Posted on 11/22/13 @ 08:13 PM (updated 12/05/13
The Bloodied Throne
|Number of scenarios:
About The Campaign
The Bloodied Throne is a fictional campaign set in Japanese and Asian environments. It tells the story of family, betrayal and greed as three brothers fight each other and even murder their own people in a feud over the Japanese throne.
There are three scenarios in this campaign with an unexpected twist at the end.
(UPDATED: 5th December 2013)
The Japanese Emperor, Tabishu Tengan, is dead. He was found bloodily murdered, stabbed multiple times with a Samurai sword, while he slept in his bed. He had not yet chosen who will take the throne after him.
One of the royal guards swore that he saw someone wearing the royal prince's uniform entering the Emperor's room earlier that fateful night.
For the full story, you will have to play this campaign and read the histories and victory screens.
-- Read the history before the game begins, the victory screens when you win and the defeat screens if you happen to lose. They all tell the story of this campaign, so you will understand more of it, as it unravels.
-- Signs contain hints. Sometimes.
-- Use the environments around you to win. Chokepoints and elevated areas exist for a reason. This is a strategy game after all.
-- The game is intended to be played on moderate difficulty. Pansies can lower the difficulty if they like but the game won't be as fun.
-- Thank you for downloading this.
-- This is the first campaign I have released.
-- This campaign has been beta tested, the beta test changelog is below if you're the type who reads those.
Beta testing changelog/fixes (before release)
- Scenario 1 -
V1.1: Fixed cyan player attacking yellow player dock as soon as the game starts.
V1.2: Fixed tribute trigger errors.
V1.3: Fixed yellow player spam-creating rams (which it doesn't need).
V1.3: Fixed red player spam-creating unnecessary infantry.
V1.3: Added tower to player village to assist with first attack wave from cyan.
V1.3: Removed some towers from yellow player's city due to being too overpowered.
- Scenario 2 -
V1.1: Fixed a trigger issue causing an objective to appear twice.
V1.2: Edited (lowered) tribute timer trigger and (raised) automatic tribute totals.
V1.2: Dramatically reduced red player's population capacity to resolve overbuilding of farms.
- Scenario 3 -
V1.1: Fixed a typo.
V1.1: Fixed an issue where a triggered unit simply ran into a building and stared at it.
(UPDATED: 5th December 2013)
Changelog/fixes (after release)
- Scenario 1 -
V1.4: Fixed trigger issue which eventually broke the freeze trigger for cyan's hero.
- Scenario 2 -
V1.3: Fixed the gold tribute trigger which somehow broke (thanks Wailan Waillace for reporting)
- General -
V1.4: Added immobile units AI into pack (Credit goes to Zanzard Lothar).
V1.4: Updated readme..
I would appreciate a review. Be gentle, it's my first release.
Remember to read the stories if you wish to understand where the campaign is going.
And please, have fun.
|Author||Reviews ( All | Comments Only | Reviews Only )|
PLEASE,TAKE NOTE: This is my first review.I may sound too lame,or the review analysis may be considered poor.Feel free to add something I may have forgot or to correct me.
This was a nice campaign,with some jokes here and there.I must say I dont liked the first scenario very much,for some reasons listed on the balance review.However,the second scenario was quite entertaining,with skirmishes against canibals and the siege to yellow base.However,because the problems listed on balance,I couldn't raise a real army.What saved this from 2 was the "Sudden cliff drop ahead!" and the "You're not supposed to see this."
In the first scenario,as soon you get a base,Josuke strikes.And,when you manage to kill his soldiers,blue become your ally,because you killed josuke.I think he should have stayed on his base,but still ok.After all,you only need to kill josuke. ;) The mongols were easy to wipe.The yellow navy was a challenge,i had to adquire the cannon galleons to clean their docks,but ok.However,there was only a few weak points in josuke city,and they always had a enormous force to throw at my army.I had to breake the north walls and pass my soldiers there to protect my treb and my cannons.I think it would be better be allowed to train some trebuchet or bombard cannons/galleons.
The Second scenario looked nice,until I noticed i wasn't receivin any gold from the red ones.Dont know if it was a bug or what,but a relic and a trade car cannot support gold for an army.Market negotiantions cant be used forever.Would give a 4 if it wasn't this second scenario flaw.
Well,there was some dialog,and the story was nice and detailed.I missed some tricky triggers,however.
Map Design: 5-
In the 1st scenario,the designs were great.Even the gold and stone were mixed with those rocks.In the second scenario the terrain was good too,but I did not knew that ice,when melt,forms swamp,and there was some snow+dirt out of the road near yellow base that did not make much sense at all,but still remains at 5.
The fictional story of the three brothers tengan(and their sister) was creative and detailed,leading to a "turn-of-the-table" ending.The objectives were a little vague,I had to find out where the sachi were in a really long siege,until I found out i was raiding in the wrong spot :S The road covered by snow in the 2 scenario left no doubt to where go.
The cities are well designed and the destroyed ones as well.In the overall,the bloodied throne is a nice campaign.Just add some siege on the first scenario and gold tribute on the second.
I hope you make other scenarios,maybe some sort of RPG,I dont know.
"Dude,all you had to do was watch the cinematic"
XD I saw that one.
"Sorry my bad english,I'm latin"