Creating Random Maps
Post ideas and suggestions on new features or improvements here.
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posted on November 5th, 2010, 10:18 pm
Getting MMM to work on multiplayer is, as TUN would say, Epic. 

posted on November 5th, 2010, 10:26 pm
Myles wrote:i like the idea of random maps, although it would be very difficult to get interesting maps that are balanced.
As long as it isnt TOO unbalanced for or against those starting in any part of the map it really wont matter THAT much if it isnt balanced, as noone knows what is where, it's random, how you react is what matters.
Past that, would it be possible to set the 'border' region (say 5k to 10k) of the edge of the map be empty of anything, with whatever is on the map inside that distributed randomly but within reason, with min/max parameters of how close/far resource clusters can be from eachother ?
That would force everyone to expand inward and minimize any advantage as everyone has to immeditly move to expand.
posted on November 8th, 2010, 1:48 pm
The idea of a random map is to allow random occurrences. What you are suggesting would defeat the purpose of a random map.
By the way, in stock Armada II, I"ve gotten some interesting results in random maps. After using a dozen or so scouts, I plotted my expansion in such a way to prevent my opponent from expanding. Other than the fact that I missed a couple of construction ships, it worked.
I've also gotten maps with wormholes in a configuration that allows to to race around the map. Or that only take you one or two squares from where you were. Or worst case scenario, both of the above instances.
By the way, in stock Armada II, I"ve gotten some interesting results in random maps. After using a dozen or so scouts, I plotted my expansion in such a way to prevent my opponent from expanding. Other than the fact that I missed a couple of construction ships, it worked.
I've also gotten maps with wormholes in a configuration that allows to to race around the map. Or that only take you one or two squares from where you were. Or worst case scenario, both of the above instances.
posted on November 8th, 2010, 2:19 pm
I don't think so. The purpose of my idea was to have an unbiased map choice where player prefrence wouldn't make a difference. This would work too. 

posted on November 8th, 2010, 2:24 pm
Just flood the map with scouts and plot your expansions carefully. Of course, not being an AI does give me the advantage. The AI spent so many resources building their construction ships and mining freighters that I had minimal resistance when I attacked their base. I'm sure that in an online game, I wouldn't have had such an advantage.
posted on November 8th, 2010, 3:08 pm
TCR_500 wrote:The idea of a random map is to allow random occurrences. What you are suggesting would defeat the purpose of a random map.
As much as I love random maps, they are never truly random, no matter the game.
They have set paramaters to adhere to (varries by game of course) that ensure no map is too lopsided.
That said, I support having the rage of whats possible be rather broad, depending on what A2 allows, but think it should be possible for maps to be a LITTLE lopsided as thats part of the flavor of random maps, you dont know what is where and have to deal with a good or bad start position (and the fact that playing the AI, a good start can sometimes result in the AI all rushing you for resources)
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