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The Siege of Medieburg - 1297
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Author |
File Description |
John Mendl |
Posted on 06/16/07 @ 08:02 AM (updated 07/08/07)
File Details |
Version: |
The Conquerors 1.0c |
Style: |
Build and Destroy |
Hi, This is my first submission. This is about Puddu, a soldier who starts his revenge against injustice. Designed for level MODERATE, this is one of the best scenarios I have made. I enjoy playing it again and again but none (including me) have won it. It requires great Age of Empires skill to win it, I am sure. I am not giving much information here, download it and see. It will be enjoyable although it doesnot have lots of triggers. Please write your view about this scenario. If you want, you can email it to rahulwill4@yahoo.com. I thank those who download this scenario. |
Pages: « First « 1 2 [3] | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Mazzarin |
Posted on 01/30/09 @ 06:11 PM
I think its a noob comment but, how win this??
its like 1 year and i cant win this! |
Tanneur99
Official Reviewer |
Posted on 02/01/09 @ 01:43 AM
How to win, if you have difficulties you should try standard first even though the author states that he designed the game for moderate. This does not mean that he does not want you to play standard. John Mendl, as many authors write that to avoid reviews rating the balance down for being too easy. This scenario's standard difficulty is very easy; however, you need a game plan. Once the town changed ownership to you, keep the town center busy, you should have more than forty villagers around 10 minutes into the game and keep training them. Put them first on forage bushes and wood, then farms, then gold and very important, send five to mine stone. Send military out north to scout the cliff area but put them on no attack stance. Set Gather Point for your villagers in that area and have them build gates and walls to claim that area for you, when done attack whatever is inside that area. You should have a university by then, research the fortified walls. Go to Imperial with around 55 villagers, research chemistry, bombard towers, and build a good defence. Train military units and attack blue in the south, do not attack grey in the north, which brings me to the most important hint, "You have a lot of enemies... Still you might take advantage of the rivalry between General Meier and Crescent Men on one side and Derkin's Army on the other side." Grey is enemy towards yellow and red. By the hour mark blue should be defeated, cross the river in the west, over the ice, turn left, destroy greys gate continue north, next gate, another river, turn right, destroy Medienburg's gate and towers. Have villagers to build a forward base, military buildings to train units. Cross the river, bridge, destroy the wonder (marked on the mini map), should be done in less than two hours. Units Killed 1105, Lost 57, Buildings Razed 129, Lost 7, Units Converted 27, Largest Army 130, Villager High 57. Load a saved game use the Marco and Polo cheat to view the whole map. Restart the game and play moderate. I hope that helped. |
John Mendl
File Author |
Posted on 02/01/09 @ 08:25 AM
Hello Mazzarin, Its good to know that you tried this scenario for an year, despite not being able to win.
One thing I can tell is this is very hard to win on moderate. Standard is quite easy (as Tanneur said), Hard is tougher and moderate is Even more tougher.
On moderate, try defending your original town with massed knights and make monks to convert enemy units and heal your knights. After you have repelled the initial attacks, go and build a castle to claim the gold mines north of your town. This castle should be placed tactically because you DONOT want the Medieburg trebuchets to fire at this castle from inside Derkin's Army(Grey) walls. Start using the right counter-units for the enemy units. Try to defend the castle as much as you can. Always keep with you, a good amount of knights so as to take down enemy trebuchets. Keep up your eco and Imperial gradually, then make trebs of your own to bring down the grey castle. Now play the game as per the situation. Remember that the Snow Guards (Blue) are among the easiest to beat, so once you defend off your new castle, you might want to start destroying them. This will also allow you to shift your town incase you are losing on the north of your town. Good luck for winning.
If moderate is so tough, play it on hard. Hard difficulty will give you more relief and its easier. I have only beaten this on moderate once. |
Mazzarin |
Posted on 02/07/09 @ 07:58 PM
well I found a interesting thing in this map after a year, if you build 3-2 battering ram after u get the gaia city, u can easily destroy blue tc with this and your small initial army^^ |
Cataphract887
Official Reviewer |
Posted on 03/14/17 @ 07:26 AM
"The Siege of Medieburg - 1297" is a B&D game that features a good gameplay with tough challenges, but rather unfortunately doesnt explore the setting of the siege in any detail. Its a good example of great gameplay defying simplicity;this is no finely crafted masterpiece, but it delivers a good game anyway.
Playability 4+
I had a blast playing this scenario;i found the challenge to be intense and invigorating. Around 1:18:xx i had trebuchets pounding the wonder, but to get there was a seriously hard fought battle. The enemy attacks quite early, which makes the usual slow build up of a B&D feel scary;even though your just sitting there make villagers like in any other B&D the knowledge of your numerous and higher-teched enemies being out there is quite intimidating. The map was fairly tight on space, but there was just enough to accomplish what needed to be done, and i soon had a 145 villager economy humming along. Meanwhile to survive that long you will need to hold off many attacks, even including some trebuchets and monks. The push on the wonder was very intense;the game was cleverly set up so that after defeating grey you would have even more enemies to fight, who responded to any advance with a torrent of troops. Most B&D fall apart when the player nears the goals, but this time around the enemies kept up fierce counterattacks right up the end, requiring two armies;one of mass-spammed halbs and skirms to hold the bridge and fend off enemies from the south, while my paladins and trebs pushed on the wonder.
There are a few minor bad things about this map like the journey segment;its rather unnecessary and penalizes new players unfairly, as the AI should be in a freeze mode until the player arrives at the base. Players who are repeating can just go straight to where you need to go, and it just doesnt add much to the gameplay. There also isnt a good reason to include a hero who must not die.
Ultimately however, despite my enjoyment of the game being quite high its not the only factor in the playability rating;I would like to see a bit more complexity for the maximum rating. Optional sidequests, alternative ways to play, there are any number of ways good B&D try to spice things up and i do feel the need to reserve the full 5 for scenarios that have good gameplay mechanics in addition to being fun.
Balance 5
The scenario is very well balanced for something that resembles a 7v1;the enemies have a large preponderance of strength but the player has plenty of tools capable of meeting the task, with an unrestricted Teuton tech tree arsenal. The challenge provided is certainly interesting;given a base nestled into a cliffy mongolia-esque map, the player has enemies on all fronts. Some of the enemies have their own rivalries, which is possibly the most key piece in the entire puzzle;the player can utilize this to help level the terrible odds, so he isnt actually fighting a full 7v1 right off the bat. The AI's fighting strength actually increases as the player gets closer to the wonder objective, which is very nice to see;as mentioned B&D tend to get super easy when the player is fully setup. Thats not the case here;the player could still be at risk even late in the game.
That said, at the end of the day this is just the normal AI after all;although the game was intimidating at first, i soon reassured myself that ive broken down this AI time and time again, and went on the offensive aggressively;the first action the player should take is ram rushing blue and taking over his base, while building layers of walls around the starting area. After i boomed up a bit and got 2 castles in the new land, i deleted a hole in the walls so all AI attacks funneled to this spot. As mentioned elsewhere, the AI still puts up a great fight all throughout the scenario, but after having this setup achieved it felt like victory was only a matter of time now. Part of this is because there is a a bit too many resources on the map;despite using paladins as my main unit, i finished the game with 5k gold and was still mining it.
In summary the map is quite difficult, well balanced and an interesting challenge despite relying on the B&D AI;its just enough for the maximum score range from me in this category. I had to play a second time to find the strategy to beat it, which is a good thing;too many maps are just beatable in one go without a thought. The minor points about too many resources isnt that big of a problem;if you turtle up and get bogged down, these resources would certainly dry up fast.
Creativity 3
Assessing the creativity of a scenario like Medieburg\Paddu isnt an easy task. It certainly lacks a great deal of complexity;there are so few triggers, that the author really should have avoided using any at all so he can boast of having made a good zero-trigger map, which isnt something most designers can say. On the other hand, there isnt much gameplay alterations made;it really is just relying on the games base gameplay mechanics to carry the day.
Despite all that, for having made a good, intense scenario with so little crutches it is very impressive;the map is carefully crafted for the action, putting the player in a precarious situation with some interesting possibilities. The diplomatic situation of the map was clever so that after taking over Grey the players enemies ramped up, avoiding the usual B&D of power creep;usually the game gets easier when the player finishes booming, but this one got more intense and hard fought the closer the player gets to the wonder.
However, its the lack in technical excellence that really prevents a higher score from being considered. Without investing some more effort into the storyline and perhaps some more inspired mapping its hard to push this to a 4. The gameplay is great;now it needs the supporting cast to show up and put it in a more favorable light to truly be brilliant.
Map Design 3
The map is fairly unremarkable, being about on par with any random snow map;its the contribution it makes to gameplay that is noticeable. The starting position of the player alongside an intricate cliff maze reminiscent of Mongolia lent a fairly unique feel to the playthrough.
Story\Objectives 3
The biggest missed opportunity here is surely the story. Besides significantly raising the score of the review, more importantly the player gets invested into the battles and has a more memorable experience. I really have little idea what the scenario was really about by the end. Besides that the objectives, hints, scouts, etc were simplistic. And why does the scenario file have such an uninspiring name as Paddu? In my campaign list, it ended up bracketed by Sagropireia and RISK-Hundred Years War. Now thats how to name your files.
Final thoughts: A very interesting game despite its simplicity, the "Siege of Medieburg" can be recomended for anyone who wants a tough scenario.
[Edited on 03/25/17 @ 11:39 AM]
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John Mendl
File Author |
Posted on 08/28/17 @ 05:33 AM
Thanks a lot for that review Cataphract.
Yea, that CPX should have been renamed to something better. "Puddu" was initially thought of as a weird funny name, and i never changed it thereafter ;) ;) |
Pages: « First « 1 2 [3] |
HGDL v0.8.2 |
Rating |
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3.8 | Breakdown |
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Playability | 4.3 | Balance | 4.3 | Creativity | 3.3 | Map Design | 4.0 | Story/Instructions | 3.0 |
Statistics |
Downloads: | 1,005 |
Favorites: [] | 2 |
Size: | 84.45 KB |
Added: | 06/16/07 |
Updated: | 07/08/07 |
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