Hierarchy III: Chengdu Province
Hierarchy III: Chengdu Province
by Shieldwolf, Member, Empire Creations
SolConfederation's tacticians have dubbed the Battle of Chengdu Province as the penultimate battle in what they derisively called the "Puny Defense" by the Hierarchy. Their objective was to break the Hierarchy's will to fight by destroying the Temple of the Lord Good and bring the Civil War to a fast and decisive conclusion.
However, what the SolCon forces never knew was how far the Hierarchy's secret project - Project Furies - has been developed. While the township of Zao Di fell to the SolCon onslaught, the Primary of Chengdu fought back with great ferocity using the Hierarchy's feared boy-soldiers --- the CUBS, controlling suicidal mechs called Furies.
Both sides expected that the outcome of this battle would turn the tide of the war.
|Author||Reviews ( All | Comments Only | Reviews Only )|
Hierarchy III: Chengdu Province is an action-packed scenario, where the player can choose to play either as the attacking SolCon or the defending Hierarchy. I had chosen the latter in the first play through, so my pints are mostly from playing with them.
The scenario is bug-free and smooth running. The battles are very intense with the Hierarchy, and lot of tactical thinking is required to keep the SolCon forces away.
Very well balanced. It's not easy, but neither is it impossible. The tight stream of SolCon attacks may seem daunting, but once you get the air forces and furies into the fray, you can have more time planning the counter attack.
The scifi setting gives the scenario high points in here. The scenario layout isn't too inventive though.
Map Design: 4.7
Map layout is well done. The buildings and cliffs offered great choke points where to set defensive lines.
The instructions were very clear and nothing went amiss. The hints section wasn't very big, but the separate strategy guide file makes up for it.
Additional Comments: Bringing the scenario series to the actual scifi setting makes a nice twist. Looking forward to the hinted 4th scenario. ;)
As promised, another review! Though it is slightly shorter, as I have already outlined some of the suggestions in a previous comment.
I played as the defending side, as I am naturally better at defense than offense.
The scenario was very fun and action-packed. There was constant fighting and waves of attacks that always ensured fighting somewhere across the map. There were no bugs or trigger problems. This is only my opinion, but you should not be able to play as the solcon forces. In the previous scenarios, you were training to battle them, so it would make sense to continue as such (though you can, but you can choose from both sides).
For the most part, the balance was near perfect. The only thing that lowered the score was the incredibly strong carrier. Although I know it was intended to be extremely difficult, destroying it took too much time. If it wasn't for my determination to win, I probably woud've quit after several attempts and destroying it. I would recommend shaving off at least 10,000hp from the carrier, or weakening the towers guarding it, as towers are already naturally effective against your ships.
Being an entirely fictional campaign, and the futuristic setting, the campaign was naturally very creative. I only subtracted 0.1 because you used a random map and edited it ;)
Map Design: 4
Even though the map was a random map that was edited, it was perfectly suited for gameplay. The high mountains and cliffs offered a wide range of strategies for the player to use. One thing I would add is slightly increased terrain mixing (although not much an be done with a map thats covered in snow). Also, eye candy!
As with all of your scenarios and campaigns, the instructions are nowhere near brief. The extensive hints offered the player many different approaches as to how they can win the scenario. I did not notice any typos, which is very impressive considering how much was written. Very well done.
This was a very well made scenario, especially considering how fast you were able to put it together :)
Definitley worth downloading, but it is highly recommended that you play the first two scenarios before this one.
Chengdu Province is an action packed scenario taking place in Asia seemingly. The battle erupts when the invaders and natives clash over the Temple of the Lord Good. Sol vs. Hierarchy.
I played as the invading Sol. The player is given a limited number of troops and reinforcements with which to use against the entrenched natives. I decided to use my optional objectives as opportunities to gain an advantage (this would prove very helpful).
I did not run into any lag or glitch. Gameplay was smooth and enjoyable. In fact, the overall feel and atmosphere of the scenario caused be to want to replay as the other side. I'll do that soon.
From second one to 1 1/2 hours F11, I was constantly considering strategy options against a tactful and capable enemy. Shield developed AI to force the player into using thoughtful methods towards victory. I never feared for my home base (captured city), but I had to keep troops in defense against spawning dissidents in the city.
My offensive force was strictly on the east side of the river. I used engineers to build walls and choke points of pillboxes along the river to mitigate the naval forces of my enemy. This was important because the navy was the only real threat to my Nexus Carrier (responsible for air reinforcements)
Where the scenario became truly difficult was in destroying the enemy Airport and Cyber center. I realized it would be too difficult to destroy the Temple of the Lord Good without dismanteling their production facilities. This proved a hard task, which really took a lot of resources and blood.
In H-I and H-II the story was somewhat abtract to me. My understanding of it did not come full circle until H-III. Now I can appreciate the purpose of the first two scenarios. The furies were devastating against my offensives and defenses on the east side of the map. I almost quit!
The miniature laser tower defenses in the beginning were cool, giving the player something new and interesting. The limitations on the tech-tree were well done. The player is not too inhibited in his quest to defeat his enemy, but is rather challenged in a constructive way.
The allied help is incredibly important and can not be overstated enough. I would not have won without them.
The story overall is very very very VERY creative. The zealous defenders (Hierarchy) are adament about the preservation of their culture. The attackers are hell bent on conquoring their enemy. The idea of Mechs controlled by the cubs was excellent. Here is where I was most dissapointed though; I would have been more emotionally involved if I had a look into the children during this scenario. Also, class names on the furies should have been put in. BTW, good catch on furies killing copters. I had no idea either!
Map Design: 4
Although solid, this is perhaps the least impressive portion of the scenario. Do not let it curb your enthusiasm though. The map lent itself well to the player and was nice enough that the player would not be less happy to play. I would suggest a bit more eye candy though and perhaps more religious ruins... dead bodies perhaps? Where are the inhabitant civilians?
The story of the Hierarchy is rooted in the story of the Cubs and their training. This is a very cool story - one capable of gaining and keeping the players attention for later installments. My chief concern was the lack of emphasis on the Cubs in this scen. I feel as though it is important enough to deduct .2
Great job, shield!
I am excited and patiently awaiting the road to Star's End.