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Thanks for the fast response!
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A question: Do you know if this kind of custom campaigns are going to work in Definitive Edition of AOE2 ?
I also had the Spanish princess bug out-this might be because I sailed a bunch of Longboats to sack the city before bringing any units into the city walls. The trigger worked in free-play though, so it wasn't a huge deal (I had way too much gold by then anyway).
I actually used a variation of this method in this scenario, but that's even more complicated to explain.
While the technical; aspect (recruiting, raiding) was cool, for me it didn't result in an efficient/challenging gameplay. You raid tons of gold, but with only 4 villagers the entire mission everything is just slow without a valid reason. i'd rather prefer very little resources of everything rather than just gold when destroying buildings. When you reach the Spanland, it gets hard for no reason. SInce you have a popcap of 75 without the ability to create a wide cariety of counters, your army gets decimated by the billions of saracen monks, mamluks and cav archers. The only way to tackle this is through hit and run, which makes the gameplay just tedious and long . At Ragnars raids i liked the story progression and the challenges/rewards that pop along the way, even though at the end it got a tad too easy.
I also like the idea of a cataclysmic event, though I don't think the game needs it.
Laastly, I too encountered a bug with the Princess of Iberia, she stayed as Viking Ally, even after I cleared everything Yellow from around her ( and the rest of map ;) ), and gathered all heroes around her.
I have to say though, hands down, one of the most enjoyable scenario's I've ever played on AoE - quite likely only topped, by other of your scenario's! Please keep making them, you are a Scenario Editor God! :D
Honestly, I was a little worried about it feeling samey, after Ragnar's raids, but it has enough of it's own character, to be a little gem in it's own right.
REALLY liked the addition of using each hero to summon different warbands, as that was one of my few issues with Ragnars Raids - touching the base spanwing units you didn't necessarily want.
Also, I had forgotten quite how satisfying it is to take down Castles with Elite Longboats >:D
If you want to finish the scenario quicker (or before you run out of gold), focus on first destroying the pre-placed armies that civilizations field, and then demolish their military production buildings, and they will run out of steam (the Franks, for example, can keep on churning out paladins if you don't destroy the stables, so I sent tarkan suicide squads to destroy them, as the paladins were completely damming my advance).
Clear out the easy areas, such as Corsica, Sardinia, the Balearics and oases in the Sahara desert. Then use your resources to build up armies with siege rams to raze the fortified cities.
It's completely unnecessary to invest in a navy of any sort - carefully managed transport ships are sufficient.
It's quite easy to lose fishing boats (to Langobard towers) and even villagers which can permanently handicap your economy. I would suggest that future scenarios of this kind would have a means of replacing lost villagers and fishing boats. In other ways, this scenario is extremely forgiving as your dead heroes are immediately resurrected and there is little of an existential threat. How about adding a cataclysmic event of some sort sometime in the mid- to late-game that actually threatens you with total defeat, forcing you to move base and fight tooth-and-nail to stay alive (something like the Mongol invasion in Medieval II)?
Unlike other commenters I wouldn't say this scenario was awfully hard. The beginning was challenging but as you age up, upgrade your troops, gather the heroes and amass the resources you need to field large armies you can largely abandon amphibious hit-and-run raids and engage in straight-up land campaigns of conquest. At that point it became pretty grindy, but remained enjoyable. There was definitely a sense of progression as you destroy civilization after civilization. By the end of the game, my motley band of Viking footmen had developed into a huge cavalry force that swept across the Iberian peninsula, crossed the Pyrenees, and devastated the Francian countryside. At which point, I encountered paladins. And spent hours mustering more cavalry to finally take out the Franks, which was a bit of a struggle.
A quick bug report
The Spanland princess did not flip to my side when I 'liberated' her. Also, I'm not sure whether this is intended but you can train tarkan/boyar warbands even when it exceeds the population limit.
Note: If you march & sail a little towards Rome (right at the beginning) with a bit of bad luck you suddenly have two lightships in front of your only port and have lost.
Some parts of the map are less accessible by boats, lots of walking time needed, with less potential for conducting amphibious assaults. Too much gold while other resources
trickled in too slowly, maybe offering us a chance to purchase other resources through random events? Eg sparing towns to obtain resources, or temporary alliance allowing for trade?
Warbands are ok, but for Standard I only went for Berserks, since access to monks was limited. Disabling siege workshops makes walking time a big problem, since rams are absolutely needed.
Requirement of heroes for recruitment is also problematic - travel time or losing a decent fighting unit. Of course the idea of the hero coming back to raise a new warband is cool - but can recruitment be done through taunt, for example?
Still enjoyed it and maybe will play again at a higher difficulty :)
- Changed Princesses (Queen units) from Gaia to AI Player 8 Vikings.
- Changed Haraldr (Hero Charlemagne) from Gaia to AI Player 8 Vikings.
- Added a time delay before enemy players research new technologies after the Human Player reaches the Castle and Imperial Ages. This means the AI will still approximately mirror the Player's advancement, but with enough delay to allow the Player to briefly use a technological advantage.
- Made cosmetic tweaks to water.
- Added triggers which inform the Player when units are near recruitable heroes to make it easier to locate them
- Player can now see objective Wonders on all difficulties, instead of just Standard
- Player receives Careening from the start of the scenario
- Villagers converted by Players 6/7 (Langbardaland and Frakkland) now automatically return to Player 1 control
Playing on hard without knowing the map and the location of the heroes is nigh impossible (maybe some hints in the description would be an option?). You have to scout very well and test the enemy bases, where they reproduce what units. Raid the weak spots and towns without reproduction facility first. With this knowledge it is still a tough challenge due to tech tree limitations. The water is neglectable imo, they just start training ships as well, when you go water.
Especially for the teal and yellow bases you need an army of the right ~65 units sized warband combinations and siege rams. The teal elite axemen and paladin combo is still deadly. Turn up the speed for the time on sea.
Maybe put it in the hints as well not to attack teal too early. It happened to me twice that i had teal monks all along the river shoreline after one raid and they converted my villagers several times.