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Downloads Home » Single Player Scenarios » defend the village {revisited}

defend the village {revisited}

Download File Post Review Post Comment
(Updated on 12/15/07)
Author File Description
coolscott3
File Details
Version: The Conquerors
Style: Fixed Force
i made this map from the comments of my 1st defend the village maps

it has been improved .

i personaly think its harder

story:the local tribal lord has recently been over thrown.

now rebels and bandits regualy attack villages

now it is your turn
a rebel army called the vegalagu's is about to attack your village.

please comment as i will make plently more
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Tanneur99
Official Reviewer
Quote, "please give comments n how i can improve"

-I did not play your scenario to the end because shortly after the message to retreat, the red player, 'village' gave up and his town centre turned into rubble. You need a hold off unit for him.

-You zipped three scenarios for difficulty levels, which you could achieve with triggers. You need five triggers, Easiest, Standard, Moderate, Hard and Harder, all triggers Starting State to ON.

Trigger Easiest, Condition 0, Difficulty Level Easiest. Effect 0 Deactivate Trigger Standard, Effect 1 Deactivate Trigger Moderate, Effect 2 Deactivate Trigger Hard, Effect 3 Deactivate Trigger Harder. Add effects to remove or create units and for AP and HP changes.

Trigger Standard, Condition 0, Timer 3, Condition 1, Difficulty Level Standard. Effect 0 Deactivate Trigger Moderate, Effect 1 Deactivate Trigger Hard, Effect 2 Deactivate Trigger Harder. Add effects as above.

Trigger Moderate, Condition 0, Timer 5, Condition 1, Difficulty Level Moderate. Effect 0 Deactivate Trigger Hard, Effect 1 Deactivate Trigger Harder. Add effects as above.

Trigger Hard, Condition 0, Timer 6, Condition 1, Difficulty Level Hard. Effect 0 Deactivate Trigger Harder. Add effects as above.

Trigger Harder, Condition 0, Timer 7, Condition 1, Difficulty Level Harder. Add effects as above.

If you want to trigger 3 difficulty levels instead of 5, for example standard, moderate and hardest, starting from above, trigger Easiest remove effect 0 and do not add more effects, Easiest will play like Standard. Delete trigger Hard it will play like Hardest.
coolscott3
File Author
point taken will do that now

btw thank you for shortening
the names :D



mach about the music----u r ment to let the scout run to the general

theres a trigger to start the music there

[Edited on 12/08/07 @ 06:32 PM]

Mashek
Staff
Official Reviewer
Rating
2.4
Breakdown
Playability2.0
Balance2.0
Creativity2.0
Map Design3.0
Story/Instructions3.0
'Defend the Village' is a defend the spot scenario embroiling around the tale of a small force of men forced to defend a village against a large, superior force of rebels.

This review is my refinement for the updated version of this scenario.

PLAYABILITY: I quite enjoyed this little scenario. It was fairly enjoyable to defend against a larger force with superior firepower and a greater arsenal of weapons, to hold out to the last against its unrelenting attacks. However with the newer, updated version of this file I felt the gameplay was too detracted from than its previous experience. There was, in particular, fewer inner-dialogue and map design, in particular the village, which now more or less resembles a small fort. The attacks made by the enemy, though fairly enjoyable to reduce to nothing more than a sprinkle of dirt left much to be desired. There were no more warnings of the enemy's attacks on a particular part of the fort and the enemy, which seemed to just bear down with its numbers, was easy to wipe out with my sometimes larger, more focused force. In addition there were sounds included with the overall file, however the Final Fantasy-esque music wasn't necessarily to my taste, seemingly odd and too generic. There was a minor bug at the ending whereby I did not immediately win the game after defeating the enemy because of a scouting enemy unit, which causes the player to go searching needlessly. 2.0+

BALANCE: I played on moderate and later hard, and though I lost a fair amount of men in either play, the difficulty was still simply too easy to be considered anything of a challenge. Battles resolved around cutting down the sometimes-predictable attacks made by the enemy, baring down upon them with a larger, more focused force, quickly maneuvering my large amount of troops to either side of the village being attacked. This was also made possible because not at any time did the enemy bother to actually attempt to breach the village itself, sitting outside the walls as though waiting for me to come to them. The brunt of the mass enemy attacks also makes it easy to wipe out large numbers of troops without sustaining too many casualties at any one time. 2.0

CREATIVITY: The scenario has creative elements with a large force surrounding a village defence, feeling for the flanks, attacking en masse through a series of waves, sending everything from riflemen and scorpions against the defenders lines. The village had creative elements with palisade walls, towers, yurts and a town centre. However the village probably more resembles a fort with few inner buildings, which is misleading. In addition the objective to defend, a general who must not die together with plentiful unit tasking, music and a minor storyline to further playability was also creative. 2.0+

MAP DESIGN: With the update, the centre village probably looks more like a fort now, but it is still too bare for my taste. There are now fewer buildings, however more elevation and eye candy, in particular the moat surrounding the village and cracks and craters to give the impression of war, which is appreciated. In addition, use of elevation, trees and a village with palisade walls, towers and living quarters add to the design. 3.0-

STORY/ INSTRUCTIONS: There was a small description detailing a rebel army and its use of force against other villages and in game text, which I guess constitutes a story. There were hints, a history and even a victory and loss condition, but bad grammar with no capitals in either the text or unit renaming and some poor spelling is more or less annoying and unpleasing on the eyes. 3.0

CONCLUSION: 'Defend the Village' is an interesting little scenario that although lacks in some detail, is nonetheless good for a first upload and provides a few minutes of fun, even if difficulty is provided only in the minutest of forms.

SUGGESTIONS: With the update, my comments of improvement still remain. The design still needs more eye candy placed into the map design. As the design is set in winter, it would be wise to include rocks, craters, stone and trees of either snow pine or leafless oaks, ice in areas where water may have been, and bushes, conveyed by the jungle tree. Written aspects of the game can also be typed into word document to check for spelling and clarity so that the scenario is not awash with sometimes near-unreadable text. In addition, prevent the scouting computer player by including an Immobile Units AI which can be found searching the Blacksmith. You are onto a fair start here, and with a few more refinements to your work, you'll be set for a higher rating.

In a word - Enjoyable.

In closing - Recommended for fans of DTS scenarios.

[Edited on 09/30/16 @ 08:08 AM]

coolscott3
File Author
o er i fogot the trigger?

oh buggar

lol will sort that now


you are ment to let the "scout" {renamed cavalar} to run to the general

sometimes the army fires at him causeing him not to run meening u might need to restart

when he gets to the general they will speak and the music will begin




o yeh sorry about my spelling in some of the scenario desc

[Edited on 12/11/07 @ 08:48 AM]

Celson Quite enjoying. Although sort of easy. Just put th general into red town center, and its easy from there.
coolscott3
File Author
lol yeh i do that


next time i might not have a :):):)


i am working on a world war to kinda map atm keep a look out
Tanneur99
Official Reviewer
EDIT:
------------------------------------------------
ID: 8813 defend the village {3 scenarios}
File Name: defend the village.zip

ID: 8833 defend the village {revisited}
File Name: defend the village {revisited}.zip

ID: 8907 defend the village {reborn}
File Name: defend the village {revisited}_0001.zip

ID: 8940 defend the village {revisited}
File Name: defend the village {revisited}_0001.zip
-------------------------------------------------

You submitted ID 8813 on November 29.

Mashek reviewed your file on December 5.

You submitted ID 8833 on December 9.

I updated ID 8813 with the 'defend the village {revisited}.zip' on December 15.

Mashek edited his review on December 19.

You resubmitted the same 'defend the village {revisited}.zip' with ID 8907 on December 27.

You resubmitted the same 'defend the village {revisited}.zip' with ID 8940 on January 12.

I edited this file with the description and short description of ID 8940.

You have to use the 'Update' button above your description for edits.
I sent you emails with reference to that on July 24, August 20, August 24, December 15 and January 2.

In addition to reasons given in my emails, resubmitting instead of using the 'Update' button kicks all following files earlier out of the 'New Files', which is a lack of collegiality towards other designers.

[Edited on 01/15/08 @ 11:58 AM]


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Rating
2.4
Breakdown
Playability2.0
Balance2.0
Creativity2.0
Map Design3.0
Story/Instructions3.0
Statistics
Downloads:529
Favorites: [Who?]0
Size:2.51 MB
Added:11/29/07
Updated:12/15/07