Dude its an awesome campaign. I like it very much. Thanks for such a mindblowing campaign.
BritishGuy
Posted on 11/25/13 @ 12:15 AM
Rating
2.2
Breakdown
Playability
2.0
Balance
2.0
Creativity
3.0
Map Design
3.0
Story/Instructions
1.0
Miran Szah is a campaign set within a Persian-Turk era. You play the Persians and your goal is to conquer the Turks.
Playability: 2
This game was playable to an extent. But it somehow felt as if it "dragged" on. It kind of felt like an average random map but with the hostile units frozen in place with the advanced immobile units mod.
Balance: 2
You are heavily outnumbered in both scenarios. The enemy has dozens of towers, some castles and are given far more units than they need. The placement of the immobile units felt a little "spammed".
Creativity: 2
The maps themselves were decent. Plenty to explore.
There was no story or historic background given.
The objectives were a simple "defeat the Turks". Again, basically just a standard random map game with immobile units.
Map Design: 3
The maps were carefully designed in some areas. There are a few placement issues in both maps, for example, a bridge running straight into a wall.
I'm not sure why the creator gave immobile players villagers stationed around lumber camps and farms - they just stood there.
"Hello bob!"
"Oh hi Fred!"
"lovely day!"
"Indeed!"
"What you going to do today?"
"Ohh not much, just gunna stand here and stare at some trees".
"OMG ME TOO!"
"Awesome dude!"
Gaia is set to the Dark Age.
So, when you capture a city from Gaia, EVERYTHING is from the Dark Age. I just deleted all the villagers and rebuilt new ones because the ones I were given were weak, slow Dark-Agers.
The fish were absolutely spammed everywhere.
Story/Instructions: 1
What story? There was no pre-story. Why were the Persians attacking the Turks? What's the history?
When I won I was hoping for a bit of information into why I just did what I did on the Aftermath screen... All I got was "Good job!"
Instructions were very standard. "Kill this player" - I do that a lot in standard random maps already.
The hints were not helpful either really. For example in the second campaign you are hinted not to build walls because the enemy will likely not attack you. Well, within three minutes of defeating the navy that you begin fighting at the start of the game - the enemy hurled about 60 soldiers and siege directly at me. A little tip - the AI ALWAYS attacks if they reach their population limit, unless they are given a specific AI (such as a defend-only AI).
"Helpfull" is spelt "helpful". Minor typo, but it's annoying.
Additional Comments:
The idea is good. The general maps looked tasty. But the playing really felt like a chore than entertainment overall.
I would advise putting more objectives in. For example, to visit a town or to defend your allies.