![]() And when a scenario is impossible to win it can't be creative. ![]() I had to use i r winner to get past this scenario.Īgain, no triggers. My Suggestions: Well.make it winnable by adding enemy units.Īs I said, impossible to win or lose. If you enjoy marching monks around this might be fun, but if not, it won't be. You have two monks and your enemy has only a town center (no units) which you can not convert. You can not win this scenario, or do anything other than walk around. You start out with two monks standing next to a mining camp and a mill (but no villagers). My Suggestions: Again, add instructions and tell who the Hittites were taking the relics from and why. My Suggestions: Make some changes to the random map so it doesn't look so.random.Īgain, nothing in any of the instructions sections and no in game help. It's a random map that might have slight modifications, but might not. My Suggestions: Again, add triggers and objectives. The idea of starting out with the enemy having a monastery with all the relics is slightly creative, but the lack of a single trigger pulls this down to a one. My Suggestions: Put a larger guard around the monastery and remove the human player's monk. You might lose only if you get lost and can't find the monastery (which is hard considering you have a blacksmith right next to it). ![]() My Suggestions: Add more enemy units and maybe some varied objectives.Ī little bit harder, but not quite deserving a three. Slightly more fun than scenario one, but not by much. After destroying the monastery you just kill of the enemy units until he resigns. The lone units sitting around on the map are no match for your small squad, and a monk at the top of the map. The scenario starts with an enemy monastery across the map holding all the relics which you must destroy. This scenario has below average playability as well. You start out this scenario with a small band of men at arms and archers, plus a scout calvary. My Suggestions: Add instructions and an explanation of who the Hittites were and what this homeland of theirs was. The instructions, history, hints, and scouts screen were all totally blank and there were no in game instructions either. My Suggestions: Add different terrain and do some mixing. It is entirely grass 1 except for huge blocks of forest. ![]() My Suggestions: Add triggers and objectives. You just walk around with some villagers and kill some enemy villagers with a group of arbalests. My Suggestions: Again, adding resources for both sides would have improved this scenario a lot. I suppose it's possible to lose this scenario (by letting your enemy's town center kill all your archers) but it would be hard. My Suggestions: Make the villagers have to walk a shorter distance and add resources. You just take your arbalests to his base and pick off his villagers until he resigns. Your enemy is to the far south, starting in the same position you do. You have an ally to the east who has a castle but no units that resigns soon after the scenario starts. After walking for several minutes you find some gaia arbalests. Since there are no resources on the map (other than wood) your only choice is to send your villagers out exploring. The playability of this scenario is not good. You start out this scenario in the corner of the map with a TC and three villagers. The scenarios had a wide range of quality so I will review each scenario seperately and average each category. ![]() I'm not sure what this campaign is about (because there was no story or instructions on any of the scenarios) but I assume it has to do with the rise of the Hittites.
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