I made a mistake in the upload of the AI file for those running vanilla AOE3. The TWC AI is okay. The quick fix is to change the names of "My Documents\--\RM\dogleg islands qv.xs" and "My Documents\--\RM\dogleg islands qv.xml" to "My Documents\--\RM\dogleg islands.xs" and "My Documents\--\RM\dogleg islands.xml". Just removing the "qv". I'll upload a corrected version soon. So sorry for the inconvience.
This is a large file download mostly due to the size of the extra sounds, but also the 2 included ai's. Try my Dogleg Islands QV Quick Download to see if you like it enough to download the whole thing. Coming soon if not already in the download section with this one.
This map is very complex and will need some effort to load correctly. Especially if you have only downloaded simple .xs and .xml files. The map will load and run if you just use dogleg islands qv.xs and dogleg islands qv.xml like the other maps. This way you can see if you like it and finish the load if you do.
This version wil run for either TWC or the orginial AOE3; which mostly just adds to the confusion.
This version mostly adds quests which don't have to be completed but help the player, especially if completed early.
There are 2 players on each dogleg shaped island on this water map; 1 at each end. So a 2 player game would have 1 island, a 4 player game would have 2 islands, etc. See the included readme for details on positioning the players. Makes a good FFA game. Each island has a trade route and a native village.
Works with any number of players, but an odd player(like player 5 in a 5 player game) gets their own smaller island, with no trade route.
With the proper AI, you have to balance: building you colony, being rushed by your island mate, being assualted by an enemy landing party, sending aid to protect allies and completing quests. A 7 player game with an extra enemy is a real rush.
See the readme for details on getting the AI to fish and make a navy. Options include: don't worry about it, modify the AI, use another AI or use my included AI.
The Nomad start has been modified so that human players get a small landing party and computer players only get a covered wagon(no explorer), since the AI can't handle landing parties. The human player has to collect enough wood from trees and treasures for the explorer to build a town center. This works against the computer but I don't do multiplayer so I'm not sure about that. I tried to make the script so it would work with any combination of computer and human players; comments would be appreciated on this.
I thought I had forced the AI to build a navy. That is why I provide a revised AI to use with my map. For a long time, it seemed that every computer player made a navy. Then sometime around when TWC came out the AI didn't always make a navy. I have tried to figure out the convoluted logic of the AI, but I get lost every time. First the AI must make a dock and it doesn't always make one. Logically, the AI could decide to attack the player on its island and therefore doesn't need a navy. I am still trying but haven't figured it out yet.
PureAlbino
Posted on 02/14/07 @ 05:34 AM
I know what you mean about the convoluted AI logic, I also got lost all the time. I guess there's something different in TWC's AI, and unfortunately I can't even take a look at it until I buy a new pc. Anyway, I really can't wait to play some games on this map, it sounds great!