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Overall the new campaign scenarios are good (At time of writing 4 scenarios have been released). Looking forward to future maps. Mainly playing on Hard and Titan difficulty.
The standout mission imo is #2 Consequences. The additions to the map makes it feel more like a fortified island, but in terms of gameplay on higher difficulties it could be spiced up a little by adding an additional water attack vector. Currently the Kebenit are only sent from the main docks of the base via the southern parts of the map, leaving the top part "empty".
Mission #3 Scratching the Surface has some nice terrain changes but is my least favorite among the currently released scenarios. The added defenses (to both dock areas and main base) and extra ships to prevent Scylla rushing is great. But the scenario is way too passive. The Trojan bases do nothing unlike the original. Everything you have to contend with is a teleporting army from the main base which is weaker than the original scenario. The OG mixed in Minotaurs and Nemean Lions with their attack waves. While Empedusae are added, they are laughably weak. As it stands, the waves are hard countered by myth units. Furthermore, the OG also researched tech and aged up to Heroic Age as time in the scenario progressed.
My suggestions for improvement are the following:
For Mission #2; An additional harassment force from the northern docks going via the west would make for a bit more juggling of forces between the land and sea.
For Mission #3; Re-enable some of the old AI functions/triggers to let it research as time goes on. Replace the myth unit in the attack waves to something more impactful. After the first wave, add a hero unit to the attack waves. Allow the AI to mix in a few of the Shades produced at the temple for each wave. Add harassment options for the side base, such as sending a juggernaut/pentekonter/trireme or two.
Score: 4/5
Will also take your comments on mission two, and improve it alot.
Thank you again, too make this mod greater.
Something seems to have broken on the mission 4 "A Fine Plan". When starting from the campaign menu it starts the player as the Trojans. When Playtesting the scenario via the editor, Player 1 (Arkantos) can be chosen as normal.
Mission 5 "Just Enough Rope" breaks on start. Throwing errors like XS: Error 0172 'cTechAge3Aphrodite' is not valid, causing the AI to stop doing anything for the rest of the scenario. Have the mods in the order listed under Zeus Forge Minor Gods workshop entry.
Mission 6 "I Hope This Works" is pretty dull. While the Town Centre shows the Age up option, you're limited to building archaic age buildings only (i.e., no barracks, stables, archery ranges, armory, or towers). Training myth units is disabled meaning the only additional troops you can build is Jason from the Town Centre or Tholos. On higher difficulties, letting the scouts escape doesn't seem to matter and the Trojan's no long cast Forest Fire on your closest woodline during any of the raids.
Mission 7 "More Bandits" has a group of ~7 scorpion men taged a neutral just standing around near the bandit base.
Will reupdate mission 4.
5 is a known issue, i notified cannibahl for it. It shall be fixed soon. Its the ai file out of the campaign. Will add more triggers for a better ai feeling. Like vills building forward bases etc...
I will recheck then mission 7 and do additional triggers for better effect. Will remove the triggers of the campaign. Sadly alot of them are only enabled with the ai, so i will overthrow their conditions.
Will see what the neutral scorpion men should do an make the nec. changes. I play all the scen. on hard, they probaly are used on Titan. The first part i found pretty easy, the second with sieging the migdol stronghold was alot harder. I will buff it up a bit.
Thanks again for notifying me. And stay healty and save.
greetings and I hope not to disturb