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Downloads Home » Single Player Scenarios » PortRoyal v2.1 Retired

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PortRoyal v2.1 Retired

Author File Description
File Details
Game Version: AoE3
August 1707, at the request of the Governor de Vaudreuil, Castin with 150 of his brave Defeat the British at PortRoyal.

Defend a large fort, Fort PortRoyal, for 30 min. Choreographed attacks make for new and different strategies. Also a chance to fight with Boneguard and fireships.

Readme, for install and drydock art included. No mods necessary.

Search "Pentagoet" at Heaven's Games Age of Empires, Scenario desing forums, for more on this title.

version 2.1 new attack fix and ballance
running patch 1.08

Thanks for supporting s.d.

AuthorReviews   ( All | Comments Only | Reviews Only )
Map Design5.0
Playability: 5
(Lotsa fun. Longest, most exciting and frantic 30 minutes I have experienced in a while. Fast paced gameplay kept me entertained. I did experience a little lag in the cinematics with settings on very high, but not enough to hurt.)

Balance: 4
(First time through, I felt the balance was spot on. Strategy was needed to survive the onslaught. The second time through, I found a little easy because I discovered a flaw where you could place a couple of the Russian cannons in a certain spot and just wait out the storm. I won't say what the location was here so as not to ruin it for other players.)

Creativity: 5
(As always, your knowledge of the editor and excellent trigger work continues to leave me in awe. I lovehow you take a historic event and make the player feel like he is part of the story.)

Map Design: 5
(Another beautiful map. The fort design was great and the surrounding areas wher filled with detail. After I played, I just looked around the map to see all the attention to detail, all the way down to the roped off river at the edge of the map. Really good stuff dude. The attention to detail in some areas weren't even needed, but the fact that you include them make syour design rise to the top.)

Story/Instructions: 4
(Story was great and I loved how you continued the saga from Pentagoet. The instructions were a little vague, so I had to knock you there. It wasn't until my second go at it that I even saw how you could get resupplied through the one signal fire.Also, when instructed to man the Big Cannon, it would have been nice to have the mini map flsh so I would know were to go. If you will remember, I had the same complaint about Pentagoet :p)

Additional Comments:
I think I covered it all except to tell everyone to play this scenario. A great sequel to Pentagoet and I hope that sziggi continues the saga.
Official Reviewer
Map Design5.0
Playability: 4
I find this scenario to be too hard.
I tried it several times and couldn’t hold the base for more than 20 minutes, even when I paused the game several times.
My suggestion would be to create a “Moderate” level version so average players such as myself can win the game.
I was never able to get the resources from the wagons as the enemy always managed to destroy name. Maybe I waited too long?
I was always short of resources and could train only a few units.
I was unable to train villagers because I was above the population limit, and later on I had to train units.

Balance: 4
I think that the balance is on the enemy’s favor, as their forces are overwhelming.
There is also the feeling that the enemy’s forces are overpowered and that it’s just a matter of time before they take the base.

Creativity: 5
Amazing star fort design, the base I have seen to date.
You actually managed to put units on walls, that’s awesome.
Great cinematic, and very creative scenario.
Ensemble should hire you sziggi to their campaign designer team.

Map Design: 5
Great map design, great port.

Story/Instructions: 5
Very good story and good instructions

Additional Comments:

This scenario has a potential to be a 5 star in my opinion.
Just make an easier level.

There is really no way to hold the fixed gun.
It’s either being destroyed within 30 seconds or being captured by the enemy.
The problem is that my forces are scattered all over the place and even if I pause the game and select all of them in order to send them to the fixed gun, even then it takes them too long to get there, and by then the fixed gun is destroyed.

If I don’t send my forces to the fixed gun then it will be captured by the enemy which is worse.

Maybe moving the fixed gun to the north will make it easier, or just give us more time to bring our forces to the fixed gun.

You have a small bug with the timer – it keeps going even after a defeat.
So if you let it go to zero you would still get your reinforcements.

Another problem – in one of my tries I had almost no forces left, and the enemy was just standing outside my base doing nothing,
They were sending a few units at a time to the gate, but that was all.
I could have won in that scenario, but I stopped it in the middle because it didn’t feel like I deserve to win.
You probably have to instruct all units to move closer to the gate.
The AI doesn’t do a good job here.

It would be great if you take this scenario to the next level (expansion) where the enemy also has a base on the other side of the map, and the objective is not only to defend our base but also to gain water control (the enemy should have more ships), and eventually take the battle to the enemy’s base and destroy it (as well as it’s navy).
That would be a full scale scenario that could take 1 to 2 hours to finish.
So please keep that in mind.

Other than that you have done a great gob, great scenario design.

By the way sziggi, Did you get my email?

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