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The Rockspring Revolution
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Author |
File Description |
Lord Basse |
Posted on 08/23/11 @ 10:08 AM (updated 09/02/11)
File Details |
Version: |
The Conquerors 1.0c |
Style: |
Mix |
FEATURES:
• A sequel to Gwyndlegard!
• Not as epic and humongous as Gwyndlegard, but a lot better in many ways,
• Emphasis on the story, humour and gameplay: no data changes, mods or incredibly complex trigger tricks,
• Various gameplay styles, although focus will lie on Build & Destroy
• Many hours of gameplay
• 1186 triggers, if you want to know
• An overdose of weird Basse humour!
• Side quests that actually are worth completing.
STORY:
It's 1299, and little over a year has passed since the events from "Gwyndlegard". Xaphira is still stripped of all her magical powers and locked up in a top security prison, Tengil is still nowhere to be found and most people think he's dead, and Gwyndlegard is at peace. But while there is peace in the west, the situation in the east is not so calm.
At the start of the Xiochan invasion five years ago, the easternmost province of Gwyndlegard, Rockspring, declared independence after it's leader Lord Aerun refused to send his armies to Mezenghi's aid. Rockspring's armies should protect their own land, he said, not some faraway province that no one in Rockspring cared about. Mezenghi could do nothing as Xaphira's and Tengil's armies were flooding his western front.
But now, after the second war against Xaphira has ended, Mezenghi can finally turn his attention to the east. Suitably enough, the old King Aerun of Rockspring recently died and his much more agreeable son, Hanley, took the throne.
Mezenghi calls in one of his most loyal commanders, the recently knighted Immanuel, our hero from "Gwyndlegard", to join him on his journey to Rockspring, and to help him bring the region back under his rule.
But as it turns out, not everyone in Rockspring is keen on making Mezenghi their leader again. When nationalist revolutionaries seize the throne of Rockspring, Immanuel gets caught in the crossfire and ends up leading the fight against the revolutionaries.
Comments and reviews are most welcome!
After 125 downloads, updated to v1.1:
- Fixed a sound file that crashed the game for some players,
- Renamed the characters in the Palace cut-scene,
- Made the go-to area in Rockspring Castle for the "Defeat Lovewater" mission bigger,
- Made sure your units can't get trapped outside the castle after the prison scene,
- Made sure the Ghost Rider *always* stays invisible until he pops out,
- Fixed a spelling error.
Brought to you by StormWind Studios. |
Pages: « First « 1 2 3 4 5 6 [7] 8 9 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Lord Basse
Official Reviewer
File Author |
Posted on 02/14/12 @ 02:27 PM
The third one is getting there... slowly. ;) |
panel
Official Reviewer |
Posted on 05/05/12 @ 10:17 AM
I never wrote a review for this game, mainly because it already had a lot of them before I even got to finish it. Since the author is already working on a sequel I thought it might be helpful for me to provide some fresh feedback, hopefully without repeating what others have already said. I am not writing a proper review, as it's been a while since I've played it and I don't want to commit any innacuracies.
Firstly, this is without a doubt one of the best AOK games of 2011, arguably the best, in terms of playability. The very well studied build&destroy gameplay as well as the many sidequests and the well designed map are contributing factors. I am not a big fan of build&destroy, but even for me this game had big replay value, mainly because of the sidequests. However, I am not sure how good the simultaneous timing of the b&d/rpg-like-sidequest objectives really does, in terms of gameplay. I guess it all depends on how much the player enjoys to multitask. For people who want to enjoy the sidequests separately without having to cope with the pressure of the b&d at the same time, maybe it would have been better to save some of them for a latter part of the game, making them more than just sidequests and at the same time giving some more depth to the story which seemed to end a little abruptly (I would've expected more to happen before the actual boss fight, as satisfying as it may have been).
The balance of the game was close to perfect, one can really feel the care that the author has taken to make sure that everything runs smoothly as far as this aspect goes, so that the game might be enjoyed by any kind of gamer, from the hardcore to the casual ones.
One criticism that I have to make, both regarding this game and its Gwyndlegard predecessor, is that I'd like to see some more depth to the characters, which stay very stereotypical at best. I understand the author's playful and humorous style means most of the times this is on purpose, but I do believe that, even in a work of parodic and humorous undertones, a little more care given to the main characters would do nothing but improve the general enjoyment. Since Immanuel is seemingly the most important character from the bunch, I would really enjoy to see him develop in more interesting ways in the sequel. Up until now, he is in many ways a "faceless" character, one that rarely shows his traits, he did more so in Gwyndlegard than in this game, I believe, and that is perhaps why I've probably enjoyed that scenario more (that, and the fact that it had less emphasis on b&d :) ).
As for map design, I really don't feel entitled to lecture Lord Basse on that, especially since, in my opinion, this is one of his best designs to date.
Well, that's about it. Hoping this might be helpful in any way and wishing the author best of luck with the sequel, which will undoubtedly turn out great. |
Lord Basse
Official Reviewer
File Author |
Posted on 05/05/12 @ 12:07 PM
Thanks for the feedback Panel! It's greatly appreciated, although I disagree with you on a couple points. ;)
It would've been hard to incorporate the side-quests into the main plot, because they really have nothing to do with it. I also like the idea of giving people extra of options on how to play the scenario, which B&D allows for, and which adds to the replay value. If you have too hard a time multitasking, you can always play the scenario on a lower difficulty level where the AI is less fierce, giving you more room to breathe.
The characters are indeed very much stereotypes. They do have some characteristics, and they're mainly there to provide opportunities for comedy. I will try to make the characters a bit deeper in the sequel, but I can't promise that they'll become full-fledged, three-dimensional characters: the humorous style of this series doesn't really allow for too much character focus. I can still improve a lot though. ;)
Also, the sequel will only have one (or maybe one and a half) scenario that is pure B&D, so you should hopefully like that one even better! ;)[Edited on 05/05/12 @ 12:08 PM]
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Sangadatiti |
Posted on 06/15/12 @ 08:12 PM
I have an idea, its you think that bad, just ignore.
When the player are on a side quest, you can make a "pause" putting "object is not visible", for example, on Crucible, put when Immanuel is not visbile stop with the task until he become visible again.
Please, tell for me: How you do this skip-cutscenes without AI modifications?
Only for curiosity, but your heal units techinc, are change hp 65536, damage 65536 and damage -(unit hp), or have another way?[Edited on 07/31/12 @ 02:24 AM]
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Lord Basse
Official Reviewer
File Author |
Posted on 06/22/12 @ 04:49 PM
I suppose you could tell the player to click a pavilion in the corner of the map to skip the cut-scene, or something like that. It works, but personally I think AI/taunt-triggered skippers are far more practical for the player.
If you mean to fully heal the unit, what I do is to first damage it by 900 (or more if it has over 900 HP), and then -(maximum HP). Pretty simple, and very useful. |
Sangadatiti |
Posted on 06/23/12 @ 07:35 AM
Thank you. |
qqqqjjuuccaaqqqq |
Posted on 07/13/12 @ 02:02 PM
Please, do you know a site that have many musics(without singing)and walk, crying, and dying sound effects?
Ehh, how you do (orbs trick) to the S_fire dont desapear too early? Please I need it!
Thanks, an incredible scenario![Edited on 07/15/12 @ 03:55 PM]
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Lord Basse
Official Reviewer
File Author |
Posted on 07/14/12 @ 06:37 AM
For sounds and music, try Sounddogs.com. For the fireball to move around I use a patrol effect, selecting the fireball in Trigger Studio for each new movement.
Also, you don't have to post three comments with the exact same question... |
qqqqjjuuccaaqqqq |
Posted on 07/14/12 @ 07:42 AM
Oh, sorry, it was because my interned had a bug. |
Xatriks |
Posted on 08/06/12 @ 06:11 AM
I have just a small question. There were some optional quests in the scenario, but I couldn't find all of them. Crazy Archaeologist and Bandits' Attack (or something like that). I even cut the trees to find a secret path to the archaeologist (where Dr. Zweirock also stood), but they just didn't give me any quests. And I couldn't find a NPC who gives Bandits' Attack quest. Did I do something wrong... or what? |
Pages: « First « 1 2 3 4 5 6 [7] 8 9 » Last » |
HGDL v0.8.2 |
Rating |
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4.9 | Breakdown |
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Playability | 5.0 | Balance | 4.8 | Creativity | 5.0 | Map Design | 5.0 | Story/Instructions | 4.8 |
Statistics |
Downloads: | 6,913 |
Favorites: [] | 23 |
Size: | 17.08 MB |
Added: | 08/23/11 |
Updated: | 09/02/11 |
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