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Downloads Home » Single Player Scenarios » The Tapir Witch Chronicles: Immortal Cows

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The Tapir Witch Chronicles: Immortal Cows

Author File Description
MosheLevi
File Details
Game Version: AoE3+TWC+TAD
Screenshot:
The Tapir Witch Chronicles: Immortal Cows

This is a 2V2/FFA Supremacy Single Player for 4 players.


This scenario offers many interesting new strategies with unique game play abilities.


This scenario is for TAD+TWC (so you need to have them both).


New Features


1. Break the Immortal Cow Spell – Capture as many Sacred Cows, Yaks, and Water Buffalos, and send them to your Fire Circle . The Fire Circle will break the Immortal Cow spell and the animals will return to their original human form.
These powerful mercenaries will then join your army and fight for you.
These powerful mercenaries include: General Custer, Alain, Shogun (that can train stealth warriors), Daiymo (that can train Japanese warriors), Mameluke, Elmeti, Grand Cannon, Heavy Cannon, Black Riders, Swiss Pikemen, and more….

2. Resources Dropping from the Sky – There are 15 Resource Drop Sites around the map where resources fall into periodically. Control as many of these sites as possible in order to collect more resources than your enemy.

3. Raid Villagers with your Super Ninja unit – Your Super Ninja unit is very powerful and it has special abilities. He has 5000 HP and once he is wounded (50% damage) he Teleports himself automatically to the Fire Circle where he can get healed very fast.
Your Ninja is also super fast and you can use him to raid enemy villagers that collect resources at remote drop sites.
You can even Teleport your armies to you Ninja (see next feature).

4. Teleport your Armies behind Enemy lines - You can Teleport your armies periodically from your “ Teleport Court ” to your Ninja. Use this ability to attack enemy villagers at remote drop sites, or to conduct surprise attacks from unexpected locations.
You can even teleport buildings from the Teleport Court .

5. Capture one or both Churches and receive free Priests and/or Boneguards – These Churches are guarded by Boneguard, but once you capture one or both of them you will receive free priests and later on (once you have 5 priests) you will receive free Boneguards.

6. Discover the Secret Magical way to Defeat the Tapir Witches – Once you defeat your enemies the Tapir Witches will appear.
You have to discover the secret magical way to defeat them before they turn your entire army into Cows.
There is a 10 minute time limit to defeat the Tapir Witches before the Flying Siege Tapir Witches show up and blow up all the bases.


The Challenge


The Tapir Witches use a spell that turns near by enemies into Cows…….


Once you defeat your enemy you will face the Tapir Witches.
Defeat the Tapir Witches before they turn your army into Cows
.

EDIT:


A new version has been uploaded.

Now the player can see instructions on how to defeat the Tapir Witches once he defeats his enemies.


Game Play


The main game play is described above in the “New Features” section.

For more information about the game play read the “Story” section.

This is a 2V2/FFA scenario where any combination of teams can be set up.
However, random teams are not supported.
Computer players are also supported.
In fact the computer players are so good at capturing the cows and converting them into mercenaries that even Moderate level can be challenging.

Players start with a fortified base with Fort walls and 4 towers.
Each player gets his own Fire Circle next to his town center.
The Fire Circle heals units very fast so it is important to use it often.

Each player gets constant resources from his home city (every 30 seconds).
However, if you lose your town center (and you don’t have any other town centers) then your home city will stop shipping you resources (until you build a new town center).

If your starting town center is destroyed then the Fire Circle will be deactivated and it will NOT heal army units any more.

There are some resources scattered around the map but not many, so you may not want to train too many villagers.

You CANNOT build resource collection buildings such as Mills, Farms, plantations, Banks, and so on.
You will have to rely mainly on crate collection from the various resource drop sites.
Crates fall from the sky every 90 seconds.

There are many Sacred Cows and some Yaks, and Water Buffalos scattered around the map.
These animals have huge HP and they are also Immortals (you can’t kill them).
Capture as many as you can and send them to your Fire Circle .
The Fire Circle will break the “Immortal Cow spell” and the animals will return back to their original human form.
These powerful mercenaries will then join your forces.
New Sacred Cows, Yaks, and Water Buffalos will constantly appear in the area.
If you lose your starting Town Center then the Fire Circle will be deactivated and it will NOT break the spell “Immortal Cow spell” any more.

Your Super Ninja unit is very powerful and it has special abilities.
He has 5000 HP and once he is wounded (50% damage) he Teleports himself automatically to the Fire Circle where he can get healed very fast.
Your Ninja is also super fast and you can use him to raid enemy villagers that collect resources at remote drop sites.
Your Ninja will not be able to teleport himself to safety if the Fire Circle is deactivated.

You can Teleport your armies periodically (every 60 seconds) from your “ Teleport Court ” to your Ninja. Use this ability to attack enemy villagers at remote drop sites, or to conduct surprise attacks from unexpected locations.
You can even teleport buildings from the Teleport Court .

There are two Churches that can be captured with 5 army units or more.
You receive free Priests and/or Boneguards from these Churches after you captured them.
At first they are guarded by Boneguards, so you will have to kill them before you can capture them.
Players can capture each other’s churches.
Once you capture a church you will receive free priests and later on (once you have 5 priests) you will receive free Boneguards (every 2 minutes).

After you defeat your opponents the Tapir Witches will appear with their armies of wild animals.

The Tapir Witches will turn your army units into Normal Cows once they are within their line of site.
You can shoot at the Tapir Witches from far range but it is impossible to kill them using this conventional method because they have 400,000 HP each.
Your objective is then to Discover the Secret Magical way to Defeat the Tapir Witches.
You have 10 minutes to defeat them.
After 10 minutes Flying Siege Tapir Witches reinforcement will arrive and they will blow up everyone’s buildings.

Normal cows (previously your army) have huge HP but they are NOT immortal.
If you send normal Cows to your Fire Circle (near your TC) they will then turn into Longbows since their original identity has been lost.
Sacred Cows will still be converted to Mercenary units.

Once the Tapir Witches appear, resources will NOT fall from the sky any more.

Every player gets a Flag Bearer that can be used as a way point for rescued mercenary units. All army units from inside the Fire Circle will follow the Flag Bearer automatically.

Explorers are automatically ransomed for the price of 100 gold (I added this feature because the normal random feature doesn’t work for European explorers in custom scenarios).

You CANNOT accumulate more than 11,000 of each resource.

You can locate your Ninja and your Flag Bearer if you can’t find them.
See “Tips” for how to do that.

Once the Explorer has 95% damage he will be ransomed for you automatically for the price of 100 gold.
Your Explorer will reappear inside the Fire Circle where he can heal fast.

Walls are more expensive (50 extra wood per wall connector) so players can’t spam walls.

For additional game play information such as the Story behind this scenario and Tips please visit this thread:
”The Tapir Witch Chronicles: Immortal Cows“ Scenario Challenge

Screen Shots

Map Overview
Stronghold
Stronghold + Teleport Court
Teleport Court
Base
Fire Circle
Landscape
Brave soldiers fighting Lions, Bears, and Cougars
Tapir Witches showing up
Tapir Witches turning army into Cows
Tapir Witches Blowing up the base
Tapir Witches Blowing up what’s left of it


Scenario Versions


I have included 4 scenario versions with 3 difficulty levels for each one of them (Easy, Normal, and Hard).
Each scenarrio version allows you to play with a different civ.
The playbale civs are:
China, Japan, India, and Sioux

The first 3 are 2V2 scenarios where you have an ally.
The Sioux civ version is a FFA game.

Installation Instructions

Please note that these scenarios don’t mod your game in any way.

Copy all the “Tapir Witches….age3Yscn” files to
"My Documents\My Game\Age of Empires 3\Scenario"

You can copy just the scenario versions that you want.

Copy all the "Homecity…….XML" files to
"Program Files\Microsoft Games\Age of Empires III\Campaign\Wonders"

Copy the music file EdgeOfTheUniverse.mp3 to the C:\Program Files\Microsoft Games\Age of Empires III\Sound

Special thanks

Special thanks to Random22 and Pftq for their great “Advanced Trigger Effects”.
I used their custom triggers to add new features to this scenario.

I want to thank pftq for the second time for trying to help me solve the Out of Sync (OOS) errors that occur when the player chooses to play the cinematic.

Thank you,

Moshe Levi
AuthorReviews   ( All | Comments Only | Reviews Only )
MrMario
Rating
5.0
Breakdown
Playability5.0
Balance5.0
Creativity5.0
Map Design5.0
Story/Instructions5.0
Playability: 5
A fun map trying to finding how to defeat the Witches and find the secret. You might want to add a witch every 10 minutes in the game even when you are fighting the enemy so that you know they are coming soon. Add a time that says how much time you have left so that you can try to work faster

Balance: 5
Every thing was balance you got the same units from the cows and really didn't need your deck only for fighting your enemy. Just the cows you needed for fights, nothing to talk about in this area but the cows. 

Creativity: 5
Creativity was good I’m going to give you a 5. Like the way once you’re done killing your enemy the witches come and turn your units into cows and you have to find that one way to defeat them.

Map Design: 5
Very nice layout looked like a Valley that was rolled by the witches and had they turned to cows if you got to close. Maybe adding some buildings that are destroyed or dead villages etc... Good pick of music for the map. Might want to add a witch song, so when they come into play, but overall nice map to play on.

Story/Instructions: 5
Easy to understand and follow, knew what to do once you gave us the instructions. Great Story on how the Witches control the land and what you had to find out how to defeat them

Additional Comments:
Loved the maps and had fun playing this all day and with friends.

FenrisWulf
Rating
4.4
Breakdown
Playability5.0
Balance5.0
Creativity4.0
Map Design3.0
Story/Instructions5.0
Playability: 5
A very playable map. The game played very similar to a random map, but with a few changes. Because of the similarities between this and a standered map, anyone could pick up and play it. The changes do make a big difference though, and make the game much funner. Because of the fact that the cows give such a huge boost to your army, I found it necessary to fight for map control and try to hold onto all of the points where cows appear. The lack of resources also makes the crate drop spots very important and places that you must control to ensure victory.

Balance: 5
The game was very balanced. Each civilization played the same as they would in a standered map, so there wasn't much to change here. All of the cards are unit cards for each civilization, so there isn't one overly powerful deck; they are basically the same.

Creativity: 4
The scenario was creative in many aspects. I enjoyed how the spawning rescources and cows make map control much more important. The point of the game, though, (build and destroy the enemies) is not that much different from a standered map. I also found the method of killing the witches to be a little uncreative. I expected the scenario to have some huge secret, like if you hearded the tapirs into your fire pit they would become human or something. The idea of putting some of the units into certain spot on the map just seemed a little too random for my taste.

Map Design: 3
The map looked like a standred map. If it wasn't for the lack of rescources it would almost seem like a form of the painted desert. I understand that the red was supposed to represent the blood, which I auctually think is a cool idea, but the map seemed a little too bare. I would've liked to see a little more effort in this aspect to make the map look better.

Story/Instructions: 5
The story was pretty cool, and I enjoyed reading about the tapir witches the cinimatic told me everything I needed to do, and I could go and check if I forgot anything via the objectives.

Additional Comments:
A very good map. I can see that a lot of hard work was put into this map, and it was very fun to play. I have already played this several times both in single and multiplayer, and will likly play it even more. One thing I would like to see is a version without the tapir witches, so that I could just play a 2v2 with my friends and win just by beating the other players rather than going through the tapir witch segment each time.

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Rating
4.7
Breakdown
Playability5.0
Balance5.0
Creativity4.5
Map Design4.0
Story/Instructions5.0
Statistics
Downloads:3,742
Favorites: [Who?]0
Size:11.26 MB
Added:08/08/08
Updated:09/14/08