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Author |
File Description |
Roelaboela |
Posted on 05/28/07 @ 04:23 AM
File Details |
Version: |
The Conquerors 1.0c |
Style: |
Mix |
Number of scenarios: |
6 |
There was no campaign level in aoe II where you could play the Persians, so same as with the goths I decided to make a campaign myself. This is my second one so far. I hope you like it, and please leave comments. |
Author | Reviews ( All | Comments Only | Reviews Only ) |
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Lord Basse
Official Reviewer |
Posted on 06/25/07 @ 03:09 PM
PLAYABILITY: 3+
I enjoyed playing this campaign, but not as much as I hoped or thought before. The Persian Campaign is about the defending and expansion of the Persian Empire, in an à la ES type of campaign. The gameplay varies from B&D to Fixed Force. The scenarios vary from one to another, but they're not of top notch quality. They can become repetative and there are only a few things that spice up it all.
Overall, this was a quite average campaign. Although it is something special playing these campaigns that makes you think fo the original ES campaigns, not everyone would enjoy it, much thanks to its extreme simplicity. I didnt find this as fun the second time as I did the first time, so a 3+ sums it up well.
BALANCE: 4-
The recourses are high and it's easy to win most of the scenarios. The enemies are quite strong, and it takes some time to beat it. But it's still quite simple overall, and I dont recall reloading even once. For a summary, it's still quite simple overall, but still there's some challenge. A weak 4.
CREATIVITY: 3-
There's sure some creative stuff in this campaign, but they're scattered over the six maps and they appear sparesly. there a damned town and such, and a few other things that makes the maps more interesting to play. They aren't much visible in all scenarios though, and it can feel quite boring from time to time roaming the map with not much happening.
As said before, these ES-esque campaigns aren't all too common, so thats a plus. That brings this to a 3-
MAP DESIGN: 3+
The map is better than a random map, definately. There are many elevations and such, but the terrain variety and mixing could have been done much better. There is a little eye candy here and there but not much. A good point is that there are some special places here, like the cursed village and the dead island.
STORY & INSTRUCTIONS: 4
The story is quite average and very shallow. Some like these kind of stories, some dont. There was little depth in this one and the main focus was on the drive-out of saracens and turks, no characters or anything, just pure B&D and FF.
The thing bothering me most was that there was no clue of WHY the Persians wanted the relics in scenario 5 and it was as if it was added only to extend the campaign further.
So a 4.
OVERALL: A shallow ES-esque campaign
IN CLOSING: If you enjoyed the old campaigns, made especially for the game by Ensemble Studios, you will probably like this. If you can live with the very shallow story and unneccesary ending scenarios.
ADVISE: Make the campaign deeper and put more thought into the scenarios, dont make new scenarios only to be sure you have 6 scenarios is it. It's quality, not quantity.
OBSERVATIONS: The thing I found most annoying was that this is almost the same campaign as the Goth Campaign you made earlier, just with a new civilisation and a little different touch and terrain. It often feels like I'm playing a rather heavily modified version of the Goth Campaign. A carbon-copy, but with different theme, like it's still not same campaign but the gameplay, style and variety of missions and scenarios are spooky much like the Goth campaign. [Edited on 07/28/07 @ 01:02 PM]
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bigfatlizard1312 |
Posted on 06/27/07 @ 03:38 PM
Playability: 4
(This was great when it comes to units, well, not the ones you can use in the beggining but that you can aquire later on. But the part in the beggining where you can only advance to the Fuedal age held it back by a single star. If it were the castle age then it would have five stars in this category. Other than that the difficulty rating was not to hard, but not to easy. I do not like playing games that allow you to win without any effort. But I despize games that are to difficult to win.)
Balance: 4
(On the second scenario, the player in the game has three seperate cities. This is difficult because of the multitude of enemies surrounding the cities. You can not move easily to-and-fro. I understand this being good, but it is a tad overdone with the Turkish towns. Also, in the beggining of the campaign, your starting town is cramped in the walls, with barely any room to expand without excavating large quantities of trees. This is a trait that occasionaly triggers my anger. =D)
Creativity: 4
(I admire your landscaping abilities. But like previously mentioned, the first scenario was to cramped. Other than that, I enjoyed the trigger work and everything else.)
Map Design: 5
(All I have to say is... wow!)
Story/Instructions: 3
(I hate being critical, but you have lousy grammar. But one thing that is good is that you don't use foul language. I started downloading only yesterday and I have already spotted two foul language campaigns. The story line is good though. Also, your scouts were helpful, but your hints were pretty useless. Most people already know polo.)
Additional Comments:
Wonderful tirgger work! I am trying myself to learn triggers but I cant find many useful tutorials. Thanks for all your hard work! I can not wait for the vikings to come out! |
rakovsky |
Posted on 11/06/20 @ 11:18 PM
I played the first three scenarios and burned out. They were not really Hard per se, and I beat them on Hard, but they were big sized maps.
Playability: 4
The third scenario tells you to conquer the enemies. There is a Neutral Player named Ruins who is grey and probably was meant as a "placeholder"-type Player for eye candy buildings. The Designer gave Grey a tiny base behind a giant forest, maybe because he didn't want Grey to resign at the beginning, which might make the eye candy disappear. The possibly unintended result is that you have to chop your way through lots of forest to even be able to hit the grey Player's units there with a catapult.
Balance: 5
The balance was good, as it was not relatively hard for me even on Hard, yet there was still some challenge. I beat the first three scenarios on HARD.
Creativity: 5
There was good creativity like having the grey ruins eye candy that I mentioned.
Map Design: 4
The map was actually rather nice in general with things like cliffs to keep it from being a plain map. However, on the third map there was that problem with having to chop through the trees to get to the grey base.
Story/Instructions: 3
This was the weakest part. The problem is that there is practically no background story. I have to piece together in my mind what the dating would be.
The Story section says that it is not Historical. The first three missions have the Saracens, Persians, and Turks, all of whom were around in the 2nd century, when the "Saracens" were recorded. Wikipedia says, "During the first century AD., Pomponius Mela refers to the "Turcae" in the forests north of the Sea of Azov, and Pliny the Elder lists the "Tyrcae" among the people of the same area." The earliest Turkic texts are from the 6th century.
Additional Comments:
SCENARIO 1. Desert People.
You compete against the Turks and Saracens in a desert. One of the Hints is Polo, which suggests that the Designer suggests using the Polo cheat to remove Fog.
One of your bonus Objectives is to get technology from the Saracen University. I found the university and a message says "Let's see what technology we can get from it." There are no research buttons in the building's menu. So I don't know what that does.
SCENARIO 2. Merchant Valley.
It looks like you can't send units to your southern or eastern base from your main northern base or vice verse because the cliff makes you go through the Turkish land, and when you do, the Turks declare war. I don't know if trade carts trigger this. I can only send units between my NE and south bases, unless I want to fight the Turks.
The soldier asks about the middle road how all the holes got there. Occasionally purple cannoneers showed up there, so maybe that is how.
On HARD, about 2 1/2 minutes in, a small army of red bandits pass through my base in the south, heading westward. Later, the Turks say that Persians (me) set foot on their territory, and they declare war on me, saying to protect the mines. Maybe this is because I sent a scout to the west part of the map where they (purple) are. I don't know whether sending trade carts to them triggers this also.
I defeated the Red Bandits, then the Green player. At one point my soldiers say that they found alot of skeletons and don't know what they are from. I don't know what it's referring to. I won when I defeated the Purple Turkish player, even before I got anywhere near the required 15000 gold, which would have taken awhile to get anyway...
SCENARIO 3. Blue Roads. My Persian Ally asks me for food, so I gave him 100... I don't know if he needs it. There is little resistance on your way to the SW city to get control of it. You can have your elephant go on the Northern edge to the outpost and your foot soldiers south to the city. I got the market by killing the camels there and then got the mining camp by destroying the tower in the NE.
When I put a dock in the middle sea area, alot of enemy ships come. It would be helpful to already have good towers or priests there. I brought the elephant hero to the western Orage corner, where I take it that I need to bring him, but nothing happened... I figured that it would give me some kind of bonus because it's a bonus objective... I defeated Green and then purple, but the mission didn't end. I thought maybe I needed to move my elephant further, so I moved it a bit more near the edge than before... and then Orange gave me over 6000 Gold.
However, the mission still didn't end. So I used the Marco polo cheats and saw that there is a Grey base in the far right behind a ton of trees. When I used the Torpedo cheat to kill it, the mission gave me a victory, so it means that you must chop through that giant patch of trees to get to it... I checked the Editor and there is no Victory trigger, meaning that you DO have to chop through those trees to win. I don't know if the Designer intended this as some kind of easter egg hunt. The grey Player is called Ruins, and his buildings in the normal area are burning, but the base in the far east isn't which suggests that the base in the east might be meant as some kind of Design device to keep Grey from surrendering when Grey has no villagers in the normal play area. The far east base would be a way to get the Grey AI to think that it's still got a chance. Otherwise, it's hard to see why the Designer put it there. The Trebuchet description says that it can chop through forests. But it doesn't. I reloaded it from my last save without using the cheat and chopped my way close to the grey base in the east and when my mangonels were close enough they launched fireballs onto the villagers there and grey surrendered, giving me a victory.
Scenario 4. You are fighting the Saracens
Scenario 5. Trick and Retreat. You are fighting the Byzantines, which would be the 4th Century, when they appeared, or later.
Scenario 6. Ctesiphon. You are defending the city from Byzantines, Saracens, and Turks. |
HGDL v0.8.2 |
Rating |
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3.9 | Breakdown |
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Playability | 3.7 | Balance | 4.3 | Creativity | 4.0 | Map Design | 4.0 | Story/Instructions | 3.3 |
Statistics |
Downloads: | 2,418 |
Favorites: [] | 0 |
Size: | 493.17 KB |
Added: | 05/28/07 |
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