the easy ones nearby, and 4 or more of increased difficulty further off. See the first paragraph for description of some possible additional special treasures.

This map has an amazing number of randomly chosen variations possible - each of the 9 terrain patterns or 'skins' can have 2 lighting sets for a variety of appearances, at least 2 different patterns of fauna choices, and each has at least a few variants in the possible terrain features. Each map has the above-mentioned multiple variations in Native and Trade Route patterns, and the player starting positions vary. Other features that have been randomly varied include the number, size and shape and height of cliffs, the size, density and underbrush of forests, the size and number of lakes, forested hills or elevation, and many other features.

In my testing this map produces extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Being a much larger map, scouting is much slower, and rushing is changed and delayed significantly, affecting gameplay and causing the need to consider new strategies. It is much easier to take to the water for fishing on this map due to the lessened effect of a rush and the safe haven noted above. On maps with increased numbers of native villages, the opportunity to use larger numbers of native warriors is a lot of fun. Some of the map variations allow for the possibility of a defensive stance, walling off choke points around cliffs or mountains or lakes, although the size of the map may make it difficult.

Although this map was designed for 2-team play, you can attempt to play FFA. However, players in FFA are spaced randomly in an oval about the map, not lined up along the coasts as in 2-team play, and all may not have equal access to the seas. Play FFA at your own risk, as there is the possiblility of unfair player placement or even dropped starting resources.

To play this map, the two files (Long Transcontinental Asian.xs and Long Transcontinental Asian.xml) must be placed in the folder: My Documents\My Games\Age of Empires 3\RM3. 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 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 script will not work properly in the original AOE3 and TWC. Note that this map is huge, and will take much longer to load thanthe usual maps, and it may cause significant lag at higher player numbers and with 'less than great' computers.

Special thanks to Felix Hermansson for demonstrating in his King of the Valley map a technique for making impassable mountains which I have expanded on for one of the terrain variations on my map.

Feedback appreciated!
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
FreeSandwich Looks good... the bigger, the better.
Fitzgooberdood Do not play this map with more than 6 players. Because it is elongated so much, it confuses the engine and causes your units to disappear (delete) if they pass an invisible barrier at the opposite end of the map. Unfortunately, this means you cannot win in a 7 or 8 player game because one or two of your opponents will be on the other side of this barrier. Otherwise a pretty good map. =]
RF_Gandalf
File Author
Fitzgooberdood
That is an interesting observation. I played a number of games at various player numbers and did not notice that. Which players are you numbering 7 and 8? On each side the players are arranged in a kind of semicircle near the end of the land mass. Are you referring to the 2 center players?

I will retest and post back here in the near future. Could this be computer dependant?
RF_Gandalf
File Author
OK - there is some kind of size related bug that effects the game for over 5 players (the map length increases slightly with player number). At 6-8 players units (usually) far from the player's original TC seem to just disappear - if an explorer they can be ransomed but other units are just permanently lost. For now, just understand that you should not play for over 5 players, and I am working on the best fix for this problem - likely just limiting the long side of the map to about the length of the 4 player map for all player numbers, but I want to do some better testing first.

Thanks to those who reported this! Please let me know if anyone sees this at lower player number at all.

[Edited on 03/25/08 @ 07:06 PM]

RF_Gandalf
File Author
map edited - now 2000 tiles long for all player numbers - should be no more unit disappearance. This is slightly longer for a 2-4 player game, less for 6 and over players than before.

Feedback for any bugs appreciated.

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Statistics
Downloads:1,977
Favorites: [Who?]0
Size:31.06 KB
Added:02/22/08
Updated:03/31/08