American Revoltionary War Demo
This is the first scenario in an American Revolution campaign I\'m currently making. It\'s basically a test. If I get good comments/reviews, I\'ll continue making the rest, if not, oh well.
Files that should be included:
American Revolutionary War (1st scen demo).cpn
Immobile Units AI Gold.ai & .per
Passive.ai & .per
If any of this is missing please comment me so I can update.
Also, anybody have/know someone who has good 1700\'s music? If so, email me (firstname.lastname@example.org) so I can add it into a possible future release.
1 of the testers said sometimes nothing happened after the battle near Lexington. It never happened on my computer, but if it happens on yours, please comment me so I can examine it.
Credits I forgot:
Ingo Van Thiel - The just-what-I-needed Passive AI.
All of the scenario designers out there whose great campaigns inspired me to try doing one myself.
Well, here goes.
|Author||Reviews ( All | Comments Only | Reviews Only )|
First off , this is the authors demo, based on the ride of Paul Revere. There is not a whole lot of action at the beginning and mid game.
PLAYABILITY:I avoided a no win battle at the games beginning that made the rest of the game a bit boring ,as i rode around and easily found those that would join me ,and we made it safely to the first flag , where i easily found more supporters. The second enemy encapment offered no resistance whatsoever . Much improvement could be made by making it a bit harder to find supporters , and when you did ,an even battle at the first enemy camp would have increased the fun aspect. The same goes for the second enemy post ,it had a nice escape plot ,but was lacking something.
BALANCE:This is another area that could be spruced up.The first battle with your new upgrades is a no win ,,which is probably ok for softening up your enemy for when they arrive at concord . When your enemy does arrive ,they are no match for all your new found handcannoners , plus the battle just gets started and you are declared victorious.
CREATIVITY: The way you received your upgrades were a nice feature to the game , as well as the escape by paul at the 2nd encapment.The use of a secret spot in behind the lumber camp was a nice touch. The triggers used in the game seem to fire off without a problem , however i could not figure out why the throwing axeman stayed behind to upgrade his armour and was never seen again.
MAP DESIGN: The map could have been improved on , as there were too many plain grass spots throughout ,and it didn't feel realistic. The town where you received your upgrades was underdeveloped , there were villies working about , but the place didn't have a "lived in "look. The same can be said for the last town as well.
STORY/ INSTRUCTION :The story was good ,as well as the instructions. The dialogue used in game added nicely to the storyline.
Like i mentioned earlier this is the authors demo and it was an ok game . Looking forward to the finished version.