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Author |
File Description |
pabsthooligan |
Posted on 06/12/01 @ 12:00 AM (updated 07/11/01)
File Details |
Version: |
The Conquerors 1.0c |
Style: |
Mix |
Number of scenarios: |
3 |
In the Caribbean, all it takes is a spark for tribal war to ignite...
But when the tall ships of the Spanish and British arrive, the spark will be a blaze!
The Rogue el Guano is a vicious slave trader, an imprisoner of helpless tribesman and a master of the combat arts. Only through determination will the proud warriors of the Hakkasa tribe prevail. Only through careful logistics will the young British admiral John Sainsbury survive his war at sea against the Spanish traders.
Only through treachery will the good man Roberto become the Rogue el Guano.
This campaign has everything! From hidden temples to the Warriors Born of Fire, wild boar hunts to voodoo priests, zombie armies that rise from the grave and total body shaving, this is AOK as you've never seen it before.
Extra thanks go out to Guderian for all the sounds, Stan for playtesting and Kendo and Eraserhead for AI/trigger help. |
Pages: [1] 2 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Zanzard Lothar |
Posted on 06/13/01 @ 12:00 AM
Although i have not yet played the campaign, i downloaded it and i must say i got a bit dissapointed that, instead of one solid .cpx file, the zip file that is downloaded contains three separate .scx files.
I have countless reasons to point why .cpx files are a much better format than .scx files, but here i will point only the most immeadiate problem: whoever downloads this campaign has no way of knowing which scenario of the three is the first, which one is the second, and which one is the third!
I would reccomend for the author to make an update of this campaign, uniting the .scx files into a single .cpx file. |
pabsthooligan
File Author |
Posted on 06/13/01 @ 12:00 AM
Whoa! Major major mistake here! This will be fixed as soon as possible.
Thanks for the heads up, Zanzard!
For those who have downloaded it, the order of scenarios is:
Shipwrecked
In the Name of the Queen
The Confession of el Guano
In my defense, this campaign was created entirely on computers in Internet cafes, paying by the hour, and taking time where it could be found off from work.
My apologies. |
Nostradamus |
Posted on 06/13/01 @ 12:00 AM
Here are some interesting bugs:
I apologize in advance for referring to the civs by color but I didn't write down the names. I have only played Shipwrecked so far.
In Shipwrecked:
1. The cyan player should be set to no attack stance as the castle does a very good job of taking out a converted Conquistador. Another problem is that they run out of tribute towards end game which is easily fixed.
2. If you leave the yellow as enemy, there is no way to place a relic in their monestary. I think it would work if you made them neutral but as I am not accustomed to putting relics in someone else's monestary (except an ally if I'm getting my ass kicked). It turned out being easier just to defeat them.
3. The diplomacy for the green is messed up in that it has "their stance" set to neutral and "our stance" set to ally. This causes a problem when you try to put up towers to guard the northern gold (i.e. the green villagers attack you and you can't attack back). The western stockpile does not seem to be a problem due to the automatic conversion of the villagers in the gold-mining area.
4. The ai for the red does not seem to encourage new dock construction so my usual strategy of defeating the navy and surrounding the islands while destroying every dock I can find worked a little too well.
Finally, setting an order to the objectives (by triggers I would assume) would help as you can win without ever touching the towers by dominating the sea to find sufficient gold
These are very easy to fix but it might be good to set up a trigger so they switch diplomacy to ally whenever a condition is met. |
pabsthooligan
File Author |
Posted on 06/13/01 @ 12:00 AM
1. The cyan player should be set to no attack stance as the castle does a very good job of taking out a converted Conquistador...
This never happened to me. A trigger should change their stance before you even know what you're supposed to do.
2. If you leave the yellow as enemy...
A trigger should change yellow to ally when you step into their fire. You could just defeat them, but I the benefits outway the hassle.
3. The diplomacy for the green is messed up...
As long as the towers are up, the villagers fear and obey el Guano. The northern villagers always changed ownership when I destroyed both towers (HOORAY!) Plus, if they start as allies you can see everything they can (cartography).
4. The ai for the red does not seem to encourage new dock construction...
You used the right strategy. El Guano has his weaknesses, which you exploited well.
Finally...
But then your fellow tribesmen wouldn't be free, would they? |
pabsthooligan
File Author |
Posted on 06/14/01 @ 12:00 AM
Should be alright now... put into cpx format and updated... |
Zanzard Lothar |
Posted on 06/22/01 @ 12:00 AM
[q]Plus, if they start as allies you can see everything they can (cartography). [/q]
Actually, if you disable, under "options" the cartography tech for a player, he will NEVER be able to reap the benefits of this tech, he won't get it even with triggers, and he will not be able to research caravan via normal means (he can get this caravan tech via triggers).
Also, the Spies tech is very cheap in this scenario, so seeing the entire map is no biggie once you reach imperial age and have a castle.
PS: Shipwrecked is a very fun scenario! Not really a complete masterpiece, but very fun and challenging! I look forward to get some time to play the second one! :) |
pabsthooligan
File Author |
Posted on 06/26/01 @ 12:00 AM
Scenario 2 crashes if played on hard or hardest. Play it on normal difficulty. |
Ultima_Knight |
Posted on 07/08/01 @ 12:00 AM
The War against el Guano is definitely a campaign you don't want to miss. I was impressed by everything about it. You want to know why? Read below.
--Playability--
This campaign had everything I expected it to... and more. I enjoyed some scenarios so much that I played them over and over and over...
Anyway, there are many things in the game that make it more playable, for example the many things you can do besides the objectives make this campaign playable. I played some
scenarios over just to make sure I didn't miss anything.
--Balance--
This was wonderfully done. At first I was thinking "Shoot... this is impossible!" But after a few tries there were things I realized that I'd missed. Then I found myself laughing at my foolishness, and when I went the "easier" ways that I'd found, there was still a challenge. Excellent work.
--Creativity--
VERY creative. Another Aztec vs. Spanish campaign, but with many twists. For example, we start out as a fleeing Mayan tribe shipwrecked on an island and must rebuild and free our comrades. Then, in the next scenario, we are a British Admiral fighting against the Spanish and the Mayans/Aztecs. THEN, we are el Guano telling the story of his life...
That wasn't the only thing though, in the first scenario we can find a tribe that lives in a volcano and requires a Spanish Conquistador, which you must convert, and many things that were brand new and sometimes, exciting (including finding the remaints of the British navy before it sinks...). Only complaint: this was mostly B&D, so it brought it down a bit.
--Map Design--
I really want to emphasise the author's work. This was beautiful. The jungles and islands look real and even the unimportant (so to speak) places were wonderfully done. After going over this a second time and using the "Marco" and "Polo" cheats (to see the map) I noticed little drawings in the minimap. And I saw a very nicely done swamp. To make this a long story short. I was there. I was in the Mexican area. Simply marvelous, the exotic jungles...
My only complaint is that some scenarios were mostly water and the overuse of flowers... which still looked good.
--Story/Instructions--
Brilliant. I'm running out of synonyms for great. The story was well told, mostly through the scenario, but parts were in the Opening (if I may call it that) and the ending. The instructions were very basic "Defeat so and so" and things like that. Still, what brought this up was the third scenario as el Guano explains his life.
-- +Plus/Minus- --
+ Points
-Incredible Maps
-Good story
-Extremely Creative
-Fun (for the most part)
-Points
-Mostly B&D
-Some instructions hard to follow
--My thoughts--
To the author: You've done a wonderful job and I hope to see more scenarios from you in the future. Thanks for making such a great campaign.
To the readers: Download it, you certainly won't regret it! I really enjoyed it, and if you like B&D, all the better! |
Zanzard Lothar |
Posted on 07/09/01 @ 12:00 AM
Well, if you have been waitng for a nice build and destroy campaign, the War against El Guano probably will make your heart content. If you prefer RPG kinds of scenario, move away from this one. And if you like a bit of both, you probably will be satiated in some points and get profoundly disappointed in others, like i was.
About the map design, i have only a sentence to say: It is fantastic. Period.
And not only the map design is great, the custom AI can make you sweat cold and make you grin when you finally overcome it. And to add more to the mix, the pre-scenario bitmaps and text, as well as the aftermath ones are beautifully drawn and written.
But by now you should have noticed that i gave story/instrunctions a puny 2, and here is the negative point that bogged down this entire campaign, and turned a promise of great fun into a deep, dank pool of dissapointment.
As much as the intro ext is good. The in-game text about characters talking to each other or putting detail in the story is, to say the least, insufficient. There are so many situations that could have deeper impact if only somebody said something when a important event happens. But that's not the problem really.
The problem is the scenario completely lacking instrunctions. You can see by the sheer size of the map and players that there is more to the scenarios than just beating up the other guy. And yet i got the strong feeling that the author either wanted me to not think that there were any side quests, or that he sickly wanted me to go out on stupid wild-goose chasings seeking some side-quest or some line of text that probably doesn't really exist.
In scenario 2, the hints say that you may or may not achieve peace with one of the foes. However, considering that this particular foe has seemingly unlimited units, it attacks you all the time, and exactly in the most vital part of your armies, you cannot help but look for some soluton to this. Well, guess what. The intrunctions have no clue at all as to what could possibly allow you to make peace with your enemies, it gives no indication that there may be a clue somewhere as to what needs to be done, and, considering the previous lack of story-deepening text, the only conclusion that i got was that i would either not find that way to make peace, or that would lose tons and tons of time and STILL not find any way to make peace. So i had to swallow hard and go the ignorant way, killing that enemy, knowing that i was losing a side quest.
And then, as if this was not frustrating enough, in scenario 3 it gets worse. You have but a single unit in what would be a mini RPG and the only thing you have in your objectives is : "that unit must survive". No Hints. No scouts. I walk around the city in err a merchant tells me he wants a rope, i walk around and absolutely nothing happens. Irritated, i emailed the author, who then told me i should find some barber shop. Turns out the barber shop is some blacksmith (without any sort of change name trigger or sign pointing that this blacksmith is a barber shop), and i found the rope i needed in there. I would NEVER (yes, never) have gotten any further in this scenario without emaling the author.
So, basically, this ghastly lack of instrucntions has pretty much RUINED the entire campaign. his could be in the best of the blacksmith. This could be a perfect 5. Hell, this could be a AOK CLASSIC! But it is not with this lack of instrunctions.
So, in the end, this is one of those campaigna in which the lacking of a simple thing ruined the experience. A shame. I have bogged down all scores because of this but Map design. They are based on how the campaign "feels", and when it feels dissapointing, these scores suffer. I have given a 2 to the story/instrucntions because, truth be told, the bitmap screen and aftermath screen deserve some justice.
A last word: Hope lives. If the author updates this campaign, and correctly solves this instrunctions problem, then this campaign might just become one of the most memorable ever. |
pabsthooligan
File Author |
Posted on 07/11/01 @ 12:00 AM
Now with walkthroughs in the second scenario, plus bugs in third ironed out. |
Pages: [1] 2 » Last » |
HGDL v0.8.2 |
Rating |
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4.1 | Breakdown |
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Playability | 3.7 | Balance | 4.0 | Creativity | 4.0 | Map Design | 5.0 | Story/Instructions | 4.0 |
Statistics |
Downloads: | 3,586 |
Favorites: [] | 0 |
Size: | 594.48 KB |
Added: | 06/12/01 |
Updated: | 07/11/01 |
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