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.
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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.