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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: « First « 1 [2] | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Ingo van Thiel |
Posted on 08/26/01 @ 12:00 AM
A very good B&D campaign with some interesting side-quests.
Pabsthooligan is one of the best map makers that AoK Heaven has seen. If I was to describe his map design in one word, it would probably be “hypnotic.” Definitely the best jungle terrain I have seen so far, with gorgeous towns on inviting islands... if it wasn’t for a couple of very unfriendly people who guard those islands, but that's all part of the fun. Even the currents of the ocean are crafted with a lot of attention to detail.
The balance in the first two scenarios is very good. You have to build up quickly to be able to survive, and the enemies will keep you on your toes.
The creativity of the scenarios is above average, although not outstanding. There are some nice side-quests that lead to more variety, and a few nice story twists.
The story and instructions are very well done. I liked the bitmaps as well as the style of writing: At its best, pabsthooligan's writing can create an image in the reader's head, so that you really see the waves crashing on the beach. Every now and then, the style shifts from an atmospheric setting to something more humorous. Sometimes the change from atmosphere to humor works well, sometimes it feels a bit inconsistent. A full score here, although a narrow one.
Before I start my main criticism, let me get something clear: I enjoyed this campaign very much! If the critical part is the longest, it’s only because problem parts take much more text to explain. So, here goes:
The last scenario needs some more work on the triggers and the gameplay. While you’re still walking, talking, or sitting at the barbershop to get a good shave, the enemy pirates build up and decimate the town’s fleet and army. The longer you take, the more enemies will be there, and the smaller your army will be when Los Gringos changes ownership to you and gives you the remainder of its forces. There should be a hint for players to hurry up. Then I didn’t find the excremental name of that French town very original or humorous... I am not opposed to swearwords if they contribute to the gameplay or if they help to depict a character (e.g. an old battler who constantly spits and curses), but here it just felt superfluous.
The main problem with the last scenario is that it is a bit hard if you don’t know what’s coming... but if you have a saved game, you can shamelessly exploit some events and make the game very, very easy for yourself. Suggestions for improvement: Los Gringos should definitely get some land units (hand cannoneers, paladins, champions etc.) when it turns against the player. Otherwise, players can park one or two bombard cannons in a safe spot of the town while they are still allied to it, and wreak havoc on the town from their safe position later. Another problem are trigger bugs. I got told to bring El Guano to the town center, but I had long razed the town center. The trigger still worked because it was an "bring object to area" condition. After that, I was supposed to talk to the town mayor, but my army had killed him already. Still the trigger worked when I brought El Guano to the place where the mayor had been, and the dead mayor still talked to me. I think there should be a condition that makes players lose if the town center of Los Gringos gets destroyed or if the town mayor gets killed, and they should be warned about that in the objectives. Another bug: A looping triggers creates some trade cogs near an enemy dock. This continues even if the enemy dock gets destroyed, the trade cogs keep appearing out of nowhere. Adding a "dock in area" condition to the trigger will fix this.
Last, but not least, the enemies were a bit weak when I was sailing with Los Compadres. The opponents did not stand a chance against my elite cannon galleons who bombarded their fortifications at the coast. I think they should have a stronger navy to keep up the pressure, and maybe one or two bombard cannons to fight back.
After this long list of bugs and suggestions, let me say it again: This is a good campaign, and it will be even better if the bugs in the last scenario get addressed. I had a lot of fun playing this work, and the map design alone is breathtaking. |
Bertil |
Posted on 09/25/01 @ 12:00 AM
I run the game on Standard difficulty and Normal speed.
In the second scenarion, when I reach the town center on Devil's Point,
the entire games (including AoK:TC itself), right after the view is changed
to the priest.
Is there any way around this, short of cheating? |
pabsthooligan
File Author |
Posted on 09/26/01 @ 12:00 AM
I really wish you hadn't posted this question, as it has its strongest effect as a surprise.
Bringing forces into a large area on the island of El Guano in the second scenario will activate a series of triggers that should come as a surprise. The result was so badass, I played this scen. over and over again just to see it.
I should move back away from the priest and trigger sound clips as well as new units. It is most stable on medium difficulty. In order to get around it, you must attack from Devil's Point. |
laz123 |
Posted on 12/03/06 @ 07:51 AM
All games were very good, thanks. The 3rd game was poorly instructed, and in the end I couldn't get in to meet the king. |
laz123 |
Posted on 02/22/07 @ 05:27 AM
Played again and there must be trigger probs: when I went to cathedral and viceroy nothing happened. |
Pages: « First « 1 [2] |
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: | 3,588 |
Favorites: [] | 0 |
Size: | 594.48 KB |
Added: | 06/12/01 |
Updated: | 07/11/01 |
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