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Edesseum

Author File Description
edeholland
File Details
Game Version: AoE3+TWC+TAD
# of Players: 4
I greatly admired the Eichosseum scenario by Cire_Xinehp and Eicho; I have attempted to improve on it where it was lacking and added some new features, and called the result Edesseum.

Goal: Kill the opponents' Forts while protecting your own
Secondary goals: advance in level by killing enemy units; obtain XP rewards by collecting certain amounts of XP; capture the Hill in the center to gain more XP; choose your upgrades wisely.

For those who don't know Eichosseum, its strengths include the population limit, the counter system present in each level (as opposed to the infantry-only Colosseums one sees so often), the incentive to capture the center fort for XP bonuses, the wide entrances to the players' bases, and the ability to teleport back and forth between levels if desired. I kept all these features.

'Fixed' features:
- Rewrote Objectives containing the scenario's rules to be more understandable.
- Teleporting to the next level is now much smoother. I simply increased the triggers' priorities.
- 8 levels with 5 distinct units per level: Heavy Infantry, Ranged Infantry, Heavy Cavalry, Ranged Cavalry, and a Special unit (like siege units, surgeons, Spies).
(Eichosseum lacked the special units)
- Many units' stats have been modified for optimal balance; for example, the Skull knight has been boosted
(Eichosseum's Skull Knight was very weak for a level 7 unit)
- Several units have been replaced, or moved to levels deemed more appropriate. For example, the Elmeti has been replaced by the much more balanced Mahout Lancer; the unused level 6 flamethrower has been replaced by the Jaeger.
- Many balanced and relevant XP bonuses: Abus guns at 2000xp (replacing Stradiots), Counter Infantry Rifling and Yeomen at 5000 XP, powerful natives at 35000xp, Guard upgrades at 50000xp, a Bank at 100000xp, and more.
Also, XP bonuses are announced much more clearly, using a fake chat instead of an easily missed string.
(Eichosseum's XP bonuses were sometimes uninspired or even useless, such as urumi and hand mortars)
- Level 8 now includes many more units, including fast-spawning Strelets, uber-chukonus, Spahi, Miners, Howdahs.
- Added revealers at each level and around the center fort.

Entirely new features:
- Gates/Forts cannot be attacked during the first 10 minutes. This prevents lame people from building an army of solely arrow knights in a few minutes and rushing into unprepared people's bases while bypassing the fighting.
(You are expected to be able to handle your defense after the 10 minutes are over.)
- Host controls: the host is able to set the upgrade rate (slow/normal/fast) for all players, instantly teleport all players to the last level, give all players free units or outposts, or play the Revolution music when desired.
- The most important thing: a fully working and easy to understand upgrade system. You get exactly 1 gold every couple of minutes, which you can use to buy exactly 1 upgrade of choice, to be selected with a special old coot.
There are 16 regular upgrades to choose from, including:
• Infantry attack or hp
• Infantry siege attack
• Building HP
• Cavalry speed
• Hand infantry armor and speed
• Ranged cavalry range and attack (number of times available is limited)
• Surgeon stats and healing rate
There are also 2 nonregular upgrades that are unlocked when you get 100000xp and build a Bank.
I am sure you understand why a player with a Bank is quite powerful :D.

In-game screenshot of upgrade area:


Constructive criticism is appreciated.
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Statistics
Downloads:358
Favorites: [Who?]0
Size:109.93 KB
Added:04/11/12