Community Forums > Voobly Community > Age of Empires II: The Conquerors > Random Map > DE Arabia on Voobly
[1]
Displaying 1 - 8 out of 8 posts
1 User(s) are reading this topic (in the past 30 minutes)
0 members, 1 guests
0 members, 1 guests
What's popular right now:
Word Association (97 users)
CBA PathBlood 1.8.0 (46 users)
AoKTS updates (33 users)
1.6 reward campaing (28 users)
Photos of Voobly Players (22 users)
Forgotten Empires 2.2 for Age of... (18 users)
Most legendary aoe player (13 users)
Most active threads in past week:
1.6 not working with me anymore... (9 posts)
New CS EVENT (7 posts)
Setting up port forwarding in ro... (7 posts)
Error al lanzar la partida (5 posts)
i can't play in new player (3 posts)
1.6 EASY SYNC ERROR (3 posts)
Idle TC and quick classical vs E... (3 posts)
Anyway, as some of you may have noticed, the version of Arabia that's played on DE is a bit different. Since no one seemed to have any intention of bringing it to Voobly, eventually I decided to learn how to create random script maps and I gave it a shot. Here it is.
Before you read the rest, do note that this map will only work with WololoKingdoms and WololoKingdoms DE. If you don't use these mods, it will probably just crash.
First of all, this map can either generate the desert or the green version (just as the classic Arabia). The probability is 50%. Let's see the changes for both of them:
- Desert version:
I used ECL Arabia as a starting point, since it's most used desert version of Arabia. However:
1) Ponds will generate with a 50% probability (instead of 0 as in ECL Arabia).
2) Each player will always start with one herdable already under their control.
3) Herdables are either sheeps or goats. It doesn't change anything, it's just graphics and sound basically.
4) There's 50% probability that players have two boars and 50% that they have a rhino and an elephant. Rhino and elephant have more food, but they're more dangerous too.
5) Deers are replaced either by zebras or by ostriches.
6) Wolves are replaced either by lions or tigers.
- Green version:
I used HC2 Arabia as a starting point for this.
1) Each player will always start with one herdable already under their control.
2) Herdables are either sheeps, goats or cows. If you have cows, then you'll have only 4 of them + 2 sheeps. It's for giving exactly the same amount of food (800) as when you have 8 sheeps/goats.
3) Instead of wolves, you may encounter bears. It doesn't change anything, it's just graphics.
That's it. I tried to imitate exactly the same Arabia as DE, but there are some limitations for terrains. I couldn't use the African Kingdoms terrains for the desert version because of lack of enough knowledge on how to modify ZN maps. But for the most part I think it's quite similar.
If you want me to modify any other maps, let me know. Also, I've created an Allied Vision version as well, since it may be useful for teamgames. Enjoy!
If you have any suggestion or you notice that I have overlooked something, please let me know!
I was 99% sure it would work on WK DE, but now that the creator himself has spoken, it's a 100%, thanks!
Yeah, that's what I'll do, but only once I'll have modified other maps like "Four Lakes" and "Acropolis". I'll release them as "DE Maps" or something (it should be a visual mod for maps, right?). Thanks for the advice anyway!
Yeah, that's what I'll do, but only once I'll have modified other maps like "Four Lakes" and "Acropolis". I'll release them as "DE Maps" or something (it should be a visual mod for maps, right?). Thanks for the advice anyway!
I guess the only thing you need to do is copy the structure of another map mod, like King of the Desert. Since the map folder from WololoKingdoms DE is a link to the original one, it can be accessed by both mods without having to do anything else.