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Author |
File Description |
Darthcast |
Posted on 02/27/09 @ 10:31 PM (updated 06/15/09)
File Details |
Game Version: |
AoE3+TWC+TAD |
Screenshot:
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Update! Version 1.6
You can now choose a difficulty level (moderate or hard) at the beginning.
The scenario title is now displayed at the beginning.
Changed in version 1.5f:
Bugs fixed
More objectives
Mini quests that can be completed immediately (once found) and don't show up in the objectives
If you defeat one enemy, another enemy gets a boost (extra units and buildings).
IMPORTANT: If you want to talk to a person or a person in a house, click on the unit/building you want to talk to (while it's in your LOS) and wait a second.
What kind of scenario is this? Will I like it?
Genre: Build & Destroy
You and your enemies start at age 1, just like in a normal skirmish map. The map appearance (terrain) is similar to the official painted desert map, but it has a trade route in the middle of the map. The natives are also different: You can ally with the Lakota, Sioux, Cheyenne, Apache and Jesuits.
The Jesuits are located at the middle of the map and are most important, because they'll let you use their European buildings for as long as you're allied with them. Keeping and defending these buildings is the path to victory.
This scenario plays somewhat like a skirmish map. If you don't like skirmish maps, don't play it.
Difficulty: Hard/Moderate, 3 opponents, player gets bonuses
There are three CPU enemies, but the player has some additional bonuses. You can choose a difficulty level: Either hard or moderate. That means, if two CPU opponents on hard/moderate provide a fair challenge for you, you will most likely enjoy this scenario.
Secondary Objectives and mini quests
There are some optional quests you need to complete in order to win, because their rewards are extremely good. The most important quests are: "Train Urumi", "Ally with the Jesuits".
There are five secondary/optional objectives.
There are two mini quests that don't show up in the objectives, because they can be completed immediately.
Story and features
On the evening of October 12, 1492 Columbus sighted land and believed to have found a new trading route to Asia. A few years later some of the most powerful countries, namely Spain, Portugal and Great Britain, sent their armies to conquer what appeared to be a new world.
But someone was already there... India! Well, who would have thought that?!
Spain, Portugal and Great Britain quickly decided to join forces against India. But India was not alone. They had mighty urumi, elephants and... YOU, to tell them what to do!
India has several advantages in this single player scenario:
Urumi can use their secret martial arts techniques and become even faster, but only at night.
Krishna is with you. You just need to please her. How? Well, she likes cows...
Some of your villagers are Muslims. How will this help? Well, just find a mosque or something for them, and they'll tell you how to train imams.
Your scientists will search the ruins of the European camps for military secrets: Defeat an opponent to get a bonus.
You can get some European buildings if you're nice to the Jesuits. But you're not the only nice guy around...
How to install:
- Extract the zip-archive
- Copy "Indian_Conquest_1-6.age3Yscn" to "My Documents/My Games/Age of Empires 3/Scenario"
- Copy "homecity_india.xml" to "Program Files/Microsoft Games/Age of Empires III/Campaign"
- Start TAD. (TWC needs to be installed, too)
- Click single player -> custom scenario -> Indian_Conquest_1-6.age3Yscn.
You know that all the files are in the right folder if you have a homecity with three decks when playing the scenario.
Known bugs: If you save a game and reload it, sometimes triggers will be deactivated: Some units can't be trained anymore (imam, native villagers). This is only a minor problem and only occurs sometimes. You will still be able to complete the scenario without problems.
This is my first scenario. Feel free to post any suggestions or to point out any mistakes and bugs (even spelling errors and grammatical mistakes).
Hints (SPOILER!)
If you like this scenario but can't win no matter how much you try, you can read the following hints.
Please don't read them if you want to find out everything by yourself. If you really want to read the hints, highlight the text with your cursor to make it visible.
Q: How should I start? (general advice)
-Never stop training villagers until you have at least (!) 50.
-First HC card: Trading post rickshaw. Send it to the Jesuit TP immediately to claim the factory. I would let the factory produce gold, because gold is needed for two quests and to advance to age 3.
-There is a very high change that you can get another factory (age 4) and a fort (age 3) from the Russians at your embassy. Be sure to ship the export card from your HC beforehand.
-Heal your units. You can heal them with your monks, imams and also with native medicine men later, if you complete the native village quests.
Q: I can't get enough XP to ship all those Urumi! What should I do?
You need more cows! Complete the cow quest, find the kidnapped cows and train as many cows as possible! You can also improve the cow's XP gathering by sending the Age 1 HC card.
Let the trade route generate XP, if this still isn't enough.
Q: Which units should I train?
-First of all: You'll need plenty, because you have three enemies - that means you need to train native warriors. I think the Cheyenne are the most useful because they're heavy cavalry with a bonus against heavy cavalry. But the more natives you ally with, the better.
-To counter infantry, use Urumi. They get a speed bonus at night.
-To counter cavalry (age 2-4), use the native warriors or your own cavalry. Your own cavalry will be stronger as normal, because they benefit from the native technologies and the arsenal technologies.
-To counter cavalry (age 5 + researched martial arts), you can also use rajput, because they now also get a speed and HP bonus.
-To counter artillery: No unit gets an additional bonus against artillery in this scenario. Use the units you would use normally: elephant cannons, heavy cannons or heavy cavalry. I think elephant cannons are best, but that's just a matter of opinion.
Q: Where is the Cheyenne TP?
It isn't there from the start. You need to be friendly to the Cheyenne village (northwest) and complete a quest for them later (age 2).
Q: I can't find the 8 cows required for the cow quest!
-You can rescue 5 cows at the southernmost end of the map. They will always be there, because the enemies can't rescue them. They're heavily guarded by thugs, though. (This is the native village mini quest)
-Three more cows and two villagers are held captive at the easternmost part of the map. They're extremely well guarded and also near the Portuguese base. Only approach them with an army.
Q: Are the prices at the lottery any good?
Yes, there are some very good prices. But you can also lose, or win a price that isn't worth the 500 gold. There are 9 prices altogether. At least two are always worth the 500 gold, and some are only worth it in some situations. It's completely random which price you get. Saving & Reloading doesn't work, because which price you get is defined at the start of the scenario.
BTW, to play the lottery click the lottery building, wait a second and a dialogue window will pop up.
Q: I found the native village (Cheyenne). What should I do?
Just be nice to get a few hints and a mini quest.
Q: Ok. I was friendly to the native village and now they've sent me a messenger and I got a quest. But I can't figure out what to do!
Did you find the neutral European town at the northernmost part of the map? Go near the food store in that town (must be in your line of sight). Now click the food store and wait a second. A dialogue will pop up, asking if you want to buy food. Buy it, and bring it to the native chief. Quest completed. |
Pages: « First « 1 2 [3] 4 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Mister SCP
Staff |
Posted on 04/15/09 @ 11:46 AM
thought i must go to the "lottery master" and then sth will happen |
Darthcast
File Author |
Posted on 04/15/09 @ 03:45 PM
Glad you decided to play it. Hope you'll like it and decide to review. =)
BTW: I decided to make a campaign out of this and doing the second scenario now. I'll release the scenarios one after another, in chronological order... |
Mister SCP
Staff |
Posted on 04/16/09 @ 02:20 AM
Playability: 4
Everything worked fine, no lag, the only thing i was not able to find out (your spoiler hint it) was the using of the lottery system. Also u gave the player good decks so not that good india player like me could beat the game. The thing why u get a three is he point that the enemies never attacked my base. I walled it and the enemies walked along the wall and then they gone away.
Balance: 5
Good difficult and the chance to beat the game with your special bonuses even if you have 3 enemies was possible. It took me also two times to beat. the only thing I disliked was that you need to kill every single house and every single unit to defeat an enemy. (I dont like to take spies, but there there were a must-be)
Creativity: 5
This was the part that make this game special from all B&D Games. Your quests and your advantages from the tp, your lottery system, your day-night-circle which effect on urumis...The things i disliked was the thing when a master-urumi :D is fallen and every minute come such a message-it`s just annoying (also after i defeat all enemies and red get mercs I liked to beat them but every 30 secs come a message DX ). Ur timer for the day-night-circle wasn`t really needed but ur descision (I see when when there is night)
Map Design: 4
I take just hunterduck`s rating because I have a graphic issue
Story/Instructions: 4
I think everything was good explained expect how to use the lottery :P. But here u get one point less because your story was never seen IN the scenario. Just wished to get a short clip. Objectives were really clear and the gameplay was like in every B&D game.
Additional Comments:
Good work look forward to see more :P |
Darthcast
File Author |
Posted on 04/16/09 @ 05:26 AM
I’m glad you liked it. Thanks for the review and the useful suggestions!
-----------------Mister SCP----------------
the only thing i was not able to find out (your spoiler hint it) was the using of the lottery system.
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Yes, I was already curious when you posted the comment.
Didn’t you get the instruction message when you walked near the lottery? Or was it to fast?
You said that you thought you had to click the lottery guy, right? Maybe I’ll change that so that you can click the lottery guy OR the lottery building.
-----------------Mister SCP----------------
the enemies never attacked my base. I walled it and the enemies walked along the wall and then they gone away.
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Did he not attack your TC or your Jesuit TP? Where did he attack instead?
I cannot imagine why he didn’t attack at all… In all my games (10+), he attacked without interruption at the Jesuit TP and sometimes attacked my villagers with raiders at my TC.
But I think I won’t be able to do anything about that, unfortunately. It’s just the standard AI and I can’t imagine how I really could improve it with triggers - because it’s a build & destroy scenario and I can’t know where the player builds his important buildings.
-----------------Mister SCP----------------
the only thing I disliked was that you need to kill every single house and every single unit to defeat an enemy.
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Actually you have to kill every building and all units but 10 or 20 (not sure). But this is something I still don’t know how to do right. I will figure out how to make an enemy give up when he’s almost dead before I create my next supremacy scenario.
-----------------Mister SCP----------------
The things i disliked was the thing when a master-urumi :D is fallen and every minute come such a message-it`s just annoying
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I did this that way (and not automatically) because I thought the only reason somebody doesn’t want to revive a urumi mansabdar is because he’s saving the resources for something else. And then he would revive him a minute later.
Why didn’t you want to revive him?
-----------------Mister SCP----------------
after i defeat all enemies and red get mercs I liked to beat them but every 30 secs come a message
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The mercenaries are supposed to attack after you defeated 2 of 3 enemies. I guess you attacked two at the same time if you won the scenario while the mercenaries attacked. I haven't thought of that when I made the you win-trigger, but it should be easy to fix.
-----------------Mister SCP----------------
Ur timer for the day-night-circle wasn`t really needed but ur descision (I see when when there is night)
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Yes, I also thought that, that's why the first version had no timer/counter. But then I tried several strategies to see if it's balanced and I once tried beating it with only urumis and elephant cannons. Of course it was a lot harder. Then I realised it would be much easier if there was a counter, so that players who aren't as good as you and me :D can plan when to retreat/heal and when to attack again.
-----------------Mister SCP----------------
I take just hunterduck`s rating because I have a graphic issue
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What caused this issue? The painted desert terrain?
I’m currently also thinking about what causes graphic issues, because in my new scenario I placed the large native Sufi wall and the wall flares from time to time a little bit. I remember also seeing this on the colony street objects (also you wrote something about that in your thread iirc)…
-----------------Mister SCP----------------
your story was never seen IN the scenario.
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Yes, I haven’t learned to do cinematics yet, but I’ll definitely make one for my next scenario. I will also add a cinematic for this scenario (Indian Conquest) in the next version.
-----------------Mister SCP----------------
Good work look forward to see more :P
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Thanks! =) As I said, I'm planning to make this a campaign. The second scenario is now at beta stage. I only need to make it more difficult and integrate several difficulty settings. And it is not a build & destroy, even though you need to build & destroy a little, lol. |
Mister SCP
Staff |
Posted on 04/16/09 @ 07:10 AM
"Yes, I was already curious when you posted the comment.
Didn’t you get the instruction message when you walked near the lottery? Or was it to fast?
You said that you thought you had to click the lottery guy, right? Maybe I’ll change that so that you can click the lottery guy OR the lottery building."
I saw just sth like: Hello strange guys you would like to take part on our lottery. (didnt see any other message for the lottery).After you said me how to use i won +100 hp for villager
"Did he not attack your TC or your Jesuit TP? Where did he attack instead?
I cannot imagine why he didn’t attack at all… In all my games (10+), he attacked without interruption at the Jesuit TP and sometimes attacked my villagers with raiders at my TC."
My TP was under attack all the time but the comp also send small troops to my tc (which was walled) and then he gone away without attack :(
"But I think I won’t be able to do anything about that, unfortunately. It’s just the standard AI and I can’t imagine how I really could improve it with triggers - because it’s a build & destroy scenario and I can’t know where the player builds his important buildings."
I thought you build two AItargetblocks and because the one cannot be reached without killing wall they gona away. Oh I remember red attacked me one time because there was a gap in the wall where before stands a tree. So i get one attack to my TC :).
If the AIblocks really work (idk if they do) then you could help yourself. Btw idk if the Draughter AI would help (or if it is too good) but anyway I am on a Unit create at units trigger (center unit) and if this one work you could place AIBlocks at key buildings :)
"Actually you have to kill every building and all units but 10 or 20 (not sure). But this is something I still don’t know how to do right. I will figure out how to make an enemy give up when he’s almost dead before I create my next supremacy scenario."
Some people make pop count and a units in area "building"and one for towncenter check
"I did this that way (and not automatically) because I thought the only reason somebody doesn’t want to revive a urumi mansabdar is because he’s saving the resources for something else. And then he would revive him a minute later.
Why didn’t you want to revive him?"
My urumis had a mass die at some canons :S and so i needn`t him fo a while because if i have no other urumis that would just be wasting of ressources
"The mercenaries are supposed to attack after you defeated 2 of 3 enemies. I guess you attacked two at the same time if you won the scenario while the mercenaries attacked. I haven't thought of that when I made the you win-trigger, but it should be easy to fix."
Yes after i get spies I easily killed the 5 units and 2 buildings.
"Yes, I also thought that, that's why the first version had no timer/counter. But then I tried several strategies to see if it's balanced and I once tried beating it with only urumis and elephant cannons. Of course it was a lot harder. Then I realised it would be much easier if there was a counter, so that players who aren't as good as you and me :D can plan when to retreat/heal and when to attack again."
lol nice justification
"What caused this issue? The painted desert terrain?
I’m currently also thinking about what causes graphic issues, because in my new scenario I placed the large native Sufi wall and the wall flares from time to time a little bit. I remember also seeing this on the colony street objects (also you wrote something about that in your thread iirc)…"
Dont worry be happy. I just have no reason for it with my Radeon HD 4850 it shouldnt be a problem and i didn`t think that i ve corrupted filse because in noraml maps i c terrains like u show me on the photo (i think it`s deccan?)
"Yes, I haven’t learned to do cinematics yet, but I’ll definitely make one for my next scenario. I will also add a cinematic for this scenario (Indian Conquest) in the next version."
You have allready Reyk`s editor he saves a lot of time :)
-----------------Mister SCP----------------
Good work look forward to see more :P
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Thanks! =) As I said, I'm planning to make this a campaign. The second scenario is now at beta stage. I only need to make it more difficult and integrate several difficulty settings. And it is not a build & destroy, even though you need to build & destroy a little, lol.[Edited on 04/16/09 @ 07:36 AM]
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Darthcast
File Author |
Posted on 04/16/09 @ 09:04 AM
-----------------Mister SCP----------------
Some people make pop count and a units in area "building"and one for towncenter check
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I used all buildings dead and pop count less than 10 or 20... Do you remember a scenario were this was solved very good so that I can look at the triggers?
-----------------Mister SCP----------------
Dont worry be happy. I just have no reason for it with my Radeon HD 4850 it shouldnt be a problem and i didn`t think that i ve corrupted filse because in noraml maps i c terrains like u show me on the photo (i think it`s deccan?)
-------------------------------------------
That's strange. No, the terrain on my map is mainly painted desert with some dirt terrain, a bit of mongolia, east colony and some other terrain that blocks building at the jesuit tp I don't remember. Also I had placed some colony street/lamps objects in an earlier version.
-----------------Mister SCP----------------
I thought you build two AItargetblocks and because the one cannot be reached without killing wall they gona away. Oh I remember red attacked me one time because there was a gap in the wall where before stands a tree. So i get one attack to my TC :).
If the AIblocks really work (idk if they do) then you could help yourself. Btw idk if the Draughter AI would help (or if it is too good) but anyway I am on a Unit create at units trigger (center unit) and if this one work you could place AIBlocks at key buildings :)
-------------------------------------------
No, I didn't place aitargetblocks. I tried it out, I placed them and watched the game, but it seemed that it didn't do anything.
Of course I can't be sure. I think the only way to find it out for sure is if an AI programmer looks at the AI files if there is something about aitargetblock in it. But I highly doubt it. I think aitargetblock was intended to be used like cinematicblock.
An Unit create at units trigger (center unit) is a great idea. Maybe this could also be used with an army move to trigger...
-----------------Mister SCP----------------
I saw just sth like: Hello strange guys you would like to take part on our lottery. (didnt see any other message for the lottery).After you said me how to use i won +100 hp for villager
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LoL, you got one of the better prices. But the message you're talking about was also saying to click the lottery building. Maybe it was displayed to short.[Edited on 04/16/09 @ 09:05 AM]
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Mister SCP
Staff |
Posted on 04/16/09 @ 10:45 AM
That's strange. No, the terrain on my map is mainly painted desert with some dirt terrain, a bit of mongolia, east colony and some other terrain that blocks building at the jesuit tp I don't remember. Also I had placed some colony street/lamps objects in an earlier version.
I saw at least east colony terrain |
Llanera |
Posted on 06/14/09 @ 02:36 PM
Playability: 5
It was very nice playing the scenario (especially compared with the official scenarios). There were many oportunities and surprises. I liked it a lot!
Balance: 5
I played at moderate difficulty and it was balanced well. Actually it wouldn' t be possible for me to defeat 3 opponents, but using the given bonusses wisely there it turned out to be a nice challenge. Not too hard, not to easy - just the right balance.
Creativity: 5
There were very many nice ideas, for example the lottery (I won the free house and population bonus :D). Also the things you could do for the natives were nice and innovative (especially bringing pizza to the natives).
That day/night-thing about the Urumi and Rajput was also a very good idea, many oportunities :) - 5 points for that.
Map Design: 5
I didn't see many selfmade scenarios yet, but compared with the official ones, this one is very rich in detail: Eg. the funny monkey on the hill, at first I thought he was throwing stones :D, also I liked the lovely riversides, and all of the scenery...
Story/Instructions: 5
The story itself appeared to be a little short, but the instructions were super: Both the instructions and messages in the scenario were funny (eg. the lottery or the man on the lake :-))) and also correct, detailed, clear, accurate and well thought out - I always knew what I should and could do...
Because of this I want to give 5 points nonetheless.[Edited on 06/14/09 @ 03:20 PM]
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Ulysses_LW |
Posted on 08/03/09 @ 07:37 PM
I have tried to played it but a window pops up telling that the scenario version is NEWER than the game version.
Is there any way to fix it? |
Darthcast
File Author |
Posted on 08/03/09 @ 09:57 PM
Yes, please install the latest patches.
You can download them from the official site http://www.agecommunity.com
I don't know if you need to install pages for both expansions and AoE3 or just TAD, but start by installing the patch for TAD.
In the menu on that pages, click Asian Dynasties/Warchiefs/Age of Empires 3, then click Download, then Game Updates.
I hope you enjoy my scenario, it would be nice if you give me a (short) feedback afterwards. =)[Edited on 08/03/09 @ 09:58 PM]
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Pages: « First « 1 2 [3] 4 » Last » |
HGDL v0.8.2 |
Rating |
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4.6 | Breakdown |
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Playability | 4.7 | Balance | 5.0 | Creativity | 4.7 | Map Design | 4.3 | Story/Instructions | 4.3 |
Statistics |
Downloads: | 5,157 |
Favorites: [] | 3 |
Size: | 496.88 KB |
Added: | 02/27/09 |
Updated: | 06/15/09 |
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