Great White Sharks Guard Water Supply and River
Pirate Treasure Fort fend off pirates for the gold
2 Maya or Inca Settlements to discover
2 Battles right at start
1 for the high ground which contains a
sacred temple site
1 for the Treasure Cove contain 2 Pirate
Treasure ships that were wrecked looks like
the Great Whites had a good feeding time
***Ghosts of these victims may appear***
Caribbean Feel and Scenery
***With Night and Day cycles every
3 to 5 minutes***
some people dont like night and day cycles so if you open the editor just delete the Grouped Triggers but dont delete the Ungrouped one
Posted on 12/12/07 @ 05:07 AM
Is that 3 to 5 game minutes or 3 to 5 life minutes?
I think it would be better if you were to increase it to 15 min intervals or something a bit higher as 3 - 5 is rather fast.
Also i was wondering about weather effects, is there rain and storms in any of these editors out there? That would kinda cool :)
Posted on 12/15/07 @ 07:36 AM
(Enjoyed playing through the scenario..Liked the battle at the beginning. The day / night idea was nice. Some treasures to get. The walled in treasure was cool)
(still a tad too easy - I dont think the enemy was making enough units and the towers wernt being upgraded from the basic level 1 to the cannon in the level 3 upgrade)
(Nice battles at the beginning - night and day times. I thought the scenario was creative with lots of thought being put in. Maybe a bit more info on the story of why we were fighting might be nice. )
Map Design: 3
(Was good. Still a bit "hilly" in some locations. )
(No story / objectives. But it was easy to see what you had to do)
Prefer this from Virgin Battles 1. Defo some improvement!! Keep it up!
Posted on 01/06/08 @ 09:02 PM
I download it and unzip it but it is an AGE3YSCN file. How do I fix it?
Posted on 03/22/08 @ 01:38 PM
Here we go! The playability on this scenario was enhanced simply by the fact that there was more to do....treasure wise. Interesting variety of treasures. The AI is still way too non-aggressive. I always like to start a scenario with some kind of battle so that was cool....sort of keeps you on your toes early on.
Like Virgin Islands I the AI is totally lacking initiative. If the AI gets similar resouces it should be aging much more quickly and spamming many troops. This AI is quite easy to overwhelm.
There is much more going on with this map than in Virgin I. There is a bunch of interesting things going on with treasures etc. Again, story would have pushed this number higher, as would a reason for the pyramids on the map. They seem like strategic objectives, yet they can not be captured...
Map Design: 3
A few issues here and some improvement over Virgins I. Lots of eye candy...always a good thing to me...shows some artistic qualities. The map is a bit more open for building, though still kind of small for my taste. A couple of issue though...the treasure that's walled...the pirates never really defend it...they just stand around getting killed. That is a helluva lot of booty to just let someone come up and take! Also...the Indian Trade Posts...I can't build on em...a couple fixes like those and the map score could hit a 4.
Arrrrrgh...heheheheh Again...no story to speak of, even though the design of the map promises to have a lot going on...You could REALLY help your overall score by adding a bangin' little story line to go with your scenario!
I like this one much more than Battle For The Virgin Islands I. Not quite there yet, but a significant improvement...add some story, upgrade the AI to be more aggressive in attacking and building, and fix the couple map glitches and you'll have a kickin' scenario! =)