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Projects » Koncoo Campaign Sample Scenario
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Koncoo Campaign Sample Scenario
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Author |
File Description |
MixenDixon |
Posted on 07/10/10 @ 06:05 PM
File Details |
Version: |
The Conquerors 1.0c |
Style: |
Mix |
Number of scenarios: |
1 |
Screenshot:
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Koncoo
When I was 7 or 8, I wrote a ridiculous medieval story where Christopher Columbus and I found an island named Koncoo, and we became epic warriors. (Don't ask). Anyway, I reworked it tons of times later, hoping to adapt it to a cool, realistic story, but I got to lazy to write it. So, instead, I decided to make an AoK campaign. This is the beginning of the series. Basically, Caleb and Christopher of Eliam, Briton find an inhabited island after a storm ruined their exploration. From there, well, you'll see. Tell me what you think. |
Author | Comments ( All | Comments Only | Reviews Only ) |
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MixenDixon
File Author |
Posted on 07/25/10 @ 01:01 PM
First of all, I just want to say thanks for even bothering to try this scenario. I didn't really expect anyone to. Yeah, I realized that this had many short-comings. I've made many changes since I've uploaded it, and eventually decided to start from scratch. I noticed the thing about the text speed, which I'm working harder on now. I also agree about the resource gathering goal, but I forgot to change it because I was having trouble with some of the later triggers. I know it was a bit too easy and simple, which I hope to remedy effectively. As for map design, I've always stunk at that (mainly due to lack of patience), though I must laugh because it actually was a slightly-edited random map. I've started over with a portion of the island for each scenario, instead of the whole thing as one map, which should give me some new options. I hope my next one turns out good. Again, thanks for playing. |
NewDesigner |
Posted on 07/25/10 @ 07:10 PM
Heya,
No problem, I thought it was rather fun to play, and I think it can become more fun to play.
The idea isnt bad, you write pretty good imo and with some map design and more trigger work this could become something.
Good luck on your next projects, if you need a playtester/mapdesigner/triggerguy give me a pm, im no expert in those area's but no newbie either :) |
MixenDixon
File Author |
Posted on 08/09/10 @ 05:20 PM
Well, thanks for the compliments there were. I'm currently working on a completely new version of the scenario. It addresses most of these issues, although I still haven't gotten around to changing unit ownership during cut-scenes.
My background information, although I could supply some in the scenario, I would like to save for my prequel I plan to make later on. I will add some information, but not enough to spoil anything.
Actually, I must not have been clear in the departing scene. When Caleb told Christopher to talk to Gwenne, it was because Caleb was staying and Christopher was leaving. Caleb was expecting Christopher to see Gwenne when he returned to Britain.
I used the spelling "Briton" because I was under the impression that was an old spelling of the word. However, upon reading your comments, I looked it up, and did not see that anywhere. That will be corrected.
You should love the town in the new scenario. It has been completely rearranged, and designed so as not to appear as a computer-player made or Fortress-map-generated city. There is even a garden and a pond. A scout gives you a tour when you first arrive. The map has been improved as well. Instead of representing the entire island, I limited it to the north-east coast. It is still based as a random map, but I've gone far out of my way to improve the areas that will be seen, even down to discovering the joys of terrain-mixing, which I'd never had the patience to try before.
The million-year counter was an accident. It came from a failed experiment I made with the victory conditions, but I forgot to remove it.
Other improvements include an intermission with three possible side quests, a more in-depth explanation of the mutiny, more naturally-timed dialog (I said to heck with laziness and stopped putting it in batches of three), further refinement to the story, and a few other things. These, by the way, are what I've done so far. I'm halfway finished. |
HGDL v0.8.2 |
Rating |
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2.5 | Breakdown |
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Playability | 3.0 | Balance | 1.5 | Creativity | 2.5 | Map Design | 2.0 | Story/Instructions | 3.5 |
Statistics |
Downloads: | 206 |
Favorites: [] | 0 |
Size: | 65.37 KB |
Added: | 07/10/10 |
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