The gods have had an idea, which should spice up their boring "lives". Two viking tribes have to fight for the god's favour. But not as gladiator fights or so... No. The gods want the viking tribes to live their lives as usual. BUT they have to win the god's favour and the tribe which does not get it, will be wiped out by thunder and lightning.
That's where YOUR job starts. Lead your Viking tribe to success by earning 200 favour points and prevent it from being wiped out.
- A man and a woman have a baby if you tell them to
- Children grow up, and become either man or woman
- gender differences: only men can do violent jobs
- Trading(furs can be traded too)
- Hunting animals for furs
- Producing your own weapons
- Recruiting soldiers need weapons and men
- Plundering coastal towns and villages
- If you don't pay your merchant he'll run away and steal some goods
- Random events every 5 minutes
- Food consumption for your tribe
- Displaying favour points(FPs) in shrines
- Every house gives you +5 POP limit. (max. 30)
- Longboat maintenance every 5 minutes
This is definitely TSP's best project uptill now.However the score was detracted mainly due to a minor bug and map design
The playability was perfect.Almost no bugs,good scenario background,impressive storyline,hints and history and great overall theme and a very creative build and destroy type scenario
Perfect, if you didn't do what you're supposed to do , you end up losing(although not technically).Knowing that programming Ai in EE can be troublesome I won't detract points for balance.Whatever you achieved can be also taken as an amazing achievement.Seriously even I couldn't replicate such kind of ai.Good job!Also good job with the random events which sometimes increase the difficulty.
Random events, recruitment of soldiers,begetting children,trading system,active weather system,day and night effect etc etc.The list is endless when the creativity is accounted for.So as far as I know you should definitely get 100% points for creativity which you did.The starting and ending cinematics were also impressive
Map Design: 3.8
The map was ok , although not good enough for professional eyes like mine who need to see better terrain mixing and eye candy.However this doesn't mean the map was anything less.Its much better than most scenarios posted here.But it could have been improved more.
There was basically no interesting storyline, but the history section makes up for that.The instructions were crystal clear and hints helpful
Overall:4.7!Bravo!Sorty you are one of the best scenario designers of EE and you are surely the best scenario designer of TSP.Keep up the good work
Good job!Now TSP's reputation brightened!
Posted on 08/14/07 @ 11:04 AM
I have to tell first, I played this scn in the AoC and you warned not to do that. That's why I rated playability 4.8 instead of 4.2!
Don't know if it had to do with AoC, but my food went to -4000 some how. :S
And my enemies (p2 and p3) stopt earning points at 264(p2) and
I only got attacked once by an enemy, just 1 lil' swordman -_-.
Great! Great idea, this map, the playstyle, must have been hard to make! Just like mk I like your 'random events'.
Map Design: 3.5
I really liked the way nature looks around my own base, but once outside my own place it looked like u spent a lil' less time on designing. Also animated cities would be nice (just 4 or 5 citizens)
This was just fine, except for the fact that I had some trouble finding the info I needed.
Hope this was a lil' helpful making this forum more active. ;)