This campaign start with one hero and along the way you can find more soldiers around.It is made just for fun no history behind it.
||The Conquerors 1.0c
|Author||Reviews ( All | Comments Only | Reviews Only )|
The game offered a nice mixture of styles. It started with FF part where player had to rescue his allies troops, that eventually joined your side. After a escape via navy, player had to defeat some intruders inside ally's town and I assume afterwards the B&D part would start. However with AIs surrendering and the victory condition probably set as defeat player, as soon as I got control over a town I won, due to all enemies being defeated. The game was fun, but I probably would play it more than once or twice. 3
The FF part was difficult enough on hard, but could gain extra hardness by adding two extra "must survive" objectives, forcing the player to defend his weak cavalry heroes. I don't know about the difficulty of B&D part, but I assume that with standard, random match AIs, it wouldn't be that hard. 4
The scenario doesn't really have anything creative here. Player receives a hero, which must survive and has to save some prisoners, run home and defeat his enemies. I give author a 2 for a creative (sometimes a bit odd) use of ES campaign voice tracks.
Map Design: 2
Map design was clearly a random map with changes. The FF part had some nice terrain mixing and Gaia object placing, but lacked elevation. The B&D part of the map, which I previewed with marco - polo was unmodified random map. In the center and northern part there was a sea created by the author, but it had no or only squares of terrain mixing. Some Gaia sea rocks don't make a puddle of shallow water a sea. 2
As stated by the author, scenario had no historical background. However isn't an excuse for not including a fictional story. La Hire was saving prisoners from his ally Montezuma and escaped back to England, which was attacked by Germans. Why? What triggered this events to happen. Why were prisoners taken by Montezuma? As a player I was asking myself these questions. If you aren't making a historically accurate design, than make up a story and present it to us. Instructions were scarce, with no hints or scout and objectives written in a few words. 1
Additional Comments for the Author:
First, try creating a map yourself or at least redesign random map effectively. If you don't trust in your designing skills, try checking out some of the high ranking files in the Blacksmith, to get the basic idea of how a well designed map should look like. Give your imagination some work and let your ideas flow trough your hands into the game. After you have the base map design done (or even better, before you start anything), have some ideas for the plot. Try avoiding plot holes in the game and confusing the player. Make something happen for a reason and try explaining some fictional history behind the story, or give a text about the main hero's past or present. For the problems of AI usage, try talking about it in the AI and RM scripting forum. I'm sure they will more than happily help you.