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Downloads Home » EE - Single Player Campaigns » Light of the Eternal City - Italian Campaign

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Light of the Eternal City - Italian Campaign

Author File Description
Eggman
File Details
Style: Mix
Number of scenarios: 9
Needs AoC?: No
Welcome to SSSI_Eggman's 20th Anniversary Empire Earth Campaign! Take a journey through time on the Italian Peninsula from the dawn of the Bronze Age to the close of the 21st Century, guiding the Italian peoples through Epochal events in their history. Meet legends such as Romulus and Hannibal, and future visionaries like Dr. Alexi Septimus, with perhaps a few other surprises along the way...

Please enjoy playing this work as much as I did making it, and thank you to all the fans who have continued to enjoy Empire Earth all this time!!! Your support is greatly appreciated.

Additional military troops are available when playing on Easy difficulty. WARNING : This campaign will not run correctly with Art of Conquest Expansion, it must be played with the base game.

v1.0 May 6th, 2021
v1.1 May 6th, 2021
- Fixed bug in scenario #6 that had Wonders being available
v1.2 May 7th, 2021
- Fixed bug in scenario #1 that had an incorrect objective reminder appearing
v1.3 May 8th, 2021
- Fixed bug in scenario #2 that blocked victory if players converted some units with Priests and prevented the player from controlling those units
v2.0 May 11th, 2021
- Changed scenario #3, the old scenario #3 is now just the first half of an expanded mission. More units renamed for flavor. Fixed bug in scenario #5 that prevented player from making Imperial Transports. Very minor reduction of the number of neutral Citizens present in scenario #4.
v2.1 May 15th, 2021
- Improvement to AI behavior and slight difficulty increase for scenario #1. Slight difficulty increase for scenario #2. Improvement to AI behavior and mise en scene for scenario #3. Slight reduction of AI citizens present in scenario #4, more units renamed for flavor. Fix for bug with units not healing properly. Coliseum cannot be destroyed in scenario #6. Fix for bug in scenario #7 where player could make warships, slight increase in difficulty, adjustment of units for more historical accuracy. Improvement to AI behavior in scenario #8. Fix for excessive resources in scenario #9.
v2.2 May 24th, 2021
- General fixes to all scenarios that allow players to build Heroes so that the intended game limit of 1 Hero at a time is enforced. Fix for bug in scenario #2 that allows players to unload Transports into areas they shouldn't. Removal of friendly Temples in scenario #4 so that the player's use of Calamities is not needlessly blocked. Some minor fixes of spelling errors in briefing texts.
v2.3 June 5th, 2021
- Minor fix for players getting excess Stone in scenario #5. Adjustments to map to try and prevent AI naval transport bug that causes game to crash and reduction of AI Transports in scenario #6. Removal of ability for AI to produce extra Capitols in scenario #7. Slight increase in difficulty and adjustments to briefing texts in scenario #8. Fix for bug in use of Weapons Factory and adjustments to briefing texts in scenario #9.
Pages: [1] 2 » Last »
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Hitjuich I just played the first scenario. Great job. I have not seen anyone else having actual voice actors over the dialogue.

The narrator is bringing me back to the Greek campaign.

[Edited on 05/08/21 @ 04:54 AM]

Eggman
File Author
Thanks! EE scenario development is quite different from what I started with in the Age of Empires days with all the extra multimedia availability. It seems a shame not to take advantage of it when it's there, but getting audio and making movies is definitely a lot of extra work. Voice acting is also an issue as it's going to be pretty obvious only a couple of people are doing it unless you dramatically lower the number of speaking parts. I skipped recording audio for the briefing voice-overs for that reason.

Make sure you're playing a version of the upload that has the movies bundled in the zip archive, I didn't realize at first the the Campaign Editor didn't include them.
Hitjuich Hi Eggman
I finished the campaign this weekend and I have decided to write a few things which can be improved. This campaign is very good.

In General: The map terrain is okay, but can be improved with underwater terrain and different types of grass terrain.
Heroes could be renamed to fit better with the time period. It is done in some scenarios, but not in all.

Mission 1 + 2) Instead of rocks consider creating a wall instead and make the enemy friendly until the right time.

Mission 3) I had problems with the sounds in this scenario it could be caused by the rain trigger. Should the starting age not be Dark Age instead of Bronze Age? The mission also felt like a filler mission.

Mission 4) Neutral town do not need to be able to create citizen.

Mission 5) You cannot create Imperial transports, but you can upgrade to them.

Mission 8) Consider having the 'Germans follows Italian commander' trigger looping but with a Off and On trigger with delay.

Mission 9) I honestly thing there is a bit too many resources around.

Edit: I can recommend this campaign. Most of my suggestions has been implemented since I wrote this comment.

[Edited on 06/03/21 @ 05:34 AM]

Eggman
File Author
Thanks for taking the time to provide feedback Hitjuich, it is greatly appreciated!

RE: terrain- you're actually the second person to comment on the water terrain, a critique I find hard to fathom (to make a nautical pun). The Underwater terrain is just a slightly modified Beach/Desert terrain so it isn't that special overall. There are other terrains you can assign the blue color palette to. Creatively I don't know why you would want to be limited to using a single texture for your ocean floors every time. On many of the maps that have a large amount of water I put Blackness down since I think it gives a better blue look to the mini-map than Underwater. My water design is certainly the most outre thing I've ever been gigged on.

RE: Heroes- it's true I only renamed the Heroes in places I thought the presence of certain historical people was germane to the plot, but there's no reason I can't do it everywhere for more flavor.

RE: The rocks- I could probably take them out for scenario #1. I had a lot of trouble there since it turned out to be possible to use many tricks to get around the blockage. In scenario #2 though it's very historically appropriate to have the rocks.

RE: Scenario #3, from a design perspective I don't find anything wrong with having some missions that are shorter to play. I envision some weaker players having a hard time as it is and getting wiped out too soon. That being said you've made me think about it and I have some additions I will put in, although it won't be as quick a fix as some of the other items you point out. I don't fight the battle in the rain myself so I haven't experienced the audio quirks you're mentioning, and I'm not sure how I could even do anything about it unless I just turn off the weather.

RE: Scenario #4, it's true those Citizens don't need to exist as a gameplay mechanic, but they are there to help create a living world. The plot is that you're just one of many powers trying to compete for the hearts & minds of the others, and if the map was empty of life except for you and your major opponent it wouldn't convey the same feeling. This isn't a map where it should just be you and the bad guys filling up all the empty space. Scenario #5 has Citizens on it that can't do anything much for the same reason. Having the people walk around is one of the things I actually like about this particular mission. If there's -too- many, I can dial it down a little. In my first draft each town had 20 Citizens, so that's 160 in total running all over, which was definitely too many. Now I think it's 8 each, which has it so you're pretty much guaranteed to see a few no matter where you are but giant mobs are pretty rare.

RE: Transports in scenario #5, I'll have to take a look at this bug. I had an unexpected amount of trouble with technology bugs, most commonly when you would Epoch up unit X would already be available alongside the 'upgrade to X' button.

RE: Scenario #8, I don't know if I'm clear on what your issue is, the trigger to keep the units together is already on a timed loop, unless you think it's on too short a cycle. This should mainly be noticeable if nothing is happening and you're just walking around, if there's a fight, you may not see anything since they are being told to Attack-Move and shouldn't abort what they are doing if already engaged in combat.

RE: Scenario #9, reading a lot of comments on the original EE campaigns there's a percentage of people saying some were too hard and they never finished, so I've been concerned with having any of these get too difficult. It's true that by the Nano age at the end of the campaign the player has an accumulation of gathering technologies that make harvesting resources far quicker than at the start of the campaign. It's a hard call on if anything there warrants a change... I could spread the existing resources at the starting area farther apart so that players need more collection points to gather efficiently, or move some up a little higher to force some expansion earlier on, but I'd probably want to hear from some other players how hard they think this mission is already before tweaking much of it that isn't an obvious bug.
Philla007 Hey Eggman! I finally found some free time to try this campaign but unfortunately I cannot pass first mission...
When the order is to build buildings on marked area, I build on every spot but nothing happens, am I doing something wrong or what?
Eggman
File Author
Hi Philla- All the required hills are marked with red & bones and have a decent enough area to make the trigger fire (but as said in the instructions, Towers won't count). The Latin Capitol is sitting on one of them, so you at least have to destroy this much to complete that part. Making the buildings can be done any time, but the plot doesn't advance until you wipe out an enemy, so if you made the buildings but didn't kill off the Latins, it may appear as if nothing is happening. In later versions I send more messages when the player is done building up Rome, so it may be more helpful to just get a fresh download.

Anyone else who has been playing version #1, may want to try version #2 as the third scenario has been significantly changed.
Joao Alves
Rating
4.9
Breakdown
Playability5.0
Balance4.7
Creativity5.0
Map Design5.0
Story/Instructions5.0
Overall review:

I played this campaign on hard difficulty.
I really liked variety in this campaing, there was linear missions and missions that let the player build where and how he wants, also there was many different ways of objectives and some nice nostalgic and funny references for the players that remember your official Empire Earth Campaigns, i laughed out loud when you got the «Truck» in play to win :P

• Scenario 1: I liked the freedom you gave the player in this mission to play it like he feels is best. Some of the initial battles when the areas get accessible aren’t that easy and you need good micromanagement and usage of towers/morale to succeed, good balance, although i found the enemies in the north that had most oft he map oft he enemies was way to easy to beat and could be given more towers and units for a more rewarding fight.

• Scenario 2: Very Nice map design and eye-candy usage! One thing i think could be improved: the fight in carthago is way to easy, imho there should be more defense troops, towers in city and ships in the bay so that the victory there feels more « earned ».

• Scenario 3: The map was well designed, the first part of the mission with the survival battles is intense and fun, good army balance oft he enemy, also liked that you let the player the choice which units he wants to use for battle.

• Scenario 4: Really liked the design of this mission with usage of priests, the enemy was quite annoying and attacked from several sides, it was tense and fun to play. Excellent video before the mission, really liked how you did it and the map (especially the mountains) looked really nice.

• Scenario 5: Liked it, good alternation tot he other missions with the trading, the sea battles wasn’t that easy and the fight at the bay fromt he enemies with the strong upgraded towers was enough challenging to make it a good experience.

• Scenario 6: Excellent map design and well designed cities. The longer the easier the fights get, however i have no idea if it’s possible to beat this before 1870 to get the extra rewards on hard, for me the time was up way to quick, did you beat it in time when testing? I may try on easier difficulty to get it done, good replay valvue with those hard extra objectives. Imho i think you should make the collosseum not attackable (as if the country would support you after this, LOL) or give the player a big reputation drop if destroyed ;)

• Scenario 7: Liked the idea with the supply of your computer allies ressources, great creativity and the map was well designed, nice frontlines! For me the scenario felt way to easy, i never had the feeling of pressure of the enemy on the allied Players, i think you could make them more aggressive and make em launch more attacks, maybe not that easy since computer player battle balance isn’t that easy to accomplish. One thing that confused me was that in the game introduction it said «you will be only able to produce aircraft », but ingame i could also make ships lol :D.

• Scenario 8: Nice map and freedom for the player, cool idea with the usage of the italian officer. The counterattacks of the enemies was nice, however the scenario felt way to easy and air wasn’t a problem at all like described in the introduction. The last fight for the city after building up again felt way to easy, there was almost no resistance, could maybe made harder imho.

• Scenario 9: Amazing Video that makes one excited for the mission before playing, nice interwaving of your russian campaign with this one. The map was great and the «air raids» oft he enemy could make your gold income plummed hard ;), imho i think on hard difficulty you could make more frequent attacks oft he enemy to make it a bit harder, however great work!

• Scenario 10: Nicely done credit video :)


Ratings:

• Playability: 5
The playability of the campaign was excellent, it was a pleasure to play such a well designed work, the trigger worked flawlessly and the flow of the scenarios was nice and they had a good lenght! Good replay value and freedom for the player in most missions.

• Balance: 4.7
It was well balanced overall (especially since you made this work in this short time !), many mission had a good enough computer enemy to make it a good experience. For an good player, imho a small part oft he missions felt a to easy tho and could be more improved in terms of more frequent attacks. However balance is imo the hardest part of creating a scenario because it can be really time consuming, thisfor i only small malus, making a good computer balance is an art in itself and not easy and you got it ;).

• Creativity: 5
Absolute excellence from you here, you can clearly see that you are an expert in putting the piececs intelligent together for a comprehensive player experience. Humorous implementation of some your original Empire Earth Campaigns references (Bah, filthy swamp !)

• Map Design: 5
The maps was all very well designed (nice usage of elevation files of italy!) and had some nice cities, landscapes and mountains, also there was very good usage of eye-candy. Masterpiece.

• Story/instructions: 5
Excellent, great history span through italy and great finish interlinked with your original Empire Earth work. I really appreciated your work on the history tab, i learned a lot about the Italian History. The instructions was flawlessly executed.

• Overall: 4.9, Conclusion : A Masterpiece of the Editor Master himself ;) thank you so much for this, it was an absolute pleasure to play and holds up easy with the standard of your old work :)

I can just recommend to play this and experience it yourself !





Joao Alves Overall review:

I played this campaign on hard difficulty.
I really liked the variety in this campaing, there was linear missions and missions that let the player build where and how he wants, also there was many different ways of objectives and some nice nostalgic and funny references for the players that remember your official Empire Earth Campaigns, i laughed out loud when you got the «Truck» in play to win :P

• Scenario 1: I liked the freedom you gave the player in this mission to play it like he feels is best. Some of the initial battles when the areas get accessible aren’t that easy and you need good micromanagement and usage of towers/morale to succeed, good balance, although i found the enemies in the north that had most oft he map oft he enemies was way to easy to beat and could be given more towers and units for a more rewarding fight.

• Scenario 2: Very Nice map design and eye-candy usage! One thing i think could be improved: the fight in carthago is way to easy, imho there should be more defense troops, towers in city and ships in the bay so that the victory there feels more « earned ».

• Scenario 3: The map was well designed, the first part of the mission with the survival battles is intense and fun, good army balance oft he enemy, also liked that you let the player the choice which units he wants to use for battle.

• Scenario 4: Really liked the design of this mission with usage of priests, the enemy was quite annoying and attacked from several sides, it was tense and fun to play. Excellent video before the mission, really liked how you did it and the map (especially the mountains) looked really nice.

• Scenario 5: Liked it, good alternation to the other missions with the trading, the sea battles wasn’t that easy and the fight at the bay fromt he enemies with the strong upgraded towers was enough challenging to make it a good experience.

• Scenario 6: Excellent map design and well designed cities. The longer the easier the fights get, however i have no idea if it’s possible to beat this before 1870 to get the extra rewards on hard, for me the time was up way to quick, did you beat it in time when testing? I may try on easier difficulty to get it done, good replay valvue with those hard extra objectives. Imho i think you should make the colosseum not attackable (as if the country would support you after this, LOL) or give the player a big reputation drop if destroyed ;)

• Scenario 7: Liked the idea with the supply of your computer allies ressources, great creativity and the map was well designed, nice frontlines! For me the scenario felt way to easy, i never had the feeling of pressure of the enemy on the allied Players, i think you could make them more aggressive and make em launch more attacks, maybe not that easy since computer player battle balance isn’t that easy to accomplish. One thing that confused me was that in the game introduction it said «you will be only able to produce aircraft », but ingame i could also make ships lol :D.

• Scenario 8: Nice map and freedom for the player, cool idea with the usage of the italian officer. The counterattacks of the enemies was nice, however the scenario felt way to easy and air wasn’t a problem at all like described in the introduction (maybe there was some bug?). The last fight for the city after building up again felt way to easy, there was almost no resistance, could maybe be made harder imho.

• Scenario 9: Amazing Video that makes one excited for the mission before playing, nice interwaving of your russian campaign with this one. The map was great and the «air raids» oft he enemy could make your gold income plummed hard ;), imho i think on hard difficulty you could make more frequent attacks oft he enemy to make it a bit harder, however great work!

• Scenario 10: Nicely done credit video :)


since im not sure if there is still an admin here who will check ratings to submit them i place them here lol

Ratings:

• Playability: 5
The playability of the campaign was excellent, it was a pleasure to play such a well designed work, the trigger worked flawlessly and the flow of the scenarios was nice and they had a good lenght! Good replay value and freedom for the player in most missions.

• Balance: 4.7
It was well balanced overall (especially since you made this work in this short time !), many mission had a good enough computer enemy to make it a good experience. For a good player, imho a small part oft he missions felt a bit to easy tho and could be more improved in terms of more frequent attacks. However balance is imo the hardest part of creating a scenario because it can be really time consuming, thisfor i only give a small malus, making a good computer balance is an art in itself and not easy and you got it ;).

• Creativity: 5
Absolute excellence from you here, you can clearly see that you are an expert in putting the piececs intelligent together for a comprehensive player experience. Humorous implementation of some your original Empire Earth Campaigns references (Bah, filthy swamp !)

• Map Design: 5
The maps was all very well designed (nice usage of elevation files of italy!) and had some nice cities, landscapes and mountains, also there was very good usage of eye-candy. Masterpiece.

• Story/instructions: 5
Excellent, great history span through italy and great finish interlinked with your original Empire Earth work. I really appreciated your work on the history tab, i learned a lot about the Italian History. The instructions worked flawlessly and was done very well.

• Overall: 4.9

Conclusion : A Masterpiece of the Editor Master himself ;) thank you so much for this, it was an absolute pleasure to play and it holds up easy with the standard of your old work :)

I can just recommend to play this and experience it yourself !

[Edited on 05/13/21 @ 07:39 PM]

Philla007 Hello again Eggman! I have once again built buildings on all 7 hills and still nothing happened... I even used latest version of campaign.
If you want I can show you on Discord via DM.
Eggman
File Author
Getting ready to release another update as soon as I see what Philla007's issues are. I looked at scenario #9 and saw that some of the triggers I have in place to keep resources from depleting at the wrong time are in fact resetting their values to a level that is way too high, so I will be adjusting this down significantly. A good player shouldn't run out of resources but they won't be effectively limitless.
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Rating
4.9
Breakdown
Playability5.0
Balance4.6
Creativity5.0
Map Design5.0
Story/Instructions5.0
Statistics
Downloads:92
Favorites: [Who?]3
Size:224.66 MB
Added:05/06/21
Updated:06/05/21