Age of Kings Heaven 139
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Battle Ships

Download File Post Review Post Comment
(Updated on 05/31/09)
Author File Description
David_Zhan_Yang
File Details
Version: The Conquerors
Style: Mix
Number of players: 8
Welcome to the legendary BaTtLe ShIpS scenario created by David_Zhan_Yang!

GAME PLAY: Valid for 1v1, 2v2, 3v3, or 4v4 battles! Excels in 3v3 or 4v4 battles!

OBJECTIVE: Destroy your enemies' accursed towers. These are located at the four corners and center of the map.
OR destroy a player completely. This requirement is only valid for players 7 and 8.

Once a player's accursed tower gets destroyed, he loses. This means you should protect your tower at all costs. :)
FOR players 7 and 8, just make sure you have at least one unit remaining.

As the game progresses, kills and razings will equally have an impact on how well you do. From razings, you get age advancements, villagers, buildings, upgrades, and more. From kills, you get better units and a better chance at defeating your enemies.

Here are the basic strategy hints:

Land is limited. When you get villagers, build on all you have.

Try to get razings and kills at the beginning of the game. They will help you as the game progresses.

If you fall behind, do not seek the tougher foe.

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KILLS ADVANCEMENTS
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For Players 1-4 ONLY
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You start out with 75 units consisting of auto-spawn War Galleys and Crossbowmen. You also get a hero.
100 kills=Arbalest
200 kills=Galleon
300 kills=Elite Plumed Archer
500 kills=Conquistator/ Research Husbandary For Faster Speed/ Replace missing bombard towers in the back
1000 kills=Turtle Ship
1500 kills=Elite War Wagon
2000 kills=Subotai
2500 kills=Ghengis Khan

--------------------------------
RAZINGS ADVANCEMENTS
--------------------------------
For Players 1-4 ONLY
--------------------------------
1 Razing=Castle Age, Blacksmith and University
3 Razings=Imperial Age
5 Razings=Spies/Treason
9 Razings=Research Dry Dock, Careening+2 Villagers by your Tower
12 Razings=Elite Turtle Ship
--------------------------------
KILLS ADVANCEMENTS
--------------------------------
For players 5-6 ONLY
--------------------------------
The object of the game for you is to build. You will start out with 2 auto-spawn villagers with which you can build buildings with. You will also get a hero. The only auto-spawn units you will receive are huskarls and elite teutonic knights. Your villagers will respawn every minute in normal mode. In turn for starting with villagers, you will not have razings advancements. You are restricted from building siege workshops, trebuchets, and town centers.

100 kills=Castle Age
300 kills=Elite Teutonic Knights (40)
700 kills=Imperial Age

----------------
Players 7-8
----------------
You will start with 20 villagers and a hero in castle age. You can only advance ages through the towncenter. You are not limited from building anything, however, you will not receive any more villagers. You lose when all of your units and buildings are destroyed. To prevent an early loss, you should establish a town center on your ally's land as soon as possible. If you lose your hero, it will not be replaced!

----------------------
Hero Upgrades
----------------------
100 kills = 500 attack and 2000 hp
1000 kills = 1000 attack and 20000 hp
2000 kills = 5000 attack and 50000 hp

The BaTtLe ShIpS scenario was completely created and designed by David_Zhan_Yang!
Changes and additions are welcome PROVIDED that editors maintain integrity and give main credit to the original creator and keep the welcome messages unedited except for the addition of the editor's screen name.

Please help Battle Ships become the next popular scenario by hosting it whenever you can.
Thank You.

David_Zhan_Yang 01/2006

P.S. This is my only scenario and my first post at AoK Heaven so please do not judge harshly. Thanks.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
geoman521 Everything was good here except that I destroyed a castle (first razing) and I didn't get my upgrade. I don't know if it's been used before, but I really enjoyed the way you get rewards and upgrades for killing units and razing buildings.
You could be a bit more creative and not make a symetrical map. Overall this game is pretty cool.

[Edited on 11/25/07 @ 04:51 PM]

David_Zhan_Yang
File Author
Thanks for reviewing my scenario!
LC_Pupitre the map is symetrical becuz it makes it fair for all players....did u ever paly on the zone or any online server that hosts this game???
David_Zhan_Yang
File Author
I did and you should too.
David_Zhan_Yang
File Author
Review Needed!!!!
Tanneur99
Official Reviewer
Update with shorter file name, others could not join, not load the game data due to a too long file name.
Popeychops
Staff
Official Reviewer
Rating
3.8
Breakdown
Playability3.0
Balance5.0
Creativity3.0
Map Design3.0
Story/Instructions5.0
Playability: 3
The game is very similar to the frequently played map-style "Castle Blood Auto", where the player defends castles, from which units spawn. In this case, the units are different, being ships and archers, but the concept is similar. The game progresses with novelty early on, however later it begins to become boring as saboteurs become useless and the turtle ships do not seem to spawn. After this, the game becomes a long, slow slog.
Giving more health to the saboteurs would remedy this, perhaps 150 after galleons are researched?
In a related note, there is no task-object trigger for the sabs, meaning players can lose them if they do not move them off the spawn point. This is extremely frustrating after you are busy elsewhere and miss the spawns.

Balance: 5
The game is balanced perfectly for players 1-4. Players 6-8 have no spawns, but have exceptionally good defenses and can construct any unit their civ posseses. For the most part, the only pre-game bias is the civ choice. Saracens will dominate.
Overall, the game is slightly biased towards the 4 seafaring players, however, if teams are setup correctly, there should be no problem with this.

Creativity: 3
As previously mentioned in Playability, the game draws heavily from previous maps. Thats not to say that the ideas shown are good, however there aren't enough good ideas to make this stand out. However, the variety of adding non-standard players was a brave move, and

Map Design: 3
The map design is functional but boring, no effort at all has been put in to make the map look attractive to the players. It is bland and very spartan. However, many blood maps suffer this fate, by making the map fair the sacrifice is variety.
An asymetric design would go down well.

Story/Instructions: 5
the instructions are excellent and give all the detail required to play. It is to the author's credit that he can write so well in this aspect.

Additional Comments:
While some of the map feels very average, the idea of using ships in a blood is novel and relatively well executed. I think that the author shows promise and made some very bold attempts at broadening the horizons of bloods. Unfortunately, it hasn't been made with enough variety to be truly entertaining. I would suggest to the author that he play
"Argecide (aka regicide sorta)" by Turty and see a perfect blood in all its glory. However, I would like to reassure him that all is not lost, as with a few more features this map could have been brilliant. It does show promise, perhaps a remake which only uses ships, with a little more variety would work better.
Guthan
Rating
3.8
Breakdown
Playability3.0
Balance5.0
Creativity3.0
Map Design3.0
Story/Instructions5.0
To start my review, it's coincidence that both me and Popeychops have the same amount for the categories. Or maybe not. We played this together so it might not be coincidence :)

Playability: 3

Hmmm... It was rather enjoyable for some time, but after a while, it gets boring. Okay, we only played with 2 people, and I bet this would be cooler with more, but the boring map, the less features in the map were kinda boring. You could some special areas with bonuses/upgrades/a new, slow and powerfull spawn if you keep control of a certain area...

There are 2 more things I'd like to say. The saboteurs are to weak and are useless once your opponent(s) have stronger units. You might want to pump them up with both health as attack. (Remember that you should give the walls etc more health too). Also, they are bugged or you just didn't make a task trigger for them. You create them on a specific tile and you don't move them away, which means that if another one wants to spawn, and the player didn't have time to move the former one, he will lose the new one, and maybe those after it as well. Please fix that.

Another note is the ground units and navy. There isn't a quantity on both of them, they just spawn until you have a certain amount of unit. You could change that by setting two different triggers with own fewer objects or whatever the trigger is, can't remember it and set it both for the ground units to 40 and for the navy to 40 or something. Hmm wait, I think that's not possible with that trigger since you can only select military and that would take a lot more triggers...
Balance: 5

Fairly good balance for a multiplayer game. The four players in the corners have to defend their own tower and try to destroy the rest, 5-6 have to build and 7-8 defend the middle IIRC. Cool variety for the players. Balance is good as well.

Creativity: 3

This wasn't really creative to be honest. The idea is very similar to other bloods and some stuff is from CBA etc. Your map design to isn't really creative as well. I suggest you take a look at your map again, try to add some islands with some features on it, like if someone keeps control of a certain area, it gets a slow spawn of slightly stronger units. Or try to add some other features to it. Right now, it's just another blood with boats.

Map Design: 3

Very basic, very flat, very boring.
Please try to add some islands in the shallows, try to add some parts with water only, try to add some elevation to the land and some terrain mixing. The middle is supposed to be an island I persume? You could make it more realistic my making it a real island, like not that flat, rocky square grass 2 or 1 land. Really, this can be a nice scenario if you'd use more randomness in it :)

Story/Instructions: 5

Everything is explained well, so people who take the time to read it, should know what to do.

Additional Comments:

This could get higher ratings if you'd take time to read the reviews and edit your game further :) It's okay, but more creativity and randomness would be cooler.

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Rating
3.8
Breakdown
Playability3.0
Balance5.0
Creativity3.0
Map Design3.0
Story/Instructions5.0
Statistics
Downloads:459
Favorites: [Who?]0
Size:16.71 KB
Added:01/27/06
Updated:05/31/09