"The Lion Of Sweden" - By Kurt Harland, Completed 01/25/00
||Age of Kings
|Number of scenarios:
Please Note: This campaign was designed with an introductory avi file that is available as a seperate download here. It's a 6.3M download.
Installation Directions: Please unzip the campaign zip into your main Age of Empires 2 folder, not your campaign folder. To install the avi file, create a new folder named avi under your Age of Empires 2 folder and place the avi file there.
This is a 12-episode campaign for Age Of Empires 2: The Age Of Kings, by Ensemble Studios. In this campaign you control the rise or fall of the Viking empire throughout the rich history of the Viking people. The missions are:
TO BE ONE WITH THE GODS:
A small band of brave warriors and one mystic man set out on a quest to save the sacred tree of Yggdrasil by finding the seven missing branches.
One Viking tribe tries to out-compete with 4 others for economic ascendency.
MUTTON WARS, EPISODE 1
Food is scarce, and stealing your neighbors sheep is the only way to survive.
One tribe must unite the Vikings under one banner. Each tribe requires a different method of persuasion: tribute, military conquest, religious conversion and simply FINDING them.
Unified and successful, the Vikings now find their population and needs growing. They must expand into the Baltic islands to obtain "living room".
Ancient Denmark lies ripe for Viking conquest, but first the Vikings must find the Island of the Mystics to obtain amazing new weapons.
RAIDING 1 - EUROPE
The Viking empire controls what would later become Norway, Sweden and Denmark. It's time to raid and plunder the rest of Europe!
RAIDING 2 - BRITAIN
AND the British Isles, as well!
No longer content with raiding, the Vikings launch a full-scale take-over of north-western France.
The British city of York feels the hammer of the Viking.
THE NEW WORLD
Vinland! Can the Vikings discover a New World far, far to the west? Britain and Ireland stand in the way!
PEER OF THE REALM
The Viking colonies in England have thrived for a long time, and England is tired of fighting. If the Vikings can tribute massive amounts of gold very quickly, the crown is willing to incorporate the colonies into the British Empire. The choice is expulsion from the islands...
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|Author||Comments & Reviews ( All | Comments Only | Reviews Only )|
interesting campaign ,not all hack and slash good mix of building and fighting really enjoyed this campaign as not cluttered up with lots of triggers . instructions and goals easy to understand .some of the battles little long but still lots of fun .
Neat campaign. It exercises the "brain muscle" quite a bit with a good mix of thinking, exploring, and fighting. The first scenario can be a bit long- the map's big and you have to find seven relics (be sure to explore thoroughly!)- but it's worth it. And download that AVI- it sets the mood well.
Great campaign, Vector.
I've tried out most of the campaigns availiable here and yours was
probably the best (no offense, everyone else :)).
It's got the best scenarios I've seen, and they're not all cluttered
up with irritating triggers.
But the WOLVES!
Your campaign was great but all of those wolves get really annoying.
|The Great One
I don't understand why everyone thinks this is such a good campaign! The scenarios were obviously fastly put together (very poorly detailed maps and 4 triggers a mission) and not historical at all, for example in the first mission you have to get the seven branches of Yggdrasil (?).
If you want to download a real campaign masterpiece, then I suggest you download 'The Pendragon: The coming of an unborn king'.
> I don't understand why everyone thinks this is such a good campaign! The scenarios were obviously fastly put together
Not true! I spent a great deal of time on this one. This campaign is not about fancy triggers and story lines, it's about good gameplay.
> (very poorly detailed maps
Wrong. I was very careful to lay things out well. There are no mismatched cliffs, no bare areas of the map with nothing in them. Each area of the map has something in it.
> and 4 triggers a mission) and not historical at all, for example in the first mission you have to get the seven branches of Yggdrasil (?).
Yggdrasil is an actual part of Norse (Viking) mythology. The tree of Yggdrasil is the the great world-tree, Yggdrasil, reached through all time and space. It was at the center of Nifleim, Asgaard and Midgard.
You just don't know your Norse mythology.
Ich wunder mich ob du hast alle scenarios gespielt.
No matter what anybody says this IS a very very good campaign. okay, so it's not historically accurate, most of the ones in here are'nt. but byte per byte this is the best of the bunch.
Well, i have layed this campaign only up to scenario four, and i sadly do not feel like playing the rest of it. This campaign has wonderful map design (definetly at least 4 on that) and it is quite creative. But it is so terribly boring! There are no real challenges, at least up to where i played. In scenario 1 you walk a VEEEEEERY long way to get your troops around the map. What do you find when you reach the destination? A relic. Ok, you have to get the seven relics to win, but why should i? It is so boring to walk around collecting relics. In scenario 2 you get bored because your economy is hmming and all you need to do is sit back and wait to win. In scenario 3 you get to wait for your troops to reach the enemy camp. In scenario 3 there is also a terribly frustrating encounter with some enemy monks. They appear and say they will convert you. A epic battle then ensues where many troops are lost to the daemonical powers of the monks. After a great bloodshed, you finnaly get your prize: the realization that you havee just lost some troops that could be very useful to win the scenario! And the worst of all is that this is not obstacle or anything, it's just some stuff that were lying in the corner and you had the bad luck to go and explore there! Losing troops to sheer bad luck is not fun, not at all. Scenario 4 looks to have interesting objectives, but i really don't want to waste my time with the risk of getting bored again, so i don't feel like playing the campaign anymore. One more thing: Saying that your campaign has few triggers is hardly a good propaganda. By saying so you mean you didn't want or had the patience to come up with some interesting turn of events to put in the scenario. This campaign could amount to much more if only there were some triggers to make the game more interesting. A simple one to make for example, would be one that would ensue a simple celebration of some kind when a relic were returned to the monastery. Its not asking much, just a few words like "by odin, the god have bestowed upon us a blessing from asgard!" would go a long way. Anyways, this campaign at least shows hope. The designer of it shows true potential. I am looking forward to see any of the author's future projects.
IMHO, i'd rate this campaign (as far as i played) like this: Playability - 1, balance - 2, creativity - 4, map design - 5, story/instrunctions 3. Overall - 3.
In the first scenario, you have to find seven relics over a very large map. In the second, you have to build an economy faster than the other computer players. In the third, you have to bring sheep back to your base. Pretty boring, right?
Well, the fourth scenario, gaining allies, then attacking the final two foes, was as good as any scenario I've ever played in the history of AoE, going back to the beginning. I don't believe I've ever had a more difficult foe than the light blue fellows in the upper corner. Every time you blew something up, they built it again. Including towers. I was finally forced to think of a strategy that I had never used before to beat them. What more could you want?
And I still have eight more!
> Well, i have layed this campaign only up to scenario four, and i sadly do not feel like playing the rest of it. This campaign has wonderful map design (definetly at least 4 on that) and it is quite creative. But it is so terribly boring! There are no real challenges, at least up to where i played.
Yes... It's true up to that point. It's too bad you stopped at number 4! I designed the 12 missions such that the first four were more like training missions:
1 - navigation and wolf-combat
2 - economy building
3 - Introduction to simple combat
4 - Using all these skills together
I suppose this would be better for AOK beginners. I wanted the player to experience the rise of the Viking civilization from wanderers to national powers. Missions 5 through 10 are primarily about military conquest.
I agree that if all twelve were like the first 3, it wouldn't be worth playing. But look at the scenario descriptions I posted. It gives you an idea of what each scenario is like.
> In scenario 1 you walk a VEEEEEERY long way to get your troops around the map. What do you find when you reach the destination? A relic. Ok, you have to get the seven relics to win, but why should i? It is so boring to walk around collecting relics.
Heh. Yeah, I've been wondering about mission 1 since I made it. I think it's the right idea to start the campaign (a mythic quest), but it is perhaps just too much. The map could be smaller. I wanted it to be more like a Norse saga than a war story.
> In scenario 2 you get bored because your economy is hmming and all you need to do is sit back and wait to win.
It depends. You do have to try fairly hard. I've gotten mail from people saying they kept losing and didn't know why. I know it could be harder, it was a tuning decision I made.
> In scenario 3 you get to wait for your troops to reach the enemy camp. In scenario 3 there is also a terribly frustrating encounter with some enemy monks. They appear and say they will convert you. A epic battle then ensues where many troops are lost to the daemonical powers of the monks. After a great bloodshed, you finnaly get ! your prize: the realization that you have just lost some troops that could be very useful to win the scenario!
Exactly. They are a danger with no reward. Throughout the map there are dangers and rewards, not always together. I think the monks work well. Did you find the extra soldiers to the south and west who will join you?
>Losing troops to sheer bad luck is not fun, not at all.
Hm. Maybe you're right. I don't know. The problem is that one strives to create realistic worlds, and in a realistic world, dangers are not always associated with rewards. On the other hand, as you say, when you're playing a game, it feels kind of like a simple waste of time. More thought, more thought...
> Scenario 4 looks to have interesting objectives, but i really don't want to waste my time with the risk of getting bored again, so i don't feel like playing the campaign anymore.
NOOO! Ha, that is the campaign in which you finally have to start using all your skills and wage real war. The assault on the Tyran's island in the middle is NOT easy. You should try that one.
> One more thing: Saying that your campaign has few triggers is hardly a good propaganda.
I'm not the one who said that. I'm not sure what the people who did mean. Of course, there are plenty of triggers, which took me a long time to make. I'm thinking that maybe they meant that there aren't the kind of triggers that are annoying in some way. Not sure.
>simple one to make for example, would be one that would ensue a simple celebration of some kind when a relic were returned to the monastery.
That's a good idea. I probably won't put time into changing The Lion Of Sweden much though. I've just started doing the music for Soul Reaver 2 (I work at a game company called Crystal Dynamics) and it's going to be very busy for a long time here. >:(
The attention given to sizing, placement, restrictions and details in the design of these maps stands out - its awesome !
I have thoroughly enjoyed playing the campaign so far - just completed Normandy (scenario no. 9), and the twists in the tail near the end were pretty horrifying!
One thing I have to comment on - yes, some of the scenarios do take a looong time, due to size of maps, restrictions on player, etc., - I am a patient person but some levels did become a bit tedious after a while.
After the first 4 scenarios, things can get very difficult - at times they almost seem impossible, but that is what its all about !
All-in-all - hats off to vector for the great care taken in the design of the various levels - revisit them afterwards to study why things were placed exactly where they were as well as the spacing, and I think you will agree that this was an extremely well thought out campaign
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