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.
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Jugit has created a unique RMS, one in which an incredible amount of time, creativity and detail has been used. I would encourage anyone to give it a try, as in singleplayer it offers a different gameplay from other RMS, more like a scenario. The author has also made the map script very customizable for those who want to try different resource settings or play with the quests disabled, for example.
A lot of fun, you can try to fulfill the quests while holding off multiple enemies or you can play more like a simple RMS with some extra easy resources available on the offshore islands. The quests can vary somewhat from game to game.
Seemed well balanced in a 1vs1 map against the AI.
Only complaint is that the computer players do not always take to the water, even when all enemies are on different islands. I do not like criticizing a map author for how the AI plays, since a map can be created and work well for MP and not work as well in SP. In this case, the author has created a slightly edited AI for use with his map, but it does not always provide the needed naval action on this map. I can understand having the AI not take to the water if it is rushing an enemy on the same island, but when enemies are accessible only by water it should fish and attack by transport, at the least. I encourage the author to adjust his AI, if possible, to take to the water more consistantly.
Note, in a multiplayer (multiple human) game the quest part of the map is disabled, though it is still a fine map to play.
This is the most creative RMS I have seen, basically using RMS features to make quests for a SP game, and the author has really put a lot of work into triggers, randomization of player locations, and all of the features. You have to try it out to appreciate it!
Map Design: 5
Excellent. Sometimes the small outlying islands are too small and can be easily bombarded from ships, but I guess they are not intended as locations for permanant outposts/colonies.
Very well detailed. I did not like one of the several possible combinations of terrains (using the northwest territories water - which gives a green shoreline - with painted desert terrain looked too unrealistic), but given everything else great in the map, I can be tolerant!
This map tries to work for both the vanilla version and xpack in one script. Although it is successful in running for both versions, there is one problem that I recently discovered (and it is a problem in some of my previous maps for the Xpack as well). Often the native minor civs chosen are the Iroquois, Aztec and Lakota from the original version, and although these will generally work in the Xpack, their units cannot be built in a Native Embassy (it looks like ES did not enable them to work there) and the Iroquois tech that allows natives units to be created at a barracks does not work right. The script tries to determine if it is being played in the Xpack by looking for one of the new playable Native civs, but this does not work if the players are all original European civs. I would recommend overcoming this limitation by making 2 scripts - one for vanilla and one for xpack. Note, if you do not use the Native Embassy at all, then the problem with these 3 original native minor civs is not significant.
There is also a problem with free units - playing as an XP native civ. There are free-to-the finder outpost wagons available on the map - these can be found by a native civ but not built. They could be destroyed by an enemy giving him XP at your expense - not quite fair.
There are a few other minor things that I would change - the above mentioned terrain mismatch, for example. I would really like to see the AI always take to the water as well, even if it does not use the quests normally it could be fishing and attacking any opposing players on the water. I also personally did not like the extremely low wood and low fishing resource settings that can randomly occur, but that is my personal preference and the map is playable with them - and the author even provides a way to change the resource settings for those with a minimal knowledge of RMS.
At first, I also personally did not appreciate the pirate ships roaming the seas - with some civs on water maps I like to send fishing boats as an early card. But if you do that on this map before you have a navy you run a risk of having them destroyed quickly - you need to have a navy of some sort to counter the pirates. This is not a criticism of the map - you just need to know about it to play properly!
Some of the quest features might be fun to have available in multiplayer games - would be interesting to try to see how you could defend, for example, the quest livestock pen from determined enemies, but I cannot even imagine how hard impementing the quest features in MP would be.
Anyway, this is a great map and should be experienced by all!
[Edited on 01/16/07 @ 12:45 PM]
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Map Design: 5
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Amazing ! this is a very good map . i really like it .