The Adventures of Harold the Hittite 1.1
|Tony the Tyrant
Posted on 07/29/02 @ 12:00 AM (updated 09/08/02
This is a campaign that follows the life of Harold the Hittite as he forms his band of villagers into an empire.
||Age of Kings
|Number of scenarios:
It is roughly based on similar campaigns that are based on the original Age of Empires demo. While this campaign is not necessarily true to the story of the original campaign as offered by Microsoft, it attempts to be fairly close to the gameplay of the original.
The reasons for the existence of the campaign are this: The original campaign was fun to play and interesting, and I felt that it might be fun to play it again in the updated AOK interface. I got tired of random maps where the only option is to destroy the other civ's. I grew tired of the existing campaigns that came with AOK. The reason I chose playability rather than historical accuracy is that a verbatim copy of the original would be pointless since:
a)The original already exists and has a Hittite civilization to go with it. b)There are differences between AOE and AOK that limit how closely a scenario can be adapted. (Not the least of which is that relics do not have wheels)
Therefore, since it is ludicrous to think that these middle age civilizations should represent a stone age tribe, I elected to change the story slightly at times so that the gameplay of the original could be preserved.(tradecarts have wheels
)I think that most players of this game already know history, and they are looking for re-enactments; and are not necessarily looking to AOE to teach them history. (people would not be offended at inaccuries if they did not know them to exist) Finally, AOE is not the best tool to teach history since, even if an accurate map were made, the proportions of the characters are way off. Furthermore, as a villager, I would not be able to take nearly as many arrows, and still be walking. Not that AOK is bad for learning, for I have learned things playing AOK.
About the campaign:
The first two scenario's are relatively easy and suitable for beginers, then they start to get harder. Therefore, if the first scenario seems too easy, then realize that this campaign's purpose is not to challenge your skills as much as it is to provide entertainment, and the scenario's will get harder. I hope that you will enjoy my first attempt at building a campaign.
This version is the first revision of this campaign. It contains mainly aesthetic touches and hints for people stuck on the last scenario. I also added slightly more resources to help out.
|Author||Comments & Reviews ( All | Comments Only | Reviews Only )|
The Adventures of Harold Hittite
By Tony the Tyrant
This is a 5-scenario campaign that I will rate individually, but briefly. The final score will be the average of all five, give or take. This campaign would be good for someone new to the game.
Scn # 1 “ Homelands”
In this scenario you win the game by making it to the “imperial age”. You have to explore the map because the resources are scattered abroad, but don’t worry there are no enemy civ’s to bother you, as this game is to give you an idea of the whole campaign.
PLAYABILITY: 2 I did not find much enjoyment in building a civ to win a game.
BALANCE:4 There was no intended fighting
CREATIVITY: 2 There was a town that was trying to sell me some goods, nothing to do with the overall campaign.
MAP DESIGN: 3 Close to a random map
STORY INSTRUCTION: 4 There is a story, and clear instructions
Scn # 2 “Growing Pains”
To win this game you just have to make it to an old ruined site to win. This time there is enemy involvement, but they offer resistance that i found a bit on the easy side.
PLAYABILITY: 3 I took the time to stop and fight the enemy, should have been more enemy troops, or stronger ones.
BALANCE: 3 A small fight on the way to the ruins, but not a real challenge.
CREATIVITY: 3 There was a timer running thati believe made you loose if you didn’t make t too the ruins on time. The story was interesting as to why you have to make it to the ruins.
MAP DESIGN: 3 A basic type map
STORY INSTRUCTION: 4 There is a story, and clear instructions.
Scn # 3 “Opening moves”
This game showed a little more promise, as I had to explore, and battle a civ that gave a decent fight at the beginning of the game. When I defeated them and sailed to the shores of my enemy, I met up with small patches of resistance, but nothing to add a lot of excitement to the game. What spoiled the game for me was when I did arrive at the large enemy base, and prepared myself for battle, I somehow fired off a trigger that gave me dozens of extremely powerful units (lots of trebs, Elite Galleon ships, etc) some were shielded behind a protective wall,, and they pretty much destroyed the town,, and game. I had to go in and clean up to get the victory signal, but was disappointed that I had built and planned for nothing.
PLAYABILITY: 3 The beginning of the game was fun.
BALANCE: 3 The beginning of the game was a decent challenge.
CREATIVITY: 2 There were ships protecting a shrine, but having them caught there or landlocked did not really boost the creativity, but gave the town an odd look, and could have prevented a higher score in map design.
MAP DESIGN: 3 A basic map
STORY INSTRUCTION: 3There was story, and instruction, but there was no information provided that gave clear instruction as to why an ally would show up and destroy the town that your “objectives” assigned you to do.
Scn # 4 “Fall of Mitsumi”
In this game, you have to capture a part of a super computer, before it fell into the hands of your enemy, which was piecing this unit together with the objective of deleting you.
PLAYABILITY: 3 The beginning of the game started with an attack on my town, which offered a nice challenge. Afterward I was allowed to build a strong army and slowly pick off my enemy one by one.
BALANCE: 3 Nice opening , but once again I find myself approaching small bands of enemy, with a stronger army.
CREATIVITY: 3The smuggling of computer parts, although out of its element, was creative.The map was nicely laid out.
MAP DESIGN: 4 This map was designed better than the others, and had a realistic feel.
STORY INSTRUCTION:4 Again the story and instructions are provided.
Scn # 5 “Battle of Kerchoo”
In this game, you have a small settlement, inside of a large city, which is about to turn on your people. They are not aware that you are there, and know of their plot. Your instructions are to build as fast as you can before being detected, and to inflict as much damage as possible.
PLAYABILITY :3 I had to save often an plan how to build a town inside of the small area I had, and not be detected early. Once detected, you will be continually harassed from all sides, as your enemy cannot get directly into your area, but could make you exhaust all resources. When I did finally chop and pick my way out, one civ gave me a pretty good run for my money. The other civ however waited for me to invade and gave little resistance. And again, just when I get the game under control, I receive a large army.
BALANCE:3 A better balance in this game made it more enjoyable.
CREATIVITY :3 The creativity was much better in this game, and was found in several areas. The map was better designed, the idea of secretly building an army inside of enemy gates was brilliant, to say the least.
MAP DESIGN: 4 The map showed improvement, with more eye candy, and well laid out district.
STORY INSTRUCTION: 4There was a story and instruction.
To the author:
The use of immobile AI’s are a wonderful building tool for scenario designers, but to have units standing around waiting for an encounter, may kill the fun for a player. The use of “task object “, “object in area” triggers would have made the whole campaign much more enjoyable. Why have the units stand around, when they can be used to systematically attack, or run and attack troops that enter their soil.
Adding more instruction is another area that would have boosted the playability. When I received all those units, even if they were placed to help me, was a let down, mainly because they surprised me, and were late into the game, where the game planning was all but complete.
A few places, there were ships built in extremely small portions of water, which actually prevented a higher score. Anything placed on a map should look natural, like it belongs there.
The potential for this to be great was there. It would have been better to make to enemy more aggressive, and for victory to be to not kill every single unit.
|Tony the Tyrant
Just a few notes about the campaign:
I created these campaigns in the style of a learning scenario. As a result there is somewhat of a curve. The first few scenarios are very easy. The first three maps or so, if you look at them carefully are actually designed to resemble the maps from the trial version campaigns from the original AOE. The original conditions for the first scenario were to advance to the next age. I wanted the first campaign to be similarly easy, but I wanted to avoid the situation, where most of the map was still black, but the scenario was still completed fairly quickly. I wanted to add a little time to the campaign, so the player would have to explore a little more of the map. For this reason, I scattered the (very generous) resources around the map. I tried to add a little eye candy that while being a little unrealistic, was still surprising & unusual.
The second scenario is also very similar to the second scenario in the aforementioned campaign. It is designed to provide a little action, but still have minimal challenge. You have some conflict to test your formation abilities, but the enemy isn't too dificult that you are killed off too early.
The third scenario, like it's counterpart, is designed to provide a little more challenge. It has a civilization that is designed to give you a little resistance. When you finally reach the other side, you get "reinforcements". This is in honor of the William Wallace campaign, where you get a HUGE number of reinforcements, once you complete a certain goal. It was my assumption that at this point, the player will have probably already completed most of the work. Therefore his/her winning would be inevitable. I just give the player all the toys he could possibly want to finish the job. Many of the units are ones he could not normally build himself.
"Fall of Mitsumi"
By this point, I had realized the limitations and differences between the two eras of AOE games would prevent me from creating an exact replica of the original scenarios. I decided instead to change the story in order to provide playability similar to the "Fall of Mitanni" campaign. It is my hope that I accomplished that.
In the final campaign, I decided to continue with a similar theme: Not adhere strictly to historical accuracy or to the story of the original campaign(or reality), but still create a challenge worthy of a "Final Campaign". To be frank, I like different unique units, so I used a variety of units as enemies, and also allowed the player to posses a few of his own. Once again, I figured that if the player made it to a certain point, then victory was probably assured. I once again included a healthy supply of reinforcements to take the glory & play with, once the battle had most certainly been won. This allows the player to not only feel some accomplishment by building his own army, but the reinforcments, if he doesn't want to use them, won't affect his population cap. He won't be able to build any more units, but he probably has enough to finish the job, if he's made it that far.
I hope this provides a little clarification. Hopefully it will add to this campaign's continued enjoyment. AOE -- the entire series -- was & shall always be an enjoyable series of games. The main limitation to its playability are just being forgotten. These days, I play mostly RON. I consider that also to be a partial successor to AOE, even though there is also an AOE III. I need to find my AOK disk & revisit this fine game.
I thank everyone who has played this scenario, and found enjoyment in it.
P.S. a little note about victory: Many of the early AOE games required the complete destruction of the enemy. Much of the "fun" of those early games was to find that last little scurrying villager, or that idle trade boat. Personally, I'd be dissapointed, when the enemy surrendered too soon. That would often cut the challenge in half. The early AOE enemies rarely surrendered. (which is what the campaign is based on)
[Edited on 08/24/06 @ 01:48 PM]