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Downloads Home » Single Player Scenarios » The Arabian Nights

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The Arabian Nights

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File Details
Version: The Conquerors 1.0c
Style: Mix
Any feedback would be most welcome as this is the first scenerio ive made for AOE 2 in years and the first one where ive fully exploited the trigger system
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Official Reviewer
As the file contains only one scenario at the moment, it has been moved to the Single Player Scenarios category.

One advice I have to give you is to make the objectives as clear as possible. That will prevent the player from getting frustrated. For instance, one of the instructions in the beginning is to "cross the river", but no indication whatsoever is given as to where that river is. It would be okay to force the player to roam, but if you want him to explore then you should make the map more interesting.
File Author
For that objective the river is only a few seconds to the right and as below is forest then the player should find it quite quickly - i didnt want to make things too easy or boring for the player.

Im already working on the second scenerio but I wanted to wait for feedback so that I could make the second scenerio better :)
Mathyis the map is very boring
you should try to add more stuff just to make it more interesting to look at(do not add too much stuff though as this will ruin it)
Official Reviewer
You have a lot of work needed to make this scenario adventure games of yours to be better. It is severely lacking polish and I'm thinking that you did not playtest the map as well. Here's my playthrough:

-You should task the first enemy ambush towards the hero. This would attempt to remove any stragglers that decide to wander off so you won't have to search for them in order to continue the game. It also adds some tension seeing a bunch of enemies suddenly charge at you.
-Are you using a custom AI? Or at least an immobile one? It appears that the CPU are doing their own thing building, gathering, and creating units. This is probably not what you want as it would interfere with your set out game. Two of the CPUs also resigned from the game during my playthrough.
-Your setting, is it the desert? Because you need to try to make the environment realistic. Use trees and terrains that match your area, try not to mix in unrealistic things.
-You need to add some varying terrains, all I see is dirt1. And try not to make paths that are straight lines 5 tiles wide all with the same road paint.
-Think about the area that units can walk in when you design your playing field. You want enough room to not annoy your players. An example would be near the entrance to the ghost city. This area is composed of 1 or 2 tile paths stretching a long route. Walking through this with multiple units is a mess, worse when a lot of them are horse-size units.
-When you're walking to the chief hut, you suddenly get a bunch of units under your control because of gaia-LOS-capture, this occurs before you even speak to the lady.
-The health on the gates are far too high. It takes a nice chunk of time for my knights to bring it down. I sat there waiting, watching, bored out of my mind.
-In the ghost city, the CPU had so much more units than me, and far stronger, there is no way that anyone can win that battle. If the player just ignores that area and head straight to the boss, there's another gate to destroy, though it has lower health, it's still too high.
-The game crashes after I kill the boss person.

Overall, you need to improve the flow of the game. There are lots of empty walking and the few cut/speech scenes you have, they need to flow smoother. The story also needs fixing. It makes no sense that these random people living in the cliffs give their units control to you. And the climbing the difficult cliff plot, it doesn't really work because it wasn't difficult. The horseman himself climbed it and he killed all the wolves. Why the hell would he need a little civilian to come along?
File Author
I did test and re-test believe me, but this is the first proper scenerio i've made using so many triggers and for public playing.

How do you make your own AI?

The setting was trying to more accurately reflect the middle eastern landscape as it is not all desert, so I wanted vast barren wastelands, cliffs and patches of wood. But I'll do some more research and see if I can vary the terrain :)

Can't you use battering rams for the gates or trebuchets?

I'll lower the ghost units - I wanted to make it challanging i guess i made it too hard :S

I did have problems with boss one because it should create a change of ownership so what i did was have the change of ownership in 3 effects and it seemed to work when i tested it - any advice how to change ownership of such a large area without causing crashes?

I'll need to think about that last one lol

Official Reviewer
Check the forums for information about custom AI. Your game would suffice using just the immobile AI.

Where are you suppose to get rams and trebs? All I had were knights, camels, and maa.

For the ownership problem, just split the area smaller. Use as many effects as you need. Make sure the effect is set properly. Over 300 objects with 1 effect is the crash bug.
File Author
Thanks for the tips! I did try to use "no AI" but they kept resigning :(

Surely you can advance to the Imperial age? And build castles etc then? I'll check it out now but im sure I left that option open.

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