"Deliver us O Lord from the fury of the Northmen!"
Norse longboats have been sighted on the ocean waves!
Take control of an isolated fishing village somewhere off the coast of Ireland, with limited technology, few resources and no immediate soldiers to call upon. You will have to make do with what is available to you. Battle-hardened Norse warriors are also on the prowl for your holy Christian relics and you will need to keep them safe if you are to secure victory.
Can you withstand the Norse raids?
Classic build-&-destroy game play with numerous events progressing the story
Multiple outcomes depending on decisions made in-game
Plenty of atmosphere in this highly-detailed and unique ocean setting
Military mechanic: train your villagers into soldiers when battle is upon you, then demobilise them back into the workforce to continue feeding the economy
Over 30 custom sounds
More than 300 triggers
Some difficulty-level-dynamic features
I hope you enjoy this scenario!
Resolution: 1024 x 768
This file requires only the base game in the Conquerors to function but it works fine with Userpatch 1.4.
In our scenario design FAQ, question 134, it says where each type of file goes:
bmp => C:\Program Files\Microsoft Games\Age of Empires II
rms => C:\Program Files\Microsoft Games\Age of Empires II\Random
per/ai => C:\Program Files\Microsoft Games\Age of Empires II\AI
cpx/.cpn => C:\Program Files\Microsoft Games\Age of Empires II\CAMPAIGN
scx/.scn => C:\Program Files\Microsoft Games\Age of Empires II\Scenario
wav/mp3 => C:\Program Files\Microsoft Games\Age of Empires II\SOUND\Scenario
Posted on 08/11/17 @ 06:17 AM
I've just given this scenario a new update. You can see the changes below.
- Fixed pathfinding issue whereby enemy boats were becoming ensnared in the shallow crossing to the island's south.
- Changed condition requiring the player to bring 3 relics to monastery at the end of the scenario. Rectified to now bring the relics to the village Town Center due to the inherent relic garrison bug.
- Town Center is 500 HP weaker on moderate and hard difficulty level.
- Various map design tweaks, including a new shallow crossing between the two main Norse-controlled islands.
- HP tweaks to enemy commanders across all three difficulty levels.
- Battering rams added to the Northmen force.
- New music added to soundtrack.
Posted on 08/14/17 @ 07:26 AM
Now i think the map is perfect. Well done
Posted on 08/14/17 @ 04:37 PM
Possidon Official Reviewer
Posted on 04/07/18 @ 04:00 PM
Wind of the North is a small but creative scenario by Mashek depicting a Norse raid on a small Irish village. The scenario was originally intended as an entry to the 2016 Classic Design Contest but was not completed in time. Afterwards Mashek decided to finish the scenario and add more triggers due to the contests limited trigger rule.
Wind of the North was a very enjoyable scenario which implements a unique game mechanic and well written story and a pretty map to give the player an enjoyable experience fight the Norse raiders to protect the Irish village. The game calls for fierce micro-management of units having to use your villagers for gathering resources whilst being prepared to call them to arms at any point when the raiders land on Irish soil. The game was enjoyable and I did not discover and bugs or lags whilst playing. However, I felt that whilst I enjoyed the scenario alot, I wasn't particularly 'Wowed" by it and it was also quite short and simple.
The game was perfectly balanced and comes with its own difficulty dynamics. As previously stated the game involved fierce micro-management and the player has to be constantly aware of the islands shorelines. Tactical gameplay is a must as you have to deduce the perfect timings between using your units for resource gathering and combat. Ultimately while Wind of the North can be challenging due to your limited and basic soldiers, it is possible to win with the appropriate tactics.
Certainly the highlight of the scenario, Wind of the North comes with a unique game mechanic created by Mashek. The idea being that you must take your villagers to the armoury to train them as soldiers and then bring them back again after the fight to turn them back into villagers to continue gathering resources. Credit also needs to be given to HockeySam18 for creating the custom AI files which allow for the enemy to do naval invasions, something that has long been a weakness in the AI field. For such a small scenario there is a large library of sound files that come with it creating an amazing atmosphere for you to fall into whilst playing the game.
Map Design: 4
Wind of the North boast a pretty map design portraying a small Irish island which is home to a small and simple fishing village. The map has wonderfully designed shorelines and is definitely worth looking at as an excellent example of how to design small islands. One of the highlights of the map design is the cliff that surround some of the coast. The cliffs are unique in that Mashek has used rocks and vegetation to make them look even more realistic. While the island's coast is beautifully designed I felt like the central part was a bit too plain for my liking with some bits just being a mixture of grass that looked a bit boring.
Wind of the North has a compelling and well-written story. The story is a classic underdog tale of unsuspecting peasants having to take up arms to protect themselves from the fierce raiders from the north. While the story may be a bit cliched, it work well for the scenario and allows for a god atmosphere and helps make the scenario great. The instructions are also well-written and clear telling the player exactly what they need to do and the hints section does a good job at explaining the new mechanics of the gameplay.
Wind of the North is an excellent scenario. It's unique game mechanics make it a recommended download and gives us all something to learn from.