Clovis-King of the Franks is an eight scenario fixed-force campiagn where you conquer the surrounding Gothic and Frankish tribes, along with the crumbling Roman Empire. This time, updates include:
-Fixed Diplomacy bug in 2nd scenario.
In this campaign you play as Clovis, king of the Franks in the late 5th century, and considered by some to be the first king of France. When I saw that this is seven scenarios long I thought I would be occupied for some time, but in fact playing it all took rather less than an hour. It's not a bad campaign but it could do with some more work; the core of it is there but it needs some embellishment - for example, more interesting objectives and maps. All seven scenarios are 'fixed-force' in which you must defeat various enemies.
As I say it isn't bad but there is rather a lot of repetition; it would be improved by either varying the objectives or shortening the campaign. In both the second (Soissons) and fourth (Tolbiac) scenarios I won, after a short time, for no discernible reason. Also in the second scenario there was no stated objective (or instructions or hints) although it was easy to work out. In the sixth scenario (Voullie), there was an AI (I think) bug whereby I was repeatedly tributed 0 food which became rather irritating (although it's not a significant problem).
This campaign is too easy. I played on hard and I pretty much sailed through it without breaking into a sweat. A couple of scenarios - the fifth (Dijon) and sixth - were more challenging but even then I ended up winning with plenty to spare. Moreover, in some scenarios you have help from an ally. Beefing up the opponents would improve matters. Also, the AI is a little erratic, for example in the sixth scenario one is told to go and destroy the enemy while having to defend one's base, and that destroying the enemy economy is helpful, but in fact the enemy units wandered over to me and I won without venturing far from home. Oddly, in the final scenario (The Final Push), one has units with massively-enhanced armour but zero attack and it's not clear if the latter is a mistake.
There is limited creativity - some reasonable map design, limited use of sound, the spies revealing their true colours - but none is present in the objectives, and there is little to distinguish the scenarios from each other.
MAP DESIGN (3)
A couple of maps are better than the others - the second and seventh - but on balance I do not think this merits a score higher than a random map. In some of the maps there is no elevation at all. The editor provides many tools and means by which a map can be made more interesting, but whilst the author shows some awareness of these, it is a pity that he or she did not spend more time on it. A map can be transformed merely by varying terrain and elevation, not to mention the numerous elements of 'eye-candy'.
There is a very cursory history (if it can be called that). Most of the scenarios have objectives, hints and instructions (except the second). There are no bitmaps. In the fourth scenario there were hints about destroying docks and making galleons but when I played these did not arise.