Age of Empires II (2013)

Age of Empires II (2013)

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Zetnus's Lake Nomad
   
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New Workshop General: Random Maps
File Size
Posted
Updated
152.068 KB
12 Mar, 2015 @ 3:24pm
8 Apr, 2020 @ 11:40am
6 Change Notes ( view )

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Zetnus's Lake Nomad

In 1 collection by Zetnus
Zetnus's Random Map Scripts
39 items
Description
I wanted to make a water-based nomad map. Lake nomad is an RMS that features randomly placed lands and islands. Players start in the middle of a lake (or the ocean) with 3 villagers and a transport ship. Your units are standing in the water and need to be loaded onto the transport ship first before you can drop them off somewhere.
Will you start building immediately or look around for the best site to start your settlement?


To play choose the following when setting up a match:

Map style: Custom

Location: ZN@LakeNomad_v3_MP
or ZN@LakeNomad_v3_SP


The AI cannot play the multiplayer (MP) version!
This is why I have included at single player (SP) version. In this version all players except player 1 start on shallows which are connected to the mainland. This means that any land-nomad capable AI should be able to play the SP version. The HD Edition AI (“Computer”) can play this map, while the old Conquerors AI cannot.

The SP version includes the following changes:
-AIs will spawn on shallows and receive a fishing ship instead of transport ship
-Considerably more shallows overall. As a result the map can sometimes resemble salt marsh if playing with a large number of players
-Wolves are disabled
-Marlin (great fish) can spawn on shallows (to ensure adequate fish)


Manual download here[aok.heavengames.com]


v3.1
-Players spawn on a tiny patch of shallows and get the correct villager count

v3.0
-Added DE support
-Removed scout
-Improved resource generation
-Added biomes and seasons

v2.0
-Single-player version added
-Lands should be even less snaky now
-Regicide support added (king replaces scout; no extra villagers; no castle)
-Resources spread out more to make the map more balanced

v1.1
-Wolves are now dire wolves (which are weaker than normal wolves). Also, they don't spawn in groups of 2 anymore
-Added some elevation
-Redid the water mixing to be more realistic
-Lands should be slightly less snaky now
-Reduced the amount of forests to increase building space


If you want to learn about random map scripting, check out my Random Map Scripting Links and FAQ[aok.heavengames.com] and my Updated New RMS Guide [aok.heavengames.com]


As always feedback is welcome - is there the right amount of resources on this map? Is there enough building space?
16 Comments
Zetnus  [author] 18 Jan, 2020 @ 8:38am 
This map is now available for DE: https://www.ageofempires.com/mods/details/2861/
MFX_Media 28 May, 2019 @ 12:25pm 
Really good random map.
Opalupa 4 Apr, 2019 @ 9:49pm 
Lake Nomad MP can't use normally...
Captain Midnight 16 Jan, 2016 @ 9:35am 
dag - gone if that didn't do it1 thanks
Captain Midnight 16 Jan, 2016 @ 9:15am 
I'll give it a try now. Thanks. I've been learning a lot from your maps - much appreciated!
Zetnus  [author] 16 Jan, 2016 @ 8:51am 
@Captain Midnight - I can confirm that it does generate. I assume that the problem in your case is that you are doing #const FORTRESS 33

Since FORTRESS is already a map type (for the AI info) it is probably not a good idea to define an object as that name.

Try something like #const OTHER_CASTLE 33
castle_4 should probably work as well, but you need to define it with
#const castle_4 33
Captain Midnight 16 Jan, 2016 @ 8:42am 
You wouldn't have any idea why the "fortress" constant #33 - sometimes called "castle_4" never generates?
mrdnra 12 Nov, 2015 @ 10:07am 
Yep its working again
Zetnus  [author] 10 Nov, 2015 @ 2:39pm 
It should be working again now!
Zetnus  [author] 8 Nov, 2015 @ 2:23pm 
@mrdna - Yeah, I need to go fix a bunch of stuff because of the new patch