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Downloads Home » Best Files » The War Against el Guano

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The War Against el Guano

Author File Description
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.
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AuthorComments   ( All | Comments Only | Reviews Only )
Zanzard Lothar 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.
File Author
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:
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 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.
File Author
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.

But then your fellow tribesmen wouldn't be free, would they?
File Author
Should be alright now... put into cpx format and updated...
Zanzard Lothar [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! :)
File Author
Scenario 2 crashes if played on hard or hardest. Play it on normal difficulty.
File Author
Now with walkthroughs in the second scenario, plus bugs in third ironed out.
Bertil 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?
File Author
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.
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