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Author |
File Description |
RF_Gandalf |
Posted on 03/08/06 @ 12:23 PM
Baja California
A random map script for AOE3
by RF_Gandalf
Baja California is a new RMS created with 2 goals: 1.) to make a representation of a geographic area not included by ES in the original map set, and 2.) to create an interesting, variable map with new options and strategies for gameplay.
The map is characterized by a long peninsula with a central mountain highlands. This map is rectangular, not round, to better fit in the length of the peninsula. There is a single central trade route with randomly 3 or 4 trade posts running the length of the peninsula. Each player starts with 2 nearby silver mines, a nearby herd of huntable animals and a second herd a little farther off, and 3-4 scattered pairs of sheep or cows. There are no berries in this arid region, and there are only a few other scattered animals to hunt. The best source of additional food is the the abundant fish in the surrounding seas. Additional sources of coin include a few more mines in the central highlands or in the northern part of the map, or the whales which are most abundant in the sea off the southern tip of the peninsula. Note that the mines in the central mountains are different - they are gold mines instead of silver mines, and are worth 5000 instead of 2000 coin.
Since none of the 12 NA tribes incuded in AOE3 are truely native to this region, I have chosen the Seminoles and Tupi, representing natives with primitive weapons, and Aztecs and Maya, representing the country of Mexico, as the possible natives for this map. There will always be 1 or 2 types of natives per map, who will be located at the northern and southern ends of the peninsula or along the central mountain highlands. Each map will have a total of 3 to 5 NA villages (2-5 for 2 player games).
Teams (or random players in FFA) are lined up on opposite sides of the central highlands, just inland from the coast. The ridge is interrupted by multiple small breaks in the cliffs to allow passageway to the top and other side, and the range ends well short of the map edge in the north and the southern tip of the peninsula. It is possible to wall off your side of the map, but not easily, given the number of gaps and the ridge ends, and the length of the ridge. Scouting is extremely important on this map to be sure you know the location of distant resources and all of the passageways thru the mountains. The relative amount of resources in the sea can lead players to a naval strategy, although that is not necessary. The unique shape of the map leads to the possibility of naval conflict in any game.
Player position and location will vary a little randomly. There is full support for the Free-For-All play with any player number.
To play this map, the two files (Baja California.xs and Baja California.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. ES has finally given us the ability to provide map descriptions in the startup screen, and I have included this feature.
I have enjoyed making this very different random map script. Thank you to ES for giving us the tools to do this! Hope you enjoy the map.
Feedback appreciated!
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Pages: « First « 1 [2] | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Achaean Lionness |
Posted on 04/13/06 @ 05:57 PM
Hi Gandalf,
No, actually I always use Moderate. I can’t stand ‘cheating’ (including cheating AI).
Plus I really go for as much ‘total ‘simulation’ as I can – so it allows me a bit more leeway to build a ‘proper colony,’ and take a bit more time to let things run their course.
I’ve also seen the AI give some rather shoddy performance on other maps as well – I just haven’t been able to determine (as yet) whether it only occurs on certain (land) map types, or if it’s somehow more random.
I have seen you mention Felix’s “Draugur AI” elsewhere as well - & have thought about looking into it.
I don’t much care for or use ‘water maps’ however – so if it’s main modifications is in that regard it won’t help me out very much.
I’ll have a look at it anyway tho’ – can’t hurt to see… :)
Thanks for the suggestion made-again, and again for your fine work on this RMS too.
Great fun!
~ Lionness
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PureAlbino |
Posted on 04/17/06 @ 03:39 PM
Since Lionness answered your question I thought I ought to. I based my previous comment on 3 games I had on this map, one on expert dif. You're right about getting the new Draugur AI, which I'm sure would cure the problem.
Keep up the good work
Edit: Draugar AI definitely works, much better gameplay.
[Edited on 04/19/06 @ 08:03 PM]
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Bird_8_mi |
Posted on 05/21/06 @ 05:48 AM
You should do an andies map since i noticed this area couldn't be played |
wind_highlander |
Posted on 10/07/06 @ 02:00 AM
Hey, Gandalf,
I'm quoting you: "The best source of additional food is the the abundant fish in the surrounding seas."
You know, I dind't think the sea had that much fish, you know? I remember depleting it after some time and having to live from my mills from then on.
I mean, fishing isn't really fantastic in Age 3, but I've seen more "abundant" waters.
Just a thought. |
Snake_1501 |
Posted on 11/01/06 @ 12:22 AM
i enjoyed the amusing shape of this map. ;) |
Darthcast |
Posted on 08/15/08 @ 06:57 AM
The map is not working with TWC&TAD. I get the "You lose"-message at the beginning. (Because the starting towns are in the ocean?)
I know there is a TWC version of this map, but I'd like the natives that are in this version... |
RF_Gandalf
File Author |
Posted on 08/18/08 @ 06:28 PM
Darthcast -
ES changed something in the way random maps are generated between the original and TWC - rectangular map coordinates have to be expressed differently bewteen the two versions. The original Baja map I released for TWC did not have that change and gave the same error you are getting playing a 'vanilla' map with the newer versions. I then found that ES had changed the map generator somehow and figured out how to correct the problem, then posted the revised map for TWC.
Sorry, use the new version and you should have no problem. I am not planning to revise the natives in the newer TWC version for you.[Edited on 08/18/08 @ 06:29 PM]
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Pages: « First « 1 [2] |
HGDL v0.8.2 |
Rating |
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4.5 | Breakdown |
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Playability | 4.5 | Balance | 4.5 | Creativity | 4.5 | Map Design | 4.5 | Detail/Accuracy | 4.5 |
Statistics |
Downloads: | 6,547 |
Favorites: [] | 0 |
Size: | 11.30 KB |
Added: | 03/08/06 |
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