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Author |
File Description |
shieldwolf23 |
Posted on 05/26/12 @ 02:21 PM (updated 06/17/12)
File Details |
Style: |
Mix |
Number of scenarios: |
1 |
Needs AoC?: |
No |
The scenario takes place in Italy, during the years 1494 to 1559, at a period historians call the Italian Wars. This war involved most of the city-states of Italy, the Papal States, most of the major states of Western Europe (particularly France and Spain), as well as the Ottoman Empire. Originally arising from dynastic disputes over the Duchy of Milan and the Kingdom of Naples, the wars rapidly became a general struggle for power and territory among their various participants, and were marked with an increasing degree of alliances, counter-alliances, and regular betrayals. This is the atmosphere this scenario hopes to re-create.
This has been intended as part of Empire Creation's "Europe at War" campaign. Created at around early 2010, I owe a heap of thanks to the awesome guys at EC, particularly Talknight, Soty and altec tek for devoting time and effort in playtesting the original scenario, which I know was at that time, a very very difficult one (according to Talknight, "unwinnable").
This version, however, has been extensively playtested by me (on hard difficulty) within a one-month period.
The file includes a full-fledged Strategy Guide to help newbies and veterans alike to win this very challenging scenario.
>>> Note on Version 1.5:
Since the AI in this scenario is active, it is similar to playing a random map in that the AI has all freedom to either attack you or not earlier in the game. The seasonal attacks that are trigger-based are made every 30-game-minutes interval, so that any major attacks by the AI, especially during the early minutes of the game, is purely the AI's decision. To counter that, I have put a limit on AI's population, made some adjustments on AI attributes, and gave out a cheat code that spawns you 10 to 20 knights.
>>> Note on Version 2.0:
I put some enemy towns in Tunisia, Corsica and Lower Lyon. Added pirate raiders too.
>>> Note on Version 2.5:
Unit renames, alliances checking on support as well as a few extra events (among others) have been made.
Thanks to altec tek, aquril and spearhead for the reviews and feedback! Enjoy! :) |
Pages: « First « 1 2 3 [4] | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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jokerfacezzz123 |
Posted on 10/19/12 @ 12:29 AM
erm...... shieldy.....i want to ask you 'bout somethin',when i look at the hints section,you say that there is an easter egg,it's a name if i chat that.....you say that it'll be very rewarding....so,can you give me any clue 'bout that,pliizzzzzzzzzz;-D
and sorry for my bad english |
shieldwolf23
File Author |
Posted on 10/19/12 @ 11:38 PM
hehehe... thank you joker :) if you know who is my wife, then you got to type her name. :P try my other scenarios to get who she is. ehhehe |
Nic_H |
Posted on 04/08/13 @ 06:23 AM
Very nice scenario.
Not going to rate it, as i do not feel i have enough experience with benchmarks to rate fairly, so comments instead:
Good bits:
1) Being able to play any of the four major blocs is a nice bonus.
2) Triggers to allow certain unit builds are good, rather than a one-size-fits-all age advance.
3) Having the AI's advance in age when you do makes for some interesting trade-offs.
4) Size, complexity, and near-reality of the map is excellent.
Not-so-good:
1) Papal states on easy or medium are way over-powered:
One earthquake in any Italian town or capitol nets you an entire fortified forward base.
From there on, steam-roller time.
2) There is an exploit (not exactly a cheat - never use those!) which makes the need for citizens other than builders go away - in effect, you have as many resources as you want in this scenario.
3) AI tactics are above-average, but strategy still sucks. None of them aggresively go for major targets until the Milan trigger is set off.
4) AI diplomacy is sub-par: I'd expect them to at least skirmish with each other, or even occasionally offer you tribute and an alliance.
Instead, with one or two exceptions, they are always all allied to each other.
5) If an ally of yours "kills" a town centre or capitol, it reverts to you, which invariably leads to them disbanding the alliance shortly thereafter.
6) AI fails to reposess buildings neutralised by surgical strikes (so you can get rid of their docks and control the seas very easily)
7) The gifts-from alliance bit seems broken - in over 15 forged alliances, never been given a priest, spanish cav, or other extra units.
8) After building a structure, it is neutral and needs to be controlled.
While only somewhat annoying, and possibly a feature, on occasion one *cannot* control it, and no valid reason seems obvious
Strategies:
Tried about 6 different strats overall, with one or two generally being clearly superior for each faction.
Common winners are:
1) McMahon - keep massive fleet in being, control the ocean.
2) Defense in depth: Each town centre or capitol gets 4 towers, a fortress (with at least one treb, 4 ranged, 4 melee, and 4 cav - and 2 priests if papal)
This is enough to blunt any advance until re-inforcements arrive from the nearby towns.
3) Walls: While you cannot build walls or gates, a line of settlements, with a fortress for a gate, and towers behind them are possibly even superior - your towers have clean fields of fire. Use these at each of the suggested blocking points at the very least.
4) Surgical strikes, and merc-point control.
The AI will spawn (or seems to anyway) bonus units at intervals.
However, they also produce normally and hire mercs.
Sending a suicide force to take out key buildings, and putting a high-DPS force complete with towers and hospital at the merc camp greatly reduces the ability of the AI to make effective counter-attacks. |
shieldwolf23
File Author |
Posted on 04/08/13 @ 09:00 AM
Glad you tried the scenario Nick! :)
Thanks for the comments, and since I am overhauling the 30 Years War scenario (which is basically an improved version of P&P), I'll definitely take into account the comments you've noted here and in 30YW.
Unlike Age of Kings (and most new games), the AIs of Empire Earth cannot be scripted via simple text files. The AI needs to be triggered individually, each of their actions (AI attributes) via the scenario editor. Obviously, I didn't do that, and what I did here is to take the easy road on the AI: to have them all allied with each other and gang up on the player instead. And yep, that sucks and unrealistic, to say the least. Hahaha
There are also occasional bugs with the triggers that I made, which players have reported. They were rare, thank goodness, but they do exist. Since I have made this a couple of years back, I can't see myself updating this, but definitely, your comments and suggestions would find its way to 30YW.
Thanks again! :) |
antivirus |
Posted on 10/26/13 @ 06:12 AM
This is the best scenario I have evere played. I managed to complete it but I found it quite difficult to complete even on easy mode. hope U'll solve this matter sooner. |
shieldwolf23
File Author |
Posted on 11/02/13 @ 11:04 AM
Thank you antivirus! Right now, I don't have any plans on updating this, but who knows, maybe in the near future. I'm glad you enjoyed it. :) |
Pages: « First « 1 2 3 [4] |
HGDL v0.8.2 |
Rating |
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4.8 | Breakdown |
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Playability | 4.9 | Balance | 4.5 | Creativity | 4.9 | Map Design | 4.7 | Story/Instructions | 4.9 |
Statistics |
Downloads: | 2,719 |
Favorites: [] | 2 |
Size: | 2.44 MB |
Added: | 05/26/12 |
Updated: | 06/17/12 |
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