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Downloads Home » Multiplayer Scenarios » Warrior Defence V

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Warrior Defence V

Author File Description
gunner1
File Details
Game Version: AoE3+TWC+TAD
# of Players: 4

Warrior Defence



buy units of your choice to defend against over 30 different waves of enemys. to play in single player read the readme, which is copied in this thread.

this is Warrior Defence V, Warrior Defence IV is on heaven games and I and II have already been released online and this is the latest version.

TRIVIA:

Just incase you are wondering about III, it was made and featured a complicated loan system in which players could borrow money but had to pay it back with interest. Different amounts could be borrowed and the player had a credit rating. I decieded this was to complicated so never released III as it would have a negative inpact on fun so I skipped from II to IV (and since my computer has since crashed the file has gone).

You may notice in the editor that melee units are avaiable and triggered for but not enabled to be bought. I did this as after creating all the slots I played the original again and noticed that melee units were not available to buy. I wanted to stick to the original so disabled them, meaning only pikemen are available as a kind of "meatshield". There are details at the bottom of this page of how to enable melee. I wouldn't be suprised if someone has released and edited version with this feature.

The first time I did a BETA test (of version I) to my horror it lagged horribly, nearly all my other scenarios upto this point had this problem so I was very worried, luckily doubling the spawn time solved this problem.

No anti-edit devices were used as I believe that people editing the scenario would improve its longevity.

The shop triggers used are from the SIMSTools Trigger set. Made for Age of Mythology, but like most AOM triggers can be used for AOE3

In the original:

The tracks were shallows and some attack waves were ships.

Each player had a hero which upgraded with each kill it got

Due to differences between the aok and aoe3 editors, unit upgrades in the aok version only applied to units on the field giving the player a massive incentive to keep them alive.

I didn't know what to do the first time I played the original which is why I included the start cinematic.

README (attached to file)



===============
Warrior Defence
===============


SPECS:
I reccomend these minimum specs if you intend to play until after level 8. As it gets very laggy then
So turn your graphics settings as low as they can go!!!
2GB RAM
128MB graphics card
2Mb internet connection for online play



---------------------------------
I. installation instrucions
II. info
III. how to play
IV. help
---------------------------------


installation
____________

basic

copy the whole folder 'Warrior Defence IV v3.age3Yscn' to
(directory):\documents and settings\my documents\age of empires III\scenario

or your default directory

..........................

begginer

unzip the file you downloaded
right click the file 'Warrior Defence IV v3.age3Yscn'
click cut
click start
click 'my documents'
click the folder 'my games'
click the folder 'age of empires III'
click the folder 'scenario'
right click in the empty space
select 'paste'

--------------------------------------------------------------------------------


info
____

this sceanrio was created by sandstorm/gunner1 but is based upon the popular age of empires 2 scenario of the same name.
in it your goal is to keep units from crossing the back line, using bought troops to defend. athough this scenario is
multiplayer it is possible to play in single player if you boot all the comp players. currently the scenario ends after
level 10.


------------------------------------------------------------------

How to play
___________


Multiplayer setup:

Players 1-4: team 1, human
Player 5: team 2, AI
Discovery age, but can be played post imp for noobs =)


at the start instructions are shown in cinematic, further instructions for the host can be enabled by moving your flag
bearer to the alcoved tile, at the top of the shop. if you need even more help read the objectives. i will now go over
some basic instrucions.

moving your flag bearer to a tile with only a unit on will buy that unit. its price is its name.
tiles with falg bearers on are upgrade tiles these are signalled in two ways.

if the tile has units on.
the name of the flag bearer will be something like this '15 combat'
15 = the percantage increase
combat = unit attack and hp

this will effect the unit on the tile with the flag bearer

the second are flag bearer only tiles, these will be something like this; '15 all infantry combat'
15 = the percantage increase
combat = unit attack and hp
all infantry = it effects all infantry.

single player mode
------------------

on the right hand side on the map there are tents. to play single player look for 3 tents together, named player 2-4
delete these tents to play in single player mode.

loss
----

you will notice in the top right corner a unit named sandstorm. each time a unit passes the backline sandstorm loses
1 hp, if he dies you lose

dificulty
---------

between the shop and the spawn point you should spot a drummer and other drummers with names like 'easy' & 'hard' move
your drummer to the one you want to change the dificulty. this can only be done before the first wave comes.


--------------------------------------------------------------------------

help
____

Q. the enemys don't come.
A. there are tents that the host can delete, or any player if the host has resigned, that help for movement problems
just look at the name of the drummer near to find out what they do, or enable host instructions.

Q. it lags
A. turn down your settings or there is a tent that may reduce help to reduce lag when deleted.

Q. how do you get gold
A. kills, the rate on medium is 85 per 5 kills

Q. what order are the waves in
A.
before level 5

melee inf
melee cav
ranged light inf
ranged cav
boss

level 5 and after

melee inf
melee cav
ranged light inf
ranged cav
ranged heavy inf
boss

hints
.....

in this game, in early levels it is important that you first have units in front that counter the wave coming towards you,
so move the unit that counters the wave to the front. even moe important is makesure you have a unit that counters the wave

included in this file is also a pic of me defending in some of the later levels. formation is the most important factor.
pick one that directly makes sure you can get all your fire power in, while protecting your troops and letting no enemys
pass. keeping units on stand ground is a must

when you face bosses, hit and run, if you can't then make weaker units face up against it and get killed as they have one
shot kills, so the cheaper the unit the better.

moving units further back to defend means you will face less enemys, but get less gold. so if yo don't think you can stand
a wave then move back for it and get gold on the next.

It is ESSENTIAL to invest in econmic units if you plan on getting to level 10. If you don't you will find enemies in later
levels just to hard to kill.

--------------------------------------------------------------------------

by sandstorm [ESO] /gunner1 [HG]

report bugs in the thread at heaven games



note to those who look at this map in the editor; you may notice there are additional melee troops available to buy. these were disabled but they can be re-enabled, [though they are unbalanced and untested], by making sure all triggers in the 'shop' group are active. then disabling the trigger 'start deleter'. if you do this please do not play it online!

PLEASE DO NOT EDIT THIS MAP WITHOUT MY PERSMISSION
Pages: [1] 2 » Last »
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
alexli1989 hello, I have downloaded your scenario. However, "the scenario version is higher than game version". What game version is required? And where can I download it?

Thanks for you effort!
Mister SCP
Staff
afaik tad 1.01a with twc content

to dl it (tad needs to be opened) either click eso and it update itself or go to menu and press update

[Edited on 01/06/09 @ 11:02 AM]

As_Saffah
Rating
4.6
Breakdown
Playability5.0
Balance5.0
Creativity4.0
Map Design4.0
Story/Instructions5.0
Playability: 5
This is essentially an AOE3 version of a game that's been around since the original Age of Empires. It's a simple concept, but AOE3 gives you many more economic options with trickle buildings, miners, and treasure ships. Setting the difficulty levels, playing around with different civs and units, trying different formations, and playing with Post Imperial start all give this game some replay mileage.

Balance: 5
Regardless of which civ you play, this version's unit offerings are pretty diverse. Costs are generally reasonable and you will find good choices at every cost echelon. Towards the end, the last few stages are dominated by heavy cav and turbocharged mercenaries. You need to rethink your army at this point and invest in some anticav and anti-merc. The major drawback is how predictable the waves are. If you've memorized the order in which they come, you can delay buying proper counters and "game" the system. A randomization of spawn order within a level may help keep players engaged.

Creativity: 4
This is a faithful adaptation of a popular older game. That said, the new economic buildings and civ diversity of AOE3 give players a lot more choices for military and for economy. There's also the abrupt change in tactics after the 9th level (I won't spoil it for you) that wasn't part of the old DOTA and defence maps.

Map Design: 4
The map works very well to keep warriors and enemy units on the right track. It has a clean, uncluttered design that doesn't lag or create pathing issues. There's a mod debug tent or feature for most of the problems a map like this will face. I would like to see a tiny bit more room behind and around the starting areas to place banks. The tiny pond for treasure ships is clever, but it is sometimes hard to maneuver or build around its edges. Players 1 and 2 get more building space than players 3 and 4, so some change may be necessary to the geometry of the edges of the map. even adding 5 map units to each end might allow players 3 and 4 to build 4-6 additional banks. Squaring off the edges of the pond may let you get a ship, but also build banks right up to the shore.

Story/Instructions: 5
Brief, tidy, well-organized cinematic introduces everything you need to know to get started. Surprise ending and final objective clear and well-timed. Only thing missing at the end is a "stayin' alive" timer.

Additional Comments: As you play this scenario more, you will learn some useful tricks to help your small army survive. Sharing of healers and resources between lanes may provide a huge boost to the whole team.
gunner1
File Author
Thanks for the review, It was fair and I appreciate you taking your time to do it. I also lie the radom wave idea.
MattsAgeMapsRule is there a way i can download the shop triggers that you used in this map? it would help me with my new map alot.
gunner1
File Author
Age of mythology Heaven, sorry for late reply.

[Edited on 09/18/09 @ 04:53 PM]

cranial I've edited this map cuz the biggest complaint we had was that you could easily defeat the comp with upgraded units, for instance

3000 health highlander kills all whatcome at him.
Killinstinct If I do single player mode im player 4 instead of 1 so i cant kick the others etc.. help ?!
gunner1
File Author
Sorry about that. I have never noticed that error and this is infact quite embarrasing. I will upload a fix within the next few days.
gunner1
File Author
Updated it. That should now play as player one.
Pages: [1] 2 » Last »

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Rating
4.6
Breakdown
Playability5.0
Balance4.5
Creativity4.0
Map Design4.5
Story/Instructions5.0
Statistics
Downloads:4,651
Favorites: [Who?]2
Size:125.43 KB
Added:12/21/08
Updated:08/13/10