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Downloads Home » Single Player Scenarios » Seven Years War - Europe

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Seven Years War - Europe

Author File Description
johnboyz The year is 1761 and war has been raging for over five years, now. In her attempt to gain allies, Empress Maria Theresa of Austria has exploited Czarina Elizabeth's hatred of Prussia's Frederick the Great so that she can regain territory lost to the Prussians in the War of Austrian Seccession.

The Russians have advanced and taken the Prussian city of Colberg on the Baltic Sea and this presents a grave threat to Prussian security. If you, the Prussians, can force the Russians out of Colberg, you will break their line of communications and prevent their joining forces with Austria against you.

This scenario begins with a large battle (approximately 750 Russians vs. 500 Prussians). Depending on the age and such of your computer, you "might" suffer a little lag. Generally, the battle takes about three minutes after which time everything is fine again. 8-) Frederick the Great was well known for defeating enemies despite being greatly outnumbered and depending on your forward movement, this battle should be no exception. You will not be able to add more troops until your population reaches the 200 mark so take care of what you have. It is still a good idea to build barracks, stables, etc. so that the upgrade of your troops is possible.

Because of constant skirmishes, you must be careful not to leave your Town Center vulnerable to Russian attack. If you lose your TC, the game is lost!

The Russian may or may not attack you. If they do not, it is because they have built up formidable defences that you must overrun in Colberg.

Load files to: My docs/my games/AOE3/scenario
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
renatzu How was I supposed to win? I destroyed the town, and set up trading posts there. I had defeated every single army at least once (of course, they kept respawning).

Am I missing something?
File Author
Sorry you're having difficulty. I tested this a dozen times without the same problem but that doesn't mean (obviously) that someone else couldn't have issues of one kind or another.

Trigger #6 is supposed to end the game and declare you the winner once the Russians are at a population of LESS THAN 3 and ALL buildings are destroyed. If there is even one small house or an obscure tower... (there are many, many towers) or their population is not BELOW three, then they will continue to spawn.

You can add a trigger, if that is not working as it has for me in my testing--- Condition: All Buildings Dead -- player 1 Effects: Disable Trigger #4... Disable Trigger #8.

If this does not stop the spawning it means that you have overlooked a tower (or other building) somewhere on the map.

You will STILL need to get the Russian population level BELOW 3 to end the game, however.

[Edited on 02/21/06 @ 12:08 AM]

Map Design4.0
Playability: 4
It was enjoyable. The opening battle was a little cumbersome, but after that it became entertaining.

Balance: 3
A little on the easy side. They didn't attack.

Creativity: 2
The idea wasn't that special. Simply two opposing armies and towns.

Map Design: 4
The map was nice and varied.

Story/Instructions: 3
There was nothing requiring special instructions, and the story was adequete.

Additional Comments:
In general I enjoyed playing this. It kept me occuppied for a while. However you need attacks to make it more challenging, and you have to work on the ending. I had researched spies and saw all the towers, but it wasn't worth it to destroy them all. I figured that I would spend a lot of time plodding through the map and hitting each one, and then I might get a "you win" message. It wasn't worth the effort.

A good criteria for victory would be capturing the trading posts. It means you've sufficiently destroyed the enemy, and you could state "you must re-capture the trading posts", so the player would know what to do to win.
Map Design4.0
Playability: 4
overall very good... it would have been better with more varied and challenging attacks, however

Balance: 3
It appeared to have adequate balance. if i took too many men to destroy the towers, the "spawns" threatened. If I took too few, I was overpowered by the Russians from the city

Creativity: 4
most games concerning this period have been from American colonies (aka as Frenh & Indian War) this is the first from the European side of the war

Map Design: 4
Quite varied and complete

Story/Instructions: 3
Story is fine... a bit like history lesson but OK

Additional Comments: More attacks rather than spawns would help this. Whomever "WTBeef" is the smurf of seems to be quite bitter. You not have liked a game he put up. ha!ha! Next time, try fewer "spawns"
File Author
I know (at least I think I do)what you mean about the attacks. Most especially at the beginning. I did everything I know how to do to cause the Russians to be more aggressive in the opening battle but it seemed the AI was fighting me tooth and nail the whole way. That was why I addded the spawns to the game in the first place (also why the Russians outnumber the Prussians almost 2 to 1).

I've noticed it on other games that start with an army or a battle also. All 'like' units want to group together and/or often won't move at all. Check out the triggers I set up for movement. The Russian cavalry is 'supposed' to be attacking a large amount of the Prussian artillery but they get bogged down by other units that are in their way. The Russian cannons are 'supposed' to be firing at the musketeers and skirmishers the Prussians have in the middle but they either won't move unless fired upon or move to the spot on the map they are 'supposed' to be attacking. It's enough to drive a man crazy(er).

There was a thread on the forum about what we'd like to see in an expansion and one person wrote 'an AI stronger than a 2 year old girl.'

I may soon go back to empire earth. 8-)
omarin Hi Johnboyz i read the reviews, I played you game and then i made some resoning on your triggers in the editor and i think i know why its not working properly.

-In trigger_1
you dont need:"player set age" if the age is going to be (age 0)
you dont need: "toggle CW pawning" and "toggle TC spawning"
and you dont need "player set active" cause its controled by a human.
so trigger 1 is not needed.

-In trigger_2
im not sure the efect: "AI creat atack plan" really works and for what I see you just want the units to move and atack, so ths can be achieved with "army move" but i see you have some "army move" allready but you have RUN and ATACK butons both on and they dont work when the 2 are activated. they eighter run or atack. and for the numbers in the speed just 1.0-2.0-3.0 work, (not 2.5)
If you want the cavalry to flank, open some space and place them in a way that they dont get stuck with other units, cause allmost all the move triggers a sent to the same place to atack thats why they dont work well.

-In trigger_4
when you are going to spawn units i think it beter using "army deploy" insted of "unit creat multy" ...unit creat multy makes all the units apear in the same spot and i look unreal cause you only see one guy but there is really 20; one over another.
if you use army deploy you can order them to move after they apear, in this case they could go atack the town center that was never atacked. the way to do it would be this:
-1: In the army editor insert a name for the army then select the player that they will belong to, then hit ghost army, and you will have created a ghost army with a specific name.
-2: use a trigger with the efect "army deploy" and insert the name of the ghost army you made and the number of units you want and the protoname. then insert another efect "army move" and set the area near the town center. put both in the same trigger just make sure "army deploy" is first then "army move"

-im not sure trigger_7 really works it looks like you want a group of units to atack a single yellow unit i would replace "army work" for "army move" atack ON run OFF speed 1.0

-i see you have AI on the russians but the AI you selected: ailoaderstandar_with_rules_activated.xs might not work cause units didnt seem to be controled by the system. try loadin: ailoaderstandard.xs this one should work beter.

and finally i hope you dont missunderstand me thinking that i am criticizing your work i am just trying to help in anyway.

[Edited on 04/05/06 @ 05:24 PM]

Map Design2.0
Playability: 4

It is easily playable and I experienced very little lag considering how many units and triggers were involved.

Balance: 2

It only got a 2 because, although the Prussians ARE outnumbered, your units are imperial while the Russians are only Guard, and you play to one of the German strengths (Needle Gunners). To counter the spawn, I would post a heavy cannon and a few needle gunners by the spawning ground, and use the heavy cannon while they were piled on top of each other and use the needle gunners to defend the cannon from the ones that escaped. A solution might be to either make your army even smaller or make the needle gunners more susceptible to cavalry.

Creativity: 2

I was going to give this a 1, but I decided that this was slightly cut above regular mass infantry plus cannon vs. mass infantry plus cannon.

Map Design: 2

Well, it wasn't all default. The trees were good, but a little way past the initial position of your army, the terrain is patchy. The idea is to make one type of terrain flow into another one, not suddenly put white polka dots then back to normal.

Story/Instructions: 3

Short and simple.

All in all, I think this is a good distraction. I used my uhlans to kill the cannons, and I did everything I could to lose my army (splitting it into small groups of needle gunners against large numbers of enemies, hanging back and letting them spawn, etc.) and I still won despite myself. The army is simply invincible, and I would probably have a happier time playing it if it were a bit tougher.

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