April 7, 2002, 23:49
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#1
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Local Time: 18:42
Local Date: October 31, 2010
Join Date: Jul 2005
Location: In search of pants
Posts: 5,085
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Dual Europe 1.0
http://aventine.cf-developer.net/min...r_dualeuro.zip
Whew, I finally got around to finishing it.
ERRATA: Dwarves are MUCH easier to play than Saurs.
Dual Europe
by St. Leo (Leons Petrazickis)
petrazi@sprint.ca
INTRODUCTION
Mmm, fantasy slugfest.
FIRST OF ALL
Please run dualeuro.exe to generate an events file based on which civs are goind to be played by humans and which are going to be played by the AI.
PREMISE
Yadda yadda yadda and the humans from Europe invaded the lands of the Six Races populating the mirror one. As the humans were about to achieve total victory, the invasion petered out. The Six Races have to strike back now before the human scum comes back to finish the job.
CIV PRIMER
Saurs - This is the civ of Basilisks and amphibious Turtle Catapults (helicopters). They are positioned between the hammer (human Europe) and the anvil (their allies).
Dwarves - Baruk khazad! Khazad ai-menu! The Dwarves aren't in a particularly comfortable position either, but their units are better (I think).
Elves - The Elves are isolated and will not be able to grab that many cities before the human counterattack and the AI infighting strikes.
Orcs - Defensively, the Orcish position is excellent; offensively, it's not. Fortunately, their units have a generous movement allowance and are dumb enough to pretend that giant mountains and impenetrable jungles are roaded grasslands.
Hobbits - Their isle of gardens is not hard to defend once the humans are cleared off of it.
Azracs - Azracs have good units and decent offensive position.
Humans - Humans own all of their Europe and most of yours. Crush them.
ORIGINS OF INSPIRATION
Hmm. I wasn't drunk at the time. Dunno.
CREDITS
Cities: Age of Wonders
Terrains: Tim Smith(forests, mountains), Stefan Hartel(river deltas), and many others
Units: Age of Wonders, Heroes of Might and Magic III, a few third parties
Icons: Nothing special
Playtesting: Next to none
Last edited by St Leo; April 8, 2002 at 11:35.
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April 7, 2002, 23:51
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#2
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Local Time: 18:42
Local Date: October 31, 2010
Join Date: Jul 2005
Location: In search of pants
Posts: 5,085
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Mmm, Italy...
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April 7, 2002, 23:53
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#3
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Local Time: 18:42
Local Date: October 31, 2010
Join Date: Jul 2005
Location: In search of pants
Posts: 5,085
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Ach!
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April 8, 2002, 00:20
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#4
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King
Local Time: 06:42
Local Date: November 1, 2010
Join Date: Sep 1999
Location: Australia
Posts: 1,515
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Um. I get the cannot find server "page cannot be displayed" message when I try to dl.
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April 8, 2002, 11:40
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#5
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Local Time: 18:42
Local Date: October 31, 2010
Join Date: Jul 2005
Location: In search of pants
Posts: 5,085
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Fixed it.
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April 8, 2002, 16:09
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#6
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Settler
Local Time: 22:42
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Germany
Posts: 8
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Bierkanal? kewl hehe
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April 8, 2002, 19:13
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#7
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King
Local Time: 22:42
Local Date: October 31, 2010
Join Date: Apr 2000
Location: Scenario League
Posts: 1,350
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Burgburg?!?! ROTFLMAO!!!
BTW, I think you've recycled that tech tree enough times now.
And I did find one error so far...
Playing as the Orcs i've been able, through allying with the Dwarves and Azracs, to push all the way to Paris and take her. Though when I captured the City of Lights, I got the message "Vienna, capitol of booming France, has been taken by the eldritch hordes".
Are you sure you wern't drunk when you made this?
All in all, this scenario rocks and you get two thumbs up from Kinky and Spewbert.
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April 8, 2002, 20:26
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#8
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Local Time: 18:42
Local Date: October 31, 2010
Join Date: Jul 2005
Location: In search of pants
Posts: 5,085
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Burgburg?!?! ROTFLMAO!!!
I aim to please.
BTW, I think you've recycled that tech tree enough times now.
[Darn]! Oh, well. I guess I am going to have to recycle the Imperial Ambition tech tree next.
And I did find one error so far...
Though when I captured the City of Lights, I got the message "Vienna, capitol of booming France, has been taken by the eldritch hordes".
That allegation is totally unfounded. I used "capital", the correct word. Oh, wait...
All in all, this scenario rocks and you get two thumbs up from Kinky and Spewbert.
Who?
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April 13, 2002, 18:48
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#9
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King
Local Time: 22:42
Local Date: October 31, 2010
Join Date: Apr 2000
Location: Scenario League
Posts: 1,350
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Kinky and Spewbert, you know, the Apolyton scenario critics. They sit in that little balcony of theirs and point and ridicule all the designers.
UPDATEZ:
I am now kicking the living hell outta the Humans and Hobbits and thusly fighting a dual war on each side of my empire. I am, however, still winning. mwahahahaha
When taking London, the events told me I took Vienna. Me thinks St. Leo uses copy & paste function wayyyyyy too much.
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April 15, 2002, 15:45
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#10
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Local Time: 18:42
Local Date: October 31, 2010
Join Date: Jul 2005
Location: In search of pants
Posts: 5,085
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Do you have any recommendations with regards to unit balance? If I were to release Dual Europe 1.1, I would rename a few techs, make the Orcs show the correct city style, tweak the Elven landbridge, and replace the currect unit imbalance with a new one. Oh, and the events would name the correct cities.
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April 15, 2002, 17:58
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#11
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King
Local Time: 22:42
Local Date: October 31, 2010
Join Date: Apr 2000
Location: Scenario League
Posts: 1,350
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I think the Hobbit Lord's (Elders or whatever they're called) should be a tad bit weaker. On Chieftan level they're kicking my arse on cities with heavy defenses....
The Azracs seem to have a wider array of extremely powerful units.
The Orcs don't seem to have enough units.
My suggestion is to change the tech tree around a little. Reduce the science penalty, since according to the game it'll take me 214 turns to discover the next tech...
Add a few more units for each civ that are reachable through research, and not just available en-masse at the start. Maybe like some crossbreeds Half-Orcs or somethin created due to the mix of the two worlds. Or like a Death Knight or somethin. Ok, I play too much WarCraft, so sue me...
Concerning the various landbridges, I highly suggest changing the tile graphic. It looks like either snow or sand but just dosen't look right... Maybe use the shallow sea graphic from the Midgard scen and put little mine openings at each end so it loks like a real tunnel... Just a suggestion tho.
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April 15, 2002, 19:53
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#12
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Emperor
Local Time: 08:42
Local Date: November 1, 2010
Join Date: Feb 2000
Posts: 3,057
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Quote:
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Originally posted by WarVoid
Kinky and Spewbert, you know, the Apolyton scenario critics. They sit in that little balcony of theirs and point and ridicule all the designers.
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I hate those guys
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April 16, 2002, 20:02
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#13
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Local Time: 18:42
Local Date: October 31, 2010
Join Date: Jul 2005
Location: In search of pants
Posts: 5,085
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I think the Hobbit Lord's (Elders or whatever they're called) should be a tad bit weaker. On Chieftan level they're kicking my arse on cities with heavy defenses....
Kewl.
The Azracs seem to have a wider array of extremely powerful units. The Orcs don't seem to have enough units.
I'll see what I can do. Perhaps the Orcs will get to play around with Scorpions now.
My suggestion is to change the tech tree around a little.
Right, that will happen around the time Cthulhu awakes.
Reduce the science penalty, since according to the game it'll take me 214 turns to discover the next tech...
Sounds good.
Add a few more units for each civ that are reachable through research, and not just available en-masse at the start.
Excuse for not doing it: I am pretty sure I've maxed out my use of the unit slots already.
Maybe like some crossbreeds Half-Orcs or somethin created due to the mix of the two worlds. Or like a Death Knight or somethin. Ok, I play too much WarCraft, so sue me...
I highly suggest changing the tile graphic. It looks like either snow or sand but just dosen't look right...
Hmm...
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