The file contents four basic maps. In order to play on those you have to copy them into your aoe3demo/rm folder. Unfortunately the demo requires to rename them to either texas.xs or new england.xs (save the original texas and new england map first ;)
Those maps are just basic stuff , nothing to special. I made them to get a feeling on how those common maps will play in aoe3.
They are only for 1v1 and not tested that much so there might be some glitches left.
Shouldn't it be relatively simple to create XML files that go with the maps, so that all of the maps have entries?
Posted on 09/15/05 @ 07:55 PM
Eh, I didn't like the New England Map anway.
But Hopefully you can get it so they show individualy.
Orca File Author
Posted on 09/16/05 @ 05:31 AM
@TheOneTrueJurph : This isnt the problem. AOE3Demo just wont show any other maps as those with names texas.xs and new england.xs
Posted on 09/19/05 @ 08:02 PM
Liked your continental type map - I was having some trouble getting my attempt at one to work out right.
Also like your organized approach to writing your scripts - very 'professional' looking.
Did not like the relative lack of deer on your maps - made it very long to advance and build up - one herd of deer per player on the whole map is not enough!
The lack of Natives / Trade routes on the Island map, lack of Natives on the Medi map shows how much those features help to gain XP.
Did not really test out the Land Nomad map.
Posted on 09/21/05 @ 07:13 PM
Namad doesn't start with an explorer, I think. :\ I only played it once but I'll go check later.
Orca File Author
Posted on 09/22/05 @ 07:19 AM
Deers : The lack of more deer/huntables on water maps is becasue i wanted to encourage fishing (you can go without fishing though if you take food shipment) .
Explorer : This might be a bug (because the villies are build automatically without being placed explicitly by the map script as soon as the TC is finished and the explorer is not - seems illogical so far) .
Traderoutes/Indians : Those features kind of suck from an RMS making point of view simply because they take up so much space and take away much randomness. Im curious how ES will place these things on island or migration style maps.
[Edited on 09/22/05 @ 07:25 AM]
Posted on 09/23/05 @ 09:51 PM
trade routes and indian villages don't reallt detract all that much from randomness. For one thing you don't even have to place them, plus in all these new maps i see people just hardcoding the locations for traderoutes, its alot better if you make them more random insntead of hardcoding everything.
Posted on 11/08/05 @ 07:41 PM
Islands is great but AI is a problem. Clues as to how to make one for a water map anyone???
Posted on 03/24/06 @ 03:17 AM
I have edited the AI in the demo and made them build a reasonable sized navy on custom maps.
I think they might make more but either I kill them, or I explore and die.