CAMPAIGN - Roanoke 3: History and the Freemasons(V1.05)
Posted on 08/01/07 @ 03:23 PM (updated 10/04/07
Roanoke 3: History and the Freemasons (Version 1.05)
Farther into the future the great Roanoke people and other newer friends who have survived still struggle to stop Jod and Ickh. This new area
of time is confusing to them, great changes of history have been made by Jod and Ickh to help their situation in the future, and to help the Ones("owns").
Their destiny will happen. The Freemasons are also trying to stop them and use Ones("owns") themselves, the Freemasons are only trying to gain power
by doing so. The strange people of the ruined Roanoke including Virginia and Brogs struggle to stop Daniel Boone and Jod from stopping them.
Created by CaveTown
To install, simply use the installation program. This will overwrite The Warchiefs campaign, but you can easily restore the warchiefs campaign by using the Uninstallation program. Both included in this zip.
To play, go to the Campaign menu and select the Fire and Shadow campaign.
I would like to give thanks to...
` And anyone else whom might have helped me along the way of making this campaign. This campaign has taken over a year to make, so I hope the for people to think of it as the best of quality; feel free to tell me whatever you would like to about this campaign, whether you like it or not, or whatever. Thank you :)
Please send questions and comments to the forum threads, download section or this email adress: CaveTown@hotmail.com
-CHANGES IN NEW VERSIONS...
-FIXES MOST OF THE PROBLEMS THAT THE PLAYTESTERS HAD, AND CHANGED A LITTLE BIT OF THE STORY. IT COMPLETELY CHANGED THE CAMPAIGN.
-FIXED A PROBLEM MAKING THE FINAL PLAYABLE SCENARIO NOT WORK.
-FIXED A PROBLEM MAKING THE FINAL SCENARIO NOT ADVANCE TO THE FINAL CINE.
-PLEASE PAY ATTENTION HERE, IT MAY SEEM LIKE IT'S NOT GOING TO DO ANYTHING AFTER THE FINAL PLAYABLE SCENARIO, BUT IT IS; IT JUST TAKES A WHILE FOR IT TO LOAD.
-FIXED THE PIRATE AND OTHER MERCENARIES SPAWNING AFTER THE MEXICAN BASE IS DESTROYED PROBLEM ON THE FIRST SCENARIO.
-FIXED THE FINAL GOAL IN THE FIRST SCENARIO, ALLOWING YOU TO BUILD THE FINAL OUTPOST A LITTLE FARTHER FROM THE MEXICAN BASE THAN BEFORE.
-ADDED EXTRA GOLD NEAR BASE ON FIRST SCENARIO.
-MADE SOME MAP DESIGN CHANGES TO JACKSON CITY IN THE SECOND SCENARIO.
-REMOVED HALF OF THE SAMURAI ENCLAVES STARTING VILLAGERS IN THE SECOND SCENARIO.
-GAVE THE AZTECS A WARCHIEF ON THE SECOND SCENARIO.
-RAILROAD WORKERS GET 10 MORE HITPOINTS IN THE THIRD SCENARIO.
-THE OUTPOST GETS 2000 LESS HITPOINTS IN THE THIRD SCENARIO.
-REMOVED 14 OF THE STARTING COLONIAL MILITIA IN THE FOURTH SCENARIO.
-FIXED SOME OF THE BORDER OF THE FIFTH SCENARIO MAP DESIGN.
-CHANGED DAMAGE THAT IRONCLAD DOES TO WAR CANOES WHEN RUNNING THEM OVER IN THE SIXTH SCENARIO.
-DESTROYS WALLS OF THE PEACEFUL NATIVES NEAR THE ALAMO IS THE FINAL SCENARIO.
-REMOVED MOST OF THE AMERICAN ARMY THAT CAME BEFORE, TO REDUCE LAG IN THE FINAL SCENARIO.
-REMOVED SOME OF THE BLACK TEAM SPAWNS IN THE FINAL BATTLE, TO REDUCE LAG ON THE FINAL SCENARIO.
-ADDED A MESSAGE AFTER YOU WIN, SAYING IT WILL TAKE A WHILE TO LOAD THE FINAL CINE, IN THE FINAL SCENARIO.
-FORBID PLAYER 1 FROM BUILDING AN OUTPOST, A NATIVE EMBASSY AND/OR A TOWN CENTER, IN THE FINAL SCENARIO.
-FIXED A SMALL HOME CITY NOT WORKING PROBLEM FOR ALL SCENARIOS.
-TOOK OUT COPYRIGHTED MUSIC OF OTHER THINGS TO MAKE SURE THAT IT CAN BE USED BY A GAME MAGAZINE COMPANY.
-CHANGED A LOT OF THE MUSIC IN THE SCENARIOS, FOR THE MAGAZINE COMPANY, AND FOR OTHERS WHO DON'T LIKE THE MUSIC.
-A SMALL PROBLEM WITH THE INSTALLER OF v1.05 WAS FIXED.
Representing Liquid Fire Studios. Find us and our other projects at http://liquidfirestudios.net/
|Author||Reviews ( All | Comments Only | Reviews Only )|
This review is for the first scenario only.
Fun scenario, interesting story.
I notice a few issues with the triggers that affected the game play – see comments bellow.
It was challenging at the beginning but then after awhile the AI didn’t present much of a challenge.
Very creative campaign with a nice story and several scenarios to play with.
Your install and uninstall programs are top notch.
Map Design: 4
Map design was nice but I didn’t see much eye candy.
Very nice story and clear instructions.
There were some issues with the triggers for the first scenario,
Pirates kept spawning at the right side of the map even after I destroyed the Mexican base.
In addition to that they were idle (over 50 of them).
I suggest adding the condition “Is Alive” for the TC, so the pirates stop spawning after the TC is destroyed.
I also didn’t get the victory message even after I built the Outpost next to the Mexican base.
It is not possible to build the outpost inside the base because the game prohibits from doing so even after the base is destroyed.
So I built the outpost as close as I could to the base but the victory message didn’t show up.
I looked at the victory trigger and noticed that the radios is too small – 30.
I suggest you increase it to 50 or 60 and that should fix the problem.
I also noticed that you leave too much for the “AILoadstandard”.
The AI had long gaps between attacks later on which affected the challenge level.
I suggest using a second AI (“Age3AI”) and add a few smaller attacks in between the large attacks.
I also think that it would be nice to have higher home city level with more than 15 cards.
Overall it was a fun scenario and I am planning to play the rest of your campaign.
I would recommend this campaign to everyone.
Congratulations on your achievement.
[Edited on 08/02/07 @ 04:20 AM]
I am giving the campaign an overall rating...though it would be more fair to rate it on a scnerio by scenario level...
Overall the playability was excellent with a couple of issues due to map design...see that for more
Overall balance was very good...the black army is damn hard to kill. The robots in the final scenario were a bit over the top I think but hey, it made it interesting.
Super creative even if a bit confusing at times.
Map Design: 3
I have to ding you a bit here...but mostly on one of the scenarios...the one with the Iroquois and the Ironclad..The elevations were waaaaaay too extreme...it was difficult to maneuver due to the height of mountains and trees...overall though an excellent job...maybe a bit more eye candy on a couple levels...the friends on the mountain map was pretty plain. Some scenarios had some excellent eye candy. Also I'm not a big fan of the rotating map like in the scenario with the Iroquois and the Ironclad...that ALWAYS screws me up...
The objectives were pretty clear...I did have a bit of trouble following the complete story but that may just be me. Overall really well laid out...
Lewis and Clark is spelled "Lewis" and not "Louis"...there was some other grammatical things that made it a bit unclear on the story but overall an EXCELLENT job on this. Cinematics worked well and it's obvious that you put an amazing amount of work into this! Well worth the dl guys....FUN!
Fun but becomes a little repetitve.
A little on the easy side, try adding different versions according to difficulty.
Not too creative seeing as it is very similar to the campaign that comes with the game.
Map Design: 4
Not bad at all but not great either.
I find your storyline somewhat difficult to follow. You throw all of these characters in without much characterization so I'm not connecting with your story. Try to focus on less characters and more characterization.
Overall an average scenario although it is much better then a lot of the scenarios out there. Still it is worth a download. Keep up the good work man and looking forward to your future projects.
The Levels were excellent, and had good dialog in them. They allowed you good leeway on how to accomplish your objectives, which I hold in high regard.
The Levels were challenging, but not the type of hard that makes you too frustrated to play. Just right, though there were a couple easy levels.
As always, Cavetown, I found it very creative and original, an outstanding hybrid of history and imagination
Map Design: 5
The maps were a nice size, and had the right amount of eyecandy. Not distracting, but giving it an extra touch. The maps fit well with the regions they portrayed.
I didn't find the story quite as good as 1 & 2, but it was fine nonetheless. I docked a point because the whole 'owns' with mystical powers thing was a tad hokey.
All in all, the effort put into this shows. It was a fun adventure and keeps the Roanoke series firmly in my 'favorite custom campaign' slot. A few things i need to say, though:
I didn't like the weird music in the last scenerio, and though it was not in the last one, I found the track 'the end music' was overused.
I might have docked you more for the confusing 'owns' thing, but the end was funny enough to balance that. I mean the part where Ichk is watching them from the ledge and they say "you know he's been watching us for a while now."
I just loved that one, because people always spy on them from two meter high cliffs.
Good campaign, though not beating number one, which is still my favorite.
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Map Design: 4
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Additional Comments:This is very fun campaign and missions are fun too even that there is often overpowered enemy.Creativity gets 3 because i don't realy like the diea and same thing in story