Edit: version 1 is available to download. See attachment, or find it in this thread: https://www.aoezone.net/threads/random-everything-deluxe.138317/#post-564669
Appart from crazy map generations there are few things you should know about:
- starting resources can be different
- gamemode can be different (SuddenDeath, Regicide, Monumental Middle, Nomad)
- there can be gaia units around the map
more info on how to prepare for the tournament (some very usefull tips, and explanation of the gamemodes such as Regicide, SuddenDeath and Monumental Middle):
https://www.aoezone.net/threads/important-information-how-to-prepare.138365/
Random Everyhing, what is it axactly?
Is it a MapPack, like Megarandom?
Is everything really random?
You say this map is playable on all versions of Age of Empires2, what do you mean?
What about the gamemodes and what settings should I select when playing this map?
Important to know: How do I know what changed, and what custom gamemode I'm playing?
More information about the features of userpatch 1.5:
Where can I download the map, and where do I save it?
Appart from crazy map generations there are few things you should know about:
- starting resources can be different
- gamemode can be different (SuddenDeath, Regicide, Monumental Middle, Nomad)
- there can be gaia units around the map
more info on how to prepare for the tournament (some very usefull tips, and explanation of the gamemodes such as Regicide, SuddenDeath and Monumental Middle):
https://www.aoezone.net/threads/important-information-how-to-prepare.138365/
Random Everyhing, what is it axactly?
Is it a MapPack, like Megarandom?
You might have enjoyed playing on MegaRandom or MadRandom. These are random map scripts that can be considered map packs. It is one file with many different map-scripts in it and by random chance one of these map generations is used. Depending on the mappack some variables might be picked randomly, like amount of starting scouts, tiles of resources, some structures or even having multiple towncenters.
Still that is a mappack with predictable maps: when you have played enough of the mappack you start to recognize the maps. Also the maps are sometimes extracted from the mappack so you can play them with a 100% chance of that map generation, allowing players to practice specific maps.
Now random everything is a bit different. Instead of having a (large) selection of pre-defined maps to randomly pick from, this script will create a random map by having the whole map generation part being random! This means that you can find crazy map generations, that look nothing like the familiar islands, or arena- style maps.
Still that is a mappack with predictable maps: when you have played enough of the mappack you start to recognize the maps. Also the maps are sometimes extracted from the mappack so you can play them with a 100% chance of that map generation, allowing players to practice specific maps.
Now random everything is a bit different. Instead of having a (large) selection of pre-defined maps to randomly pick from, this script will create a random map by having the whole map generation part being random! This means that you can find crazy map generations, that look nothing like the familiar islands, or arena- style maps.
Is everything really random?
In order to make the maps playable I tried my best to lower the chances of certain unlucky combinations, for example the chance that the map will not have any wood at all is brought back to the bare minimum of >0.01%.
With the use of clever semi-randomness (by giving certain generations a higher percent chance to occur) extreme random scenarios will be very rare, making very unfair maps generated only extremely rarely.
With the new update of the script I am also able to give maps a certain theme. At the start of the script a certain theme will be roled, aswell as starting conditions and game modes. Clever use of "if"-statements will force a map generation to favor the game-mode; So in King of the Hill, and Capture the Relic there will always be an accesible middle area, and a regicide start lowers the chance of receiving a strong hero unit, or the chance to start without towncenter (that way your king is somewhat safe at the early stage of the game). A theme is given to the map for esthetic purpose but also to allow maps to be played with a familiar meta in mind: with a water theme the generation should favor going water; with capturable gaia water units, abundance of fish and players having separated islands.
With the use of clever semi-randomness (by giving certain generations a higher percent chance to occur) extreme random scenarios will be very rare, making very unfair maps generated only extremely rarely.
With the new update of the script I am also able to give maps a certain theme. At the start of the script a certain theme will be roled, aswell as starting conditions and game modes. Clever use of "if"-statements will force a map generation to favor the game-mode; So in King of the Hill, and Capture the Relic there will always be an accesible middle area, and a regicide start lowers the chance of receiving a strong hero unit, or the chance to start without towncenter (that way your king is somewhat safe at the early stage of the game). A theme is given to the map for esthetic purpose but also to allow maps to be played with a familiar meta in mind: with a water theme the generation should favor going water; with capturable gaia water units, abundance of fish and players having separated islands.
You say this map is playable on all versions of Age of Empires2, what do you mean?
Unlike the previous version this mapscript will work correctly when playing it without the extra features that are added in. this means that:
- If you play on HD the map works fine, altough you will be missing some features that are userpatch only (for example there will not be random game modes, like regicide, sudden death or deathmatch)
- If you play without expansions, or without WololoKingdoms mod the map will not create any of the newly added objects from the expansions
- If you play this on an old version, like 1.0c (I have no idea really why you would), both userpatch and expansion features will not be working for you.
What about the gamemodes and what settings should I select when playing this map?
To make clear: many of the game modes are Part of the script, so you don't need to select game modes like regicide, deathmatch or change your starting resources in the lobby settings.
For the 1v1 tournament the games are played with standard game mode, 200pop, standard resources, and conquest victory.
This setting is advisable for any 1v1 or teamgame on this map. Once again even with slecting standard game mode and stanard resources the map could randomly start as a regicide/suddendeath/ , or give you different resources.
If you really like to select a specific setting for this map, like regicide or deathmatch you could do so. The script should check to see what gamemode you selected, and act accordingly. For example if you select regicide it will always play as a regicide (be carefull because there might be other "guard units", and your starting resources and units might be different!)
The FFA matches of this tournament will be played with either the King Of The Hill game mode selected, or the Relic victory selected.
These two gamemodes are supported by the map, but it is not possible to have the map "pick" these gamemmodes for you, so it is necesary to manually select them. This also means these two gamemodes are impossible to randomly appear in a game where you did not manually picked them in settings.
Furthermore when playing this map on FFA, it can be advisable to play on "explored" This way the players can recognise if they have a bad starting position and can then decide to migrate or teamup against someone that has a more favorable starting spot.
The gamemodes that can be randomly picked by the map include:
For the 1v1 tournament the games are played with standard game mode, 200pop, standard resources, and conquest victory.
This setting is advisable for any 1v1 or teamgame on this map. Once again even with slecting standard game mode and stanard resources the map could randomly start as a regicide/suddendeath/ , or give you different resources.
If you really like to select a specific setting for this map, like regicide or deathmatch you could do so. The script should check to see what gamemode you selected, and act accordingly. For example if you select regicide it will always play as a regicide (be carefull because there might be other "guard units", and your starting resources and units might be different!)
The FFA matches of this tournament will be played with either the King Of The Hill game mode selected, or the Relic victory selected.
These two gamemodes are supported by the map, but it is not possible to have the map "pick" these gamemmodes for you, so it is necesary to manually select them. This also means these two gamemodes are impossible to randomly appear in a game where you did not manually picked them in settings.
Furthermore when playing this map on FFA, it can be advisable to play on "explored" This way the players can recognise if they have a bad starting position and can then decide to migrate or teamup against someone that has a more favorable starting spot.
The gamemodes that can be randomly picked by the map include:
- DeathMatch: start with 20k wood, 20k food, 10k gold, 5k stone
- Nomad: start without a TC, but with +275w, +100stone
- Land Nomad: start without a TC, you wont have enough wood to build it, so you are forced to make a lumbercamp
- Regicide: protect your king, start with extra vils and altered resources (the king is your "guard unit")
- (!NEW) SuddenDeath: Protect your towncenter, if it is destroyed you lose. You will be unable to build new ones. (the towncenter is your "guard unit")
(!NEW) protect the Relic Cart / convert the hero / capture the flag ?? . These gamemodes will be using a guardstate with a convertable unit. I'm not sure yet if this will work. (I'll keep you updated on the progress!)(!NEW) "nothing": start with minimal resources, minimal units, minimal building on a map with minimal units and terrains. (I'm testing these at the moment)- (!NEW) "Monumental Middle" sometimes you wil find a monument spawning in the middle. if you control the monument you can train valueble units there! You will hold the monument if you have a unit nearby. Any units qued up while losing control of the monument will be cancelled and refunded.
Important to know: How do I know what changed, and what custom gamemode I'm playing?
Once the game starts you might hear a weird notification sound and you could see the text appear in the chat dialog.
if you check the objective tab you can see:
If there is a "guard unit", !G will be appended to the map name in the Objectives window, along with the guard state details.
The guard unit will most likely be a unit you need to protect. Losing will lead to a defeat. The object might also give a a small, relic-style resources trickle aslong as it is alive. In any case there is a guard unit you need to have atleast one of this type to survive. If you need to protect a king, but you have more of them (maybe you found gaia Kings) then you won't lose untill ALL are dead.
if the objectives tab shows: !C that will mean some other things are changed, which can include:
if you check the objective tab you can see:
If there is a "guard unit", !G will be appended to the map name in the Objectives window, along with the guard state details.
The guard unit will most likely be a unit you need to protect. Losing will lead to a defeat. The object might also give a a small, relic-style resources trickle aslong as it is alive. In any case there is a guard unit you need to have atleast one of this type to survive. If you need to protect a king, but you have more of them (maybe you found gaia Kings) then you won't lose untill ALL are dead.
if the objectives tab shows: !C that will mean some other things are changed, which can include:
- different starting resources
- techs enabled or disabled (only affects spies/treason for regicide-games, tthe ability to build neew towncenters in suddendeath, or new monasteries in Capture the Relic)
- units or buildings have been altered (onlyused to allow units to bee createdfrom monument, and to make the monastery in suddendeath indestructable)
More information about the features of userpatch 1.5:
The mapscript uses fresh features of the Userpatch 1.5, these features include:
other features of Userpatch that I did not list here can be found on: http://userpatch.aiscripters.net/reference.html
- having a "guard" unit. If you lose the unit you are defeated. With this it is possible to have regicide recreated without the need to select regicide as a game mode. It also allows for the SuddenDeath gamemode to appear (Sudden Death was limited to HD before the userpatch introduced this "guard unit") and I'm currently experimenting with a gamemode where the guard unit can change ownership (like sheep do) so you need to "hold" (several) guard units.
- it is possible to change the starting resources. This is used to recreated a death-match start, or to give the extra resources when it is a regicide or nomad game (or combined). I even added a small chance that your starting resources will be slightly different (some semi-random values).
- The userpatch even allows to change attributes of units and structures. This can create really dirty things like units cost or stats being very off. I make sure not to abuse this setting, so the game will still be the age of empires we are used to. The only ways this feature is used is by making new units available from unique buildings. Im talking about creating (special) units from monuments.
- similar to above, units can be upgraded into other units. this is very complicated and is also not used in the mapscript to avoid confusion.
(I might upgrade some gaia predators, like wolves, to be some badass heroe units to come hunt your folk, but then I will make sure that it is clear to the players and that it is not overpowered.)I have not used this feature. - The amount of harvestable resources can be changed. This way I can add collectable food from wolves, or increase/decrease the amount of resources on gold/stone piles, on food-sources or on trees. (currently unused)
- Altering Techs and disabling/enabling technologies or availability of units/buildings is also used. The only uses of this are:
- making treason available for regicide type (will reveal the "guard unit")
- disabling the ability to build a monastery in capture the relic
- disabling the ability to build a town center in Sudden Death
having all techs researched at the start of the game (death match) <---- still working on this
- Also userpatch 1.5 introduced an easy way to add random generators in the script. For example Using "rnd(5,10)" can be used to create 5 up to 10 militia as starting units. The mapscript is full of these kind of randomisers and eventough many things are very random, a lot of thinking process is behind it to make sure the maps will be random, but playable; unfair, but somewhat balanced.
other features of Userpatch that I did not list here can be found on: http://userpatch.aiscripters.net/reference.html
Where can I download the map, and where do I save it?
I will attach the map, when finished in this thread and it is also available under the subforum "downloads" on aoezone: https://www.aoezone.net/threads/random-everything-deluxe.138317/
I will try to limit the uploads to one final version (and maybe a test-play version) to avoid conflict/confusion of what map to use.
Once you have the map downloaded, it needs to be unzipped into the right folder.
Unzip it directly in the following folders, or make a copy and paste it here:
for HD:
C:\.......\Steam\steamapps\common\Age2HD\resources\_common\random-map-scripts
or download the map directly from the steamworkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1369710157
for Voobly with WololoKingdoms:
C:\.......\Age of Empires11\Voobly Mods\AOC\Data Mods\WololoKingdoms\Script.Rm
or wheen you use compatibility patch, your path would look like:
C:\.......\Steam\steamapps\common\Age2HD\Voobly Mods\AOC\Data Mods\WololoKingdoms\Script.Rm
for Voobly/offline (without wololokingdoms)
C:\......\Age of Empires11\Random
I will try to limit the uploads to one final version (and maybe a test-play version) to avoid conflict/confusion of what map to use.
Once you have the map downloaded, it needs to be unzipped into the right folder.
Unzip it directly in the following folders, or make a copy and paste it here:
for HD:
C:\.......\Steam\steamapps\common\Age2HD\resources\_common\random-map-scripts
or download the map directly from the steamworkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1369710157
for Voobly with WololoKingdoms:
C:\.......\Age of Empires11\Voobly Mods\AOC\Data Mods\WololoKingdoms\Script.Rm
or wheen you use compatibility patch, your path would look like:
C:\.......\Steam\steamapps\common\Age2HD\Voobly Mods\AOC\Data Mods\WololoKingdoms\Script.Rm
for Voobly/offline (without wololokingdoms)
C:\......\Age of Empires11\Random
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