Hello, Yes, i received it earlier this week. Had a quick look at it yesterday, but haven't played it.
I think it looks pretty good ( in general), eg you roadworks look good, nice division of resources.
Though a few suggestions which I noticed on a first look.
You use the small stone's to extract from the stone menu. I dont like this, it looks really ugly. If you do want to use these, use control and select all stone's one by one, and then paint them, it will look more random and slightly better. Use the smallest brush and create random stone mines, instead of a big round pile of stones. It will add to realism. But the best way for stone's, is actually not to use these, but go to the tree menu, and use the #STONESTOEXTRACT. These look a lot better, and are also the one's used by gsc in game. Again, with ctrl for randomization. Secondly, to add more realism, you can also use #STONESAC, these cant be harvested, but placed around the extractable stone's, will make it look like a real stone mine.
What a cool move you did with those blue areas, you moved them over the water. Very creative given the circumstances. Barely noticable if you dont know.
Another thing was, in the middle on the top, where you moved the 'blue' command center, and deleted buildings and threes, try repainting that area or place threes on it, cause it looks a bit ugly.
Also, i noticed, that some of the 'village's have already soldiers standing nearby. Up on loading/Starting the game, it will add soldiers again, hence doubling the amount. You could say, well then its harder to capture them, yes, but thats not how you should do it. If you want it harder, use the additional settlement information and increase the squad size (cop).
Some of the village dont have them. This is because you probably did it in more then one time and saved in between.
Be carefull with this. To avoid this from happening, after loading the map, load it again straight away and there wont be any extra soldiers and only then save.
Upon starting the game to play, it will work properly then without having double peasants on food mines and double soldiers amount in the villages. I hope this makes somewhat sense.
There were a couple more things , but they cant have been too important, cause I already forgot them.
About the earlier post concerning the map installer. I have tried it out and for me it works fine. I dont have the problem you encountered saying that the game was running.
Clean up your pc, look if the game is properly registered in regedit, make sure the tool is installed on the drive where your OS is installed.
If this problem persist, i suggest taking contact with the creator of the tool. I recently had contact with him, and he seems a nice guy. So I'm sure he will help you out on it.
Alternatively, untill a solution has been found, do you know how to get your map running, without the tool?
I'll post it quickly, in case someone else is reading and wants to know, because i dont remember that been written down in the tutorial.
Save your temporary maps in the (default) Data/designed folder.
Once you want to test the map from the skirmish/battle menu, copy the m3d from the designed folder and paste it in the Data/Mission/Skirmish folder.
Rename it to the next skirmish ( eg Skirmish11.m3d)
Go to Data/Missions/singlemiss.txt and there add +1 to the total amount on top (eg 11 instead of 10). Add the name Skirmish11 at the bottom of the list.
If for some reason , like on my computer, it doesnt allow you to save the file, then there are two options. Copy the file to your desktop, change it there, save it there, then copy and paste it back in the data/missions folder and replace if asked. Alternatively, set the UAC for the whole CII to your ownership ( Vista) and on XP untick the 'read only' box in properties.
Next file to change is Data/Missions/Text/SkirBatlnames.txt. This file will define the name that will show up in the skirmish/battle mode. Eg #Skirmish11_TXT Angels Training Grounds or whatever you want to name it.
And then one more file to change. Data/Missions/Mission.txt
At the bottom copy the one from Skirmish10 and paste it and change for skirmish 11.
Eg:
#Skirmish11
#Skirmish11_TXT
-
Missions\Skirmish\Skirmish11.m3d
Missions\Skirmish\Skirmish11.txt
2
Interf3\maps\skirmish\skirmish10.jpg 700 330
91 305 847 229
I used the picture of skirmish10, because I couldnt be bothered to make a preview as long as the map is in test stages. Only change this once the map is in the final stage, otherwise its a waste of time making a preview for it.
All of the above can be done from within the editor with the control +E and it will automatically save it all up for you, but quit frankly, at the moment, i think this is the easiest way.
This was in case you want to make a skirmish from your map. If you want it to be a battle, use the same logic but then for battles.
Another thing, if you want to quicktest your map without having to go trough all the above, you can test it from within the editor, there's this hotkey for it, and i cant remember it exactly now, but its something like ctrl+A, alt+A or ctrl+Q , alt+Q. It waits a few seconds, and then it loads up the game, and you can start off playing with the color that was previously selected.
Ah, yes one more thing i remember now from your map. Though i haven't played it, some of the villages are set up kinda weird in my opinion, its possible that it works fine, but, thing is, for example the mills. You have set up the information for them, and they will work, but since you only selected the mill in the group, i dont know where the peasants will go to to drop their resources, since they need a building in the mill group to drop off the resources, and then the packhorses bring it from there to the closest storehouse/towncenter. So, when you set up a resource group, select the resource generator +1 building and then create the group. You can still add additional buildings near these groups for additional defence. Also, i dont know where the peasants should come out if the villages is recaptured since there is no building attached to the group. Have you placed those farmers/peasants, manually on your fields? If properly set up, there is no need for manual placement of peasants, except the starting peasants.
Well there you go, just a couple of ideas to make your map even better.
If any of the above didnt make sense, pls let me know.
Ill play the map tonight or tomorrow to see if there's anything else.
Regards
Angel