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Age of Mythology Heaven » Forums » Scenario Design » My Scenario Showcase: The Battle of Yüsmouth
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Topic Subject:My Scenario Showcase: The Battle of Yüsmouth
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Halo
Mortal
posted 25 November 2003 07:17 PM EDT (US)         
Disclaimer: This thread owes most of its length to the storyline that I've added. Do yourself a favor and read past the storyline if reading isn't one of you favorite things to do. I would really like more people to check out the actual changes and eye candy put into this scenario. Please don't overlook those parts.


Hello fellow Scenario Design Forum forumers and guests! I am finally putting together the showcase that I've been planning so that each of you can learn more about my upcoming project.

As many of you may know, I've been working on this scenario for quite some time and I am on the verge of finishing it. Within the next two weeks (depending on test results), this scenario should be available for you all to download. Perhaps you might be asking why you might want to download this particular scenario. Well, this thread is dedicated to showing the uniqueness of my scenario. Thus, I will tell you about it, and you may decide for yourself if it is something you might enjoy playing.

First, I will begin by explaining the purpose of this map and why it was created. After that, I will provide a brief storyline to explain when this event occurs in the book I'm writing. Then finally, I will provide full-map screen shot of the scenario which points out various locations on the map. These locations are crucial elements for understanding this map. (There will also be sections for eye candies, cultures, and unit specifics. See the Table of Contents below.)


Table of Contents:
- The Purpose and Goal
- The Storyline
- Map Locations
- Various Eye Candies
- The Cultures
- The Characters
- Unit Specifics
- Scenario Specifics
- Hints and Tips
- Self Rating
- Closing

(Note: Use Ctrl + F to skim through different sections of the thread. Just type the section name in the "Find in This Page" text field.)


The Purpose and Goal

This scenario was created for my own pleasures. I did not intend for this to be a public download until after I realized how great this scenario really was. The original purpose for creating this scenario was to provide a visual, interactive illustration for the Battle of Yüsmouth, a very big battle that occurs in my story. (It's actually the first real battle that occurs in the story that has to do with the main plot. However, in the very beginning of the story, there is a lesser battle that is talked about--that lesser battle introduces the story. See The Storyline section for more details.)

The goal I was trying to accomplish by creating this scenario was to obtain visual inspiration by "living" the battle that I describe in my story.


The Storyline

Up until this big event, my story tells the reader about the creation of the universe, the world, and all living things. The world that I have created is called Elorien, and its inhabitants are of a wide variety of animal and plant life. Some of the gods who created Elorien had certain passions for creating new things, and so those few created the intelligent beings of the world. The main intelligent beings were the Elorienkin, Fraerek, Ortroverns, Aurogs, Miomen, Ongjakas, Aerohans, Dwarves, Amatzyk, Glongrodi, Ogmi, Kentauroi, and Satyroi. (See The Cultures section below.)

Now for the actual story that explains where Yüsmouth is on the timeline. Prepare to use the Map of Elorien, for it will answer many of your questions. Also, it would probably be good to list the main characters, otherwise you may find yourself confused as you try to remember who they are when I repeat them throughout the storyline. (See The Characters section below.)

(Please note that I want to make this storyline brief. Thus, it will not have the impact that I have created by writing it, in detail, in my book. So think of this as a brief summary.)


The story begins in the heat of battle on a fortified hill located between Daeia Forest and Rolkiham (Rolkiham is where Rolkeim appears on the map--that name was changed)--the Rolkiham people defend from an attack led by the Grekorian king. During this battle, the evil king of Grekor, Bystivir, orders his army to push up the fortified hill of Forcinyan. He almost takes the hill, until suddenly he has a stroke. The death of Bystivir causes his troops to lose their morale, for it appeared as a very bad omen to them. Thus, they retreat from Forcinyan and return home to Grekor.

When the troops arrive home, not all of them grieve the king’s death, for he was evil-hearted. However, because Bystivir’s son, Boslodimir, was assumed to become king, they could not celebrate the king’s death with a feast, like the one they had desired. Boslodmir was also evil-hearted and he sought revenge on Rolkiham. He declared that his father had been assassinated; thus, that was his reason to continue fighting the war against Rolkiham. The Grekorian High Council would not correct Boslodimir, however, for they feared him.

The people of Grekor did not want Boslodimir to become king. Many of the soldiers were tired of the endless fighting and actually desired peace. They had only fought because it fed their families. What they needed was a benevolent king who desired economic prosperity, not imperialistic warfare. So the people of Grekor appointed the High Council and begged them to promote Thaenor, Bystivir’s brother--Boslodimir’s uncle--to lead their nation. Even the High Council knew that it could be done, and it would be mutiny. And it was done. Thaenor became appointed king. His coronation was held the next day; during which, Boslodimir stormed into the room and cursed everyone. However, his anger would not change the minds of the people, for they all stood firm to Thaenor’s approach. He promised them peace with Rolkiham and that an alliance would be arranged.

Boslodimir knew he no longer had the hearts of the people, but he knew that he must win it back. He sought revenge on Rolkiham for “murdering” his father, and on Thaenor for stealing his throne. To get his revenge, Boslodimir had to have power, and so he appointed his loyal servant, Dargnorri to speak to Merecidor about a proposal. His proposal was that if they could help him win the throne of Grekor, he would promise them a second man-nation ally. This proposal would tickle the fancy of the Ortroverns of Merecidor because they feared the power of allied man-nations. Thus, if many man-nations were to form alliances, they would grow in power as one race, whereas if many man-nations were at war, they would never have time to prosper, for they would be at constant battle. At least, that was the way the Ortroverns pictured man-nations. If Grekor became an ally of the Ortroverns, the Ortroverns believed that they would grow more powerful; and they sought to someday grow more powerful than any other race or culture.

So Boslodimir’s proposal was accepted. His plan for the Ongjakas and Ortroverns of Merecidor to help him win the throne of Grekor was not supposed to be obvious. In fact, what Boslodimir planned to do was, first, keep the alliance between Rolkiham and Grekor from becoming established; then second, assassinate Thaenor and somehow blame it on the Rolkiham peoples.

Meanwhile, Rolkiham’s king, Rorek, accepted Thaenor’s proposal for an alliance. However, Rorek was a bit jittery for rushing into establishing an alliance, for he did not fully trust the Grekorians. Therefore, he proposed that his daughter, Aislynne, and Thaenor’s son, Hernegus, be wed as a means of binding the nation’s alliance. Thaenor agreed, as did Hernegus and Aislynne--they, too, sought peace between their nations.

Within the next few days, Aislynne prepared to travel to Grekor for her wedding. She brought with her many supplies, a few of her maidens and servents, and an a small squad of fighting soldiers--two of which were her cousins Arvirid and Aafolyth. Arvirid is a commander of some of the Rolkiham infantry divisions; he is very skilled with the sword. Aafolyth is the royal messenger of Rolkiham and rides the fastest horse in Elorien. His presence is necessary for extracting Aislynne if the Grekorians planned an ambush.

Boslodimir knew that Aislynne was making her way towards Grekor, so he paid the Glongrodi, a race of goblin-like creatures, who lived in Daeia Forest, to ambush the convoy. He established important terms with the Glongrodi for them to capture Aislynne and kill or capture any of the soldiers who were protecting her--they were not to harm Aislynne.

And so it was that Aislynne’s convoy was attacked as it passed through Daeia Forest (Picture). As some of the Rolkiham soldiers were taken down in surprise, Aafolyth managed to get Aislynne to safety by riding straight to the gates of Decia, the capitol of Grekor. However, he was also ambushed. Just before he got to the Bendtitiguan River, a few Glondgrodi warriors dismounted him and captured them. They were then brought back to the convoy, where only a few Rolkiham soldiers remained alive and captured.

When Hernegus realized that Aislynne’s convoy was late, he began to worry. After an hour of waiting at the gates of Decia, he ventured out into Daeia to seek his fiancé. He decided to venture out even after his father warned him not to. His father did not want Hernegus to leave because they were both in the middle of a feast with the High Council. Leaving the feast before the king was finished eating was strictly forbidden, but Hernegus left anyway, deliberately defying his father.

Hernegus was right to worry, however. As he made his way across the Benditiguan River and into the forest, he saw the convoy and the captives sitting in the dirt, surrounded by both Glongrodi and men. After his first glance, he felt a sharp pain in the back of his head and lost consciousness. A few moments later, he awoke with a headache, and noticed that he was tied up and resting beside the captives he had seen. He also noticed that the Glongrodi were no longer there, but instead, only men dressed in strange armor were guarding them. He didn’t recognize the men as Rolkihamish or Grekorian soldiers; in fact, he had never seen such men or armor before. The Rolkihamish soldiers who lie around him were wearing nothing but their sashes--they had been robbed of their clothing, armor, and weapons. Hernegus was very confused, but he could not think about it because his head was throbbing and bleeding. He soon drifted off into a deep sleep.

Arivird somehow managed to break free from the ropes. When one of the guards noticed his attempt to escape he drew his sword in an attempt to slay Arvirid, but Arvirid, being the better soldier, fought the guard barehanded and won. He then took the guards sword and began fighting the other guards. The distraction allowed the other captives to free themselves and aid Arvirid’s fight. The result, of course, was victory for the Rolkihamish soldiers.

After the captured soldiers freed themselves, they decided to flee to the forest of Eliadia. Eliadia was the only place that guaranteed them safety because: one, Rolkiham was now further away than Grekor, and the soldiers feared that the Glongrodi might try to ambush them again; and two, while they were captured, they overheard one of the guards talking about Boslodimir winning the throne “tonight.” So the soldiers took one of the wagons from the convoy, loaded it up with the injured soldiers (including Hernegus), and made way for Eliadia.

On their way to Eliadia the company met a young man who was making his way toward the Daeia Forest. The young man was Marlayne, Hernegus’ loyal servant and squire. He was venturing into the forest in hopes of finding Hernegus. Upon learning the situation that the company was in, Marlayne had no choice but to join them on their way to Eliadia.

Meanwhile, Boslodimir’s hired mercenaries, who had met up at the captured convoy before the soldiers escaped, wore the clothes and armor of the Rolkiham soldiers and led a small attack on a village just outside of Decia. The small force torched a few homes and farms before fleeing. This was part of Boslodimir’s plan, for it was designed to make the Rolkiham people appear hostile. Also, while the small force was torching the fields, Dargnorri entered the king’s chamber and served Thaenor a mug of mead. Thaenor drank it cheerfully, not knowing that it contained poison. Within a matter of minutes, Thaenor died. Before Dargnorri left the chamber, he placed a cloak with the Rolkiham national symbol sewed on it. All of this was done according to Boslodimir’s plan. Now the people of Grekor would want the revenge he sought on Rolkiham.

When the company arrived in Eliadia, they told the Elorienkins, who inhabited the forest, there situation. The Elorienkins humbly proposed that the company stay within the safety of their forest until the matter was resolved. They would not aid them in combating the Grekorians to resolve the conflict, however.

While they were in Eliadia, Hernegus was treated by the aid of Erwin, a female Elorienkin who specialized in magically healing. When Hernegus was revived, Lanlace, the magistrate of Eliadia, referred him to see Ambrosia. Ambrosia was the Oracle of Elingrad. Only humans could go to see her. Any other race that entered the forest of Elingrad would become damned. The Elorienkin who live in the forest of Elingrad are not allowed to leave. If they do, they will die. Similarly, the Ortroverns, Glongrodi, and Fraerek will die upon entering the forest.

Before Hernegus left to see Ambrosia, he finally got the chance to meet Aislynne. They immediately connected upon meeting each other. Hernegus told Marlayne to protect Aislynne with his life if anything were to happen; thus, this shows a bit of foreshadowing of a big event to come.

Meanwhile, Boslodimir’s hired mercenaries made their way back to the convoy in Daeia. Upon discovering that the guards, who they had left to watch the captives, were dead, they became furious and complained to Boslodimir. This was of no surprise to Boslodimir, for a guard standing watch on the North East keep that night saw a wagon making its way toward Eliadia. Boslodimir was already making plans to pursue the captives, and slay them. However, he did not know how to address the issue to the people of Grekor, so he permitted Dargnorri to lead a few legions of his mercenary army in secrecy. (A legion is composed of 1000 troops.)

Five mercenary legions came from Merecidor, prepared to attack Eliadia. The purpose of eliminating the captives from the convoy was to ensure Boslodimir’s place on the throne. If the captives made their way back to Rolkiham, the Rolkihamish people would come up with a way to get the truth out to the Grekorian public about Boslodimir’s devious plans.

When Boslodimir addressed the nation, he did so in grief--although fake. He pledged allegiance to Thaenor and he apologized for his outcries during Thaenor’s coronation. By showing his “remorse” to the people, he was able to win their hearts back for battling the Rolkihamish people. The people followed him and believed that he knew what to do. (Boslodimir’s explanation for the five marching legions of Merecidorian men outside of Decia was that they sought to fight the Eliadians. When the Grekorians asked Boslodimir to protect the Eliadians, who were allied to all nations, he said that he could not do this because Rolkiham was preparing to attack them--a lie--and that fighting both the Rolkihamish and Merecidorians would bring their nation to hell.)

When Hernegus first met Ambrosia, she told him of the five legions of Merecidorians who were making their way into Eliadia. She could see everything, for she was an oracle. However, Hernegus was confused, for he did not yet know that his father had been murdered, nor did he know that Boslodimir had assumed power over the throne. All he knew is that his nation had been attacked and that someone might have been trying to prevent the alliance between Grekor and Rolkiham. Ambrosia, would not give him specific information. Instead she spoke in riddles and only confused Hernegus. But confusing him got him thinking. He assumed that the Skirmish in Daeia had to have been planned by someone evil, but he did not want to believe that it was his own cousin.

Meanwhile, the five mercenary legions from Merecidor took Eliadia by surprise. They brought huge catapults that launched pots full of flaming oil and set the forest aflame. Many Elorienkin died before the actual legions entered the forest to fight them. So Lanlace told the company: Arvirid, Aafolyth, Marlayne, Aislynne, and the other soldiers, to head for Yüsmouth to prepare for their defense.

So the company and many of the Elorienkin people fled to Yüsmouth while the forest of Eliadia was being obliterated. When the company entered Yüsmouth, the dwarves who lived there accompanied them. As soon as the dwarves received word of the attack, they began their preparations for defense immediately. They gathered oil to boil, to pour on the heads of the assailants; they brought out their ballistae siege engines; and they began suiting up in armor. A little while later, the rest of the Elorienkin entered Yüsmouth and began taking their positions on the high walls of the fortified mountain. They were prepared to take on the five mercenary legions of Merecidor.

During the battle, Hernegus is speaking to the oracle. He learns about the outcome of the battle before it even occurs, and he must prepare himself for it, for he will soon play the biggest role in the story. He will be given the burden of bringing peace back to Grekor, and punishing his cousin Boslodimir for his evils.

Now I leave the story up to you to finish. When you play the scenario, you will determine the outcome of the battle. The true outcome will be revealed in my book, which I hope to finish within the next decade.


Map Locations

First, view the Full Map so that you can read the highlighted areas. You may also check out a blown-up version of the Mini-Map. Follow the highlights with their descriptions below.

- Entrance to Yüsmouth:
This is where the forest of Eliadia and Feddek meet. There is no other entrance to Feddek other than Yüsmouth.
- Dwarven Entrance Post:
This post is where the dwarves of Feddek keep watch for trespassers. If trouble comes into Yüsmouth, the dwarves will alert the Main Stronghold so that everyone can prepare for an attack.
- Suicide Hill:
This hill served as a outpost for archers long ago, during the first battles ever fought in Yüsmouth, but because the position can be so easily overtaken, it has earned the name Suicide Hill. You can use this position to post some of your archers--all archers, cheiroballistas, and ballistaes earn additional pierce attack when fighting from atop the hill.
- Gate of Yüsmouth:
This is obviously the most important part of Yüsmouth. If the gate is destroyed, your troops will have hell trying to defend the Main Stronghold. So defend the gate as long as you most possibly can.
- Main Walls:
These walls are great fortifications of Yüsmouth. Placing archers along the walls provides an additional punch behind the built-in towers. (Note: Nothing can get through the walls, for they are solid rock--built by the dwarves long ago.)
- Main Stronghold:
This is the most crucial point of Yüsmouth. Whether the gate is destroyed or not, the Main Stronghold is where the battle ends. If the Main Stronghold is taken, Yüsmouth is taken--remember that.
- Road to the Summit of Feddek:
The Summit of Feddek is where most of the dwarves live. Yüsmouth is only the gateway to Feddek. There might be times during battle when small armies of dwarven warriors come to Yüsmouth’s aid.
- Pond of Yüsmouth: (Not highlighted in image.)
The pond within the fortified mountains will provide you with a way of healing your injured troops. Be sure to keep an eye on the health of your three main heroes--you will not get them back if they die! The pond may serve as an additional objective element--this has not yet been decided.


Various Eye Candies

As many of you may know, I came up with the Water Tunnel eye-candy. They appear in this map. Here are the screen shots, again:

- First Angle of Tunnel
- Second Angle of Tunnel

And the tunnel entrance can be seen here with before and after pictures. I decided to make the entrance have a waterfall too, which meant creating an icecap. I got this idea from fellow forumer, Alexandergreat3.

- Before: Tunnel Entrance
- After : Tunnel Entrance

And finally, I have also come up with the mountain cave. I got this idea from my water tunnels idea, and it proved to be a nice effect. The purpose of the cave in my scenario is that you can retrieve a relic if you slay the beast who dwells within the cave.

- First Angle of Cave
- Second Angle of Cave

Other eye-candies that I have added in my scenario are the gate of Yüsmouth, the main walls, and various mountain transions--you’ll see.


The Cultures

Here are the descriptions of each being, or culture:
- Elorienkin are beautiful, cherubic, humanoid creatures who have keen sight and agility. Because of their great sight, they have great accuracy with their bows. They live for eternity unless they are slain or suffer a broken heart. They reproduce with the aid of golden apples from a Hesperides tree--the couple must feed upon an apple and the male must inter the single golden seed into the female's womb through her navel by using only his lips. Also, their skin is quite frail and is sensitive to light during the midday hour. Elorienkin lack fertility, so they do not reproduce often. (Game units: All Atlantean units except for the Fire Siphon.)
- Fraerek are what the Elorienkin became during the Age of Corruption. During this age many of the Elorienkin suffered depression and entered corruption, where they transformed into the Fraerek. Fraerek are similar to the Elorienkin, but they are more fragile in body and actually had lifespans. They are also in constant depression, which brings them madness--to cry, to steal, to kill. Their skin is tinted and their beauty is faded, and most important, they are more vulnerable to light and required the shadows of darkness to keep them alive. In addition their style of reproduction was changed. They became a more sexual being--like the animals of the world. (Game units: Do not appear in scenario.)
- Ortroverns are what the Glongrodi become when they are exposed to lots of light. Ortroverns are bigger and uglier than the Glongrodi. They are also smarter. If Ortroverns are exposed to light, the pain that the light causes them will cause them to go berserk; thus, the Ortroverns usually win all daytime battles. (Game unit: Einherjars play their roles.
- Aurogs are the first form of man. They were made out of clay and reproduce only when they die--two Aurogs are birthed from one dead Aurog. After the Corruption of Mankind era, the Aurogs became extinct. (Game unit: Prometheans play their roles.)
- Miomen are the second form of man. They are the prominent lifeforms aside from the Elorienkin. (Game units: All human units.)
- Ongjakas are the tribe of men that allied with the Ortroverns. The Ongjakas are supposedly more advanced than any other being of Elorien. (Game units: Spearmen, Axemen, Slingers, Siege Towers, War Elephants, Catapults, Mercenaries, and Mercenary Cavalry.)
- Aerohans are a special race of half-lings that live in the mountains of Eshpedesh. They invented war-gliders, gunpowder, and rocketry. (Game units: Do not appear in scenario.)
- Dwarves are a special race of half-lings that live in mountain chains and mine gold all day. Many are slaves to northern man-nations, but the more important ones live in Feddek. (Game units: Dwarves.)
- Amatzyk are a tribe of women who hunt men and eat them. The Amatzyk go into battle nude as if to seduce their opponents. Some of the women in the tribe work as bounty hunters for the Ongjakas and Ortroverns, where their prize for bringing back certain bounties is the flesh of living men. The most prominant tribes of the Amatzyk are located in Sitiaria or Alphodor. (Game units: Do not appear in scenario.)
- Glongrodi are the offspring of the Fraerek and Aurogs. Glongrodi are ugly, goblin-like creatures that attack anything that crosses their paths. They normally hunt in packs and live among the trees. They are especially vulnerable to light. (Game units: Do not appear in scenario.)
- Ogmi are a race of trolls that aid the Ortroverns. They are big, lumbering and stupid. Many of them fight with clubs or rocks. (Game units: Do not appear in scenario.)
- Kentauroi are a hybrid race of horse and men. They are very important allies of the Elorienkin. (Game units: Centaurs.)
- Satyroi are a hybrid race of goat and men. They are very important allies of the Elorienkin. (Game units: Satyrs.)

(See Map of Elorien for location references.)


The Characters

- Bystivir: does not appear in this scenario;
The once evil king of Grekor. Dies from a stroke during the battle that occurs in the introduction of my book.
- Rorek: does not appear in this scenario;
The king of Rolkiham; father of Aislynne; and lives as a peacemaker.
- Thaenor: does not appear in this scenario;
King of Grekor; brother of Bystivir. He desires peace.
- Boslodimir: does not appear in this scenario;
The son of Bystivir; nephew of Thaenor; and cousin of Hernegus. He is vengeful and evil hearted.
- Hernegus: does not appear in this scenario;
The main character and hero of the story. Prince of Grekor; nephew of Bystivir; son of Thaenor; and cousin of Boslodimir.
- Aislynne: played by Athena
The Princess of Rolkiham; daughter of Rorek and fiancé of Hernegus.
- Marlayne: played by Theseus
The loyal companion of Hernegus. Skilled with medicine. Member of the royal council.
- Arvirid: played by Jason
A commander of the Rolkihamish infantry divisions. Assigned to protect Aislynne. He is very skilled with the sword.
- Aafolyth: played by Achilles
Rorek’s royal messenger. He is skilled with horseback riding; and he is the fastest rider of the lands.
- Dargnorri: does not appear in this scenario;
The loyal companion of Boslodimir who allies Grekor with Merecidor and Valdor. He is related to the Ongjaka tribesmen.
- Ambrosia: does not appear in this scenario;
The guardian of Cryxibus and benefactor of all who come to seek her wisdom. She is known the the Elorienkin as the Oracle.
- Cryxibus: does not appear in this scenario;
An Elorienkin hero who decides to help Hernegus on his quest. He is the only Elorienkin in the world that has the ability to enter and leave Elingrad without facing death.
- Erwin: does not appear in this scenario;
An Elorienkin hero and lover of Lanlace who decides to aid Hernegus on his quest. She is notorious for her magical healing.
- Lanlace: does not appear in this scenario;
The magistrate of Eliadia who decides to aid Hernegus on his quest. He sends Aislynne, Marlayne, Arvirid, and Aafolyth into Yüsmouth when a strike against Eliadia begins.


Unit Specifics

Here I will discuss the changes of some of the units. I modified some of the units (with triggers) in order to mold them to fit my needs for the map.

First I will discuss the availability of units and buildings for player one. Player one is Norse, so that means all of the Norse’s tech tree is available. However, as player one, you may not build any more longhouses, hillforts, towers, markets, temples, walls, armories, or docks. You are also forbidden to build wonders or titans. There purpose for this is to keep the player playing defensive. If player one was allowed to build anything, then he or she would assume control of the map; thus ruining the purpose. The purpose is not map control, it’s defense. You’re living a battle that exists in a story that I’ve written. Do not fret though, for limited building does not limit gameplay.

Norse units that have been modified:
(The Norse are the culture that I use to resemble the dwarves.)

- Dwarves: Dwarves are the only types of villagers that you’ll be able to train. Their limit has been increased to 80 and their costs have been altered to balance the scenario. They cost 50 food and 50 gold. Although it may seem like a lot, there will be plenty of food and gold outside of Yüsmouth’s walls for you to gather.
- Ox Carts: Ox Carts are now cheaper: 25 Food, 25 Wood.
- Ballistae: I’ve allowed ballistae’s to fire one more bolt and have the longest range of all units. It has a range of 45. Also, the Engineers technology is free.
- Troll: The troll is actually an enemy myth unit. They have been given the ability to deal crush and hack damage along with their pierce damage. They are also increased in size.
- Titan: The Troll Titan of the Norse is also an enemy myth unit. The Troll Titans are smaller than normal, have less hitpoints and armor, have no special attacks, and deals less crush and hack damage. However, their speed has been increased a bit.
- Einherjars: Einherjars are enemy myth units too. They resemble the Ortroverns. Einherjars no longer have special attacks, but have been awarded with a free upgrade to Elhrimnir Kettle.

Atlantean units that have been modified:
(The Atlanteans are the culture that I use to resemble the Elorienkin.)

- Arcus: The arcus is the weakest Elorienkin unit as far as base attack is concerned, but it is the best unit for massing and defending the walls of Yüsmouth. Their range has been increased to 40. They receive the Mail of Orichalkos for free.
- Arcus Hero: The hero arcus has the exact changes the normal arcus has, plus one additional bonus. Hero Arcuses can fire two arrows instead of one; however, you may only have 30 hero arcuses at a time.
- Turma: Turmas have been modified so that their javelins deal bonus damage towards cavalry instead of archers. However, because the forces that are attacking Yüsmouth, in this scenario, have no cavalry besides Mercenary Cavalry, turmas will keep their original bonuses versus archers.
- Turma Hero: The turma hero has the same additional bonus as the normal turma.
- Katapeltes: The katapeltes have been given an additional bonus versus infantry; however, their bonus against cavalry has been taken away. They have also been given additional armor.
- Katapeltes Hero: The katapeltes hero has the same additional bonuses as the normal katapeltes.
- Cheiroballista: The cheiroballistas have been given a greater range--42.
- Citizen: Citizens are unable to be promoted to hero citizens. Also, the cannot build any buildings except for farms, military barracks, counter barracks, and palaces. You will only be able to access six of these Elorienkin citizens.
Fanatics: Now take 10 seconds to train.
Destroyers: Now take 8 seconds to train.

Egyptian units that have been modified:
(The Egyptians are the culture that I use to resemble the Ongjaka.)

- Spearmen: Spearmen have been given more hack armor and attack so that they stand up better to anti-infantry units. Spearmen are the most prominent units in the Ongjaka armies.
- Axemen: Axemen have been given a small crush attack.
- Slingers: Slingers have been given a small bonus against infantry.
- War Elephants: War Elephants have been given a bonus trample damage that effects all adjacent units.
- Mercenaries: Mercenaries no longer have lifespans.
- Cavalry Mercenaries: Cavalry Mercenaries no longer have lifespans.


Scenario Specifics

In this section, I will discuss certain features that this scenario has. Some of those features may seem like flaws, so I will discuss some of them, too.

Resources:
The foritified mountain of Yüsmouth has been around for centuries and its resources are starting to run low. However, there are plenty of resources across the map. As you can see in the screen shots, wood is the most prominent. There is also plenty of animals to hunt and plenty of gold mines to discover.

Relics:
I have created new relics! Such relics include: Golden Net, Sacrificial Slab, Fangs of a Khieron Beast, etc. You may find some of these relics in point blank sight, while others may require more initiative to obtain.

Building Limits:
Some of the units and building have building limits in order to maintain balance. I want this scenario to be accurate, but I also want it to be fun. I believe that even if there are building limits for some units and buildings, you will still have fun. Here is a quick list to all of the available units and buildings, and their limits (note, anything not listed either has not limit or cannot be built; most buildings cannot be built):

- Dwarves: 80
- Houses: 10
- Town Centers: 2
- Farms: 15
- Citizens: 6; Cannot Retrain
- Hero Citizens: Unavailable
- Hero Arcus: 30
- Military Barracks: 3
- Counter Barracks: 3
- Palaces: 1

Starting Out:
When you begin the scenario, your company will enter the gates of Yüsmouth and make their way up to the Main Stronghold. When they enter the Main Stronghold, Yüsmouth will become yours to control; however, you will not own the walls or towers. After that, you will be given about three to five minutes to prepare for battle. Thus, you will be able to research technologies, gather resources, and train soldiers until the battle begins.

Although you start in the Mythic Age, you will still have plenty of upgrades to research, and because you are at the home of the dwarves, they provide you with cheaper technologies and an extra line of armory upgrades.


Hints and Tips

Here are a few hints and tips that I can provide at this point. However, and this is quite obvious, these tips won't help you until you actually have the scenario. Just look at this section as another way of preparing you for the action.

- Watch your heroe's health levels!
Your heroes cannot heal on their own, so you must occasionally bring them to the Pond of Yüsmouth so they can heal. Your heroes will have very high hitpoints, so they will last as long as a titan would in standard AOM games.
- Visit the Pond of Yüsmouth!
The pond provides you with a way of healing your units. It may also serve as an objective element--this has not yet been decided.
- Obtain the mythical relics!
There are unique relics placed throughout the map that provide you with many bonuses. After relics have been garrisoned, they will vanish into the depths of your temple, but their effects will still remain.
- Scout the map!
When you begin, you'll need to gain as much information as you can about the map around you. There will be crucial resources to gather outside of the fortified mountain.


Self Rating

It is hard to rate my own work. Especially since I am quite modest. However, I shall provide such a rating anyway because it may or may not point out some of the benefits or flaws that I have not yet come across.

- Playability: 3
This is the hardest category to rate myself in since all of the triggers aren’t finished. I must wait until testing until I can give this a proper rating. However, want I’ve tried to accomplish is creating a map where the players must establish a decent economy to last them through the phases of the battle. So far, I give it a three.

- Balance: 4
I’m trying to keep this map as balanced as possible. I want the player to feel challenged when he or she plays this map, but at the same time, I don’t want player one’s units being overpowered. Therefore, the tweaks I gave them are fair. As for the building limits, that was a tool I used for keeping the scenario balanced in the sense of offense/ defense. I don’t want a player to assume map control. I have to give this at least a four.

Creativity: 5
The time I spent just coming up with such a battle is creative enough! I put a lot of thought into what units should obtain what bonuses, what units would resemble which soldiers or cultures in my book. Also, the new innovations of eye-candy is a plus for this scenario. I know I had to give it more beef.

Map Design: 5
I personally feel like I did a good job designing the map. In fact, the map design took the longest time, which usually does. Much of the map is accessible and provides the player with places to gather resources or set up ambushes.

Story/Instructions: 3
Providing a good storyline for the players is also difficult especially since: one, this is not a campaign; two, no one likes reading storylines like the one I’ve provided; and three, this scenario only illustrates a single event within a story. It is almost impossible to tell the story with just one scenario, but I’m trying to make it less confusing with the use of cinematics. I have to give this a three.

- Total Rating: 4
Not bad, I guess, but when I finish it completely and it is released, I expect it to go up by at least ten percent.


Closing

Just two more weeks, folks, and this scenario will be in your hands. And for those of you who don’t already know, I am affiliated with Woad Creations. If this scenario goes well, Woad Creations may help me create a campaign that tells the entire story up until Yüsmouth, and hopefully even after.

I will announce in about two weeks when this scenario has hit the download section. I hope I got the attention of some of you.

Thanks in advance.


PS: During the Summer I was working on a similar project. Here is the thread that I created that introducted the project. That project was never finished, but my heart for Yüsmouth remained, and I brought it back to what it is now. I am proud.


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[This message has been edited by Halo (edited 11-29-2003 @ 10:11 AM).]

AuthorReplies:
Shiva
HG Alumnus
posted 27 November 2003 06:03 PM EDT (US)     26 / 46       
Oh, that's easy then. I thought you said "show" the trampling, like when a Titan walks.

.¸¸.· · .¸¸.·´ §hïvå | RágeOfHaemòn · .¸¸.· · .¸¸.·
« . ° ¤ Scenario Designer | Woad Creations ¤ º . »
Halo
Mortal
posted 27 November 2003 06:40 PM EDT (US)     27 / 46       
Lol ... no, I just said "Elephants deal trample damage." You can't tell the elephants are dealing the damage unless you select a unit attacking it, or by watching your units die from it. Hehe.

I don't see why it would be important to "see" the trample effect. It never did in AOK.


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redwolfalex
Mortal
posted 27 November 2003 07:39 PM EDT (US)     28 / 46       
whoa! this looks awesome, I'm sure it will be fantastic.
I can't wait

Quote:

I don't see why it would be important to "see" the trample effect


cause it would be so cool!!

^Redwolf^
Don't sit there and take it! They built it we can break it!-AF
Voted The AOMH favorite newbie '03(first semester)
Member of the Phantom Warrior clan
Proud Member of Dragon Gaming Design Network
\...\Skate and Destroy/.../
Matei
Mortal
posted 27 November 2003 07:55 PM EDT (US)     29 / 46       
You might show the trampling by using a custom trigger to place an object in the center of the area. I mean a dust object.

Programmer on 0 A.D., author of Norse Wars, co-author of Fort Wars.
redwolfalex
Mortal
posted 27 November 2003 07:57 PM EDT (US)     30 / 46       
hehe, or you could use the scarab blood.

^Redwolf^
Don't sit there and take it! They built it we can break it!-AF
Voted The AOMH favorite newbie '03(first semester)
Member of the Phantom Warrior clan
Proud Member of Dragon Gaming Design Network
\...\Skate and Destroy/.../
Halo
Mortal
posted 27 November 2003 09:42 PM EDT (US)     31 / 46       
Do custom triggers work if I send the file to someone else, or do they need to have the custom trigger too?

PS: Could someone make such a trigger for me? I'm not very good at hard-editting game files.


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[This message has been edited by Halo (edited 11-27-2003 @ 10:11 PM).]

phantom_rider
Mortal
(id: phantom_rider2)
posted 28 November 2003 01:16 AM EDT (US)     32 / 46       
I read it all and enjoyed it at the time, but since I'm tired my reading comprehension has dropped a little bit...

By the way, nice work.

Elpea
Hal
(id: lp_usa)
posted 28 November 2003 08:18 AM EDT (US)     33 / 46       
Awesome job!

Although, I must comment, some of the forests look unreal , maybe they look better in player mode, but still, awesome job with the story and the map!


Halo
Mortal
posted 28 November 2003 09:14 AM EDT (US)     34 / 46       

Quote:

I read it all and enjoyed it at the time, but since I'm tired my reading comprehension has dropped a little bit...

Yay! That makes two people out of a million who have read my story so far... AND liked it! Thanks!


Quote:

Although, I must comment, some of the forests look unreal , maybe they look better in player mode, but still, awesome job with the story and the map!

Unreal? I suppose you're referring to the big blobs of forests and such. Don't worry, in the player mode they look a lot better.


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aom dude
Mortal
posted 28 November 2003 09:21 AM EDT (US)     35 / 46       
For the trampling you might want to try something with anim editing; giving him a sfx (don't know wich one)

I did this:
ACTIVE
LOOP
CONDITION: Timer: 1
EFFECT: Damage units in area
Center unit click the elly
Player: 2 (or any other player)
All
Radius: 3
Damage:3

I think this does exacly the same as your trigger. the only problem is that it doesn't deal 3 damage a sec, but like 5 in 4 secs.


It's lame to quote yourself - aom dude

[This message has been edited by aom dude (edited 11-28-2003 @ 09:23 AM).]

Shiva
HG Alumnus
posted 28 November 2003 10:16 AM EDT (US)     36 / 46       
lol, the trample effect would be real easy to show! Make a titan, reduce him to like .5cm so no one can see him, then make him follow the elephant (be sure to give him the speed of the elephant also, so that the trample doesn't go 5 feet behind the elephant )

Look the trigger, and you're set


.¸¸.· · .¸¸.·´ §hïvå | RágeOfHaemòn · .¸¸.· · .¸¸.·
« . ° ¤ Scenario Designer | Woad Creations ¤ º . »
Halo
Mortal
posted 28 November 2003 11:32 AM EDT (US)     37 / 46       

Quote:

I think this does exacly the same as your trigger. the only problem is that it doesn't deal 3 damage a sec, but like 5 in 4 secs.

No, my trigger deals 3 damage per second exactly.


Quote:

lol, the trample effect would be real easy to show! Make a titan, reduce him to like .5cm so no one can see him, then make him follow the elephant (be sure to give him the speed of the elephant also, so that the trample doesn't go 5 feet behind the elephant )

That's very amatuer, lol. It's also subject to buginess.


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bo shek mafia ma
Mortal
posted 28 November 2003 11:36 AM EDT (US)     38 / 46       
Lol maybe it could prove effective...but I doubt it.

Presenting...
Lord Of the Rings, by J.R.R. Tolkien
The Saga reproduced exclusively for Age Of Mythology
Coming soon..in Fall 04

Shiva
HG Alumnus
posted 28 November 2003 11:43 AM EDT (US)     39 / 46       

Quote:

That's very amatuer, lol. It's also subject to buginess.

Atleast it's realistic, your way simply shows units around the elephant getting affected..not really visible unless you knew that was going to happen.


.¸¸.· · .¸¸.·´ §hïvå | RágeOfHaemòn · .¸¸.· · .¸¸.·
« . ° ¤ Scenario Designer | Woad Creations ¤ º . »
aom dude
Mortal
posted 28 November 2003 12:23 PM EDT (US)     40 / 46       
I still think you should mod it..

It's lame to quote yourself - aom dude
Shiva
HG Alumnus
posted 28 November 2003 12:33 PM EDT (US)     41 / 46       
Alas, Halo, i spot a mistake. You are not affiliated with Woad Creations, you are a member

.¸¸.· · .¸¸.·´ §hïvå | RágeOfHaemòn · .¸¸.· · .¸¸.·
« . ° ¤ Scenario Designer | Woad Creations ¤ º . »
Halo
Mortal
posted 28 November 2003 05:42 PM EDT (US)     42 / 46       

Quote:

Atleast it's realistic, your way simply shows units around the elephant getting affected..not really visible unless you knew that was going to happen.

Having dust fly into the air around an elephant does not illustrate trample damage effect. It resembles a heavy unit. In AOK, you never knew cataphracts or war elephants had trample damage unless your read that info somewhere. I played AOK for four months after its released before I found out about trample damage. Lol.


Quote:

You are not affiliated with Woad Creations, you are a member

C'mon Shiva, being a member IS being affiliated!


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Halo
Mortal
posted 28 November 2003 11:40 PM EDT (US)     43 / 46       
I am currently working on the following changes:

- The limit of dwarves is now reset back to 40.
- Atlantean villagers will now be retrainable, but their limit is 6.
- The enemy must construct his catapults on the battlefield first in order to use them.
- There are going to be three main waves of enemy assaults. Of which will have different "boss" type units. For example, in wave 1, there will be a single siege tower that attacks the main gate; in wave 2, there will be two Ogmi trolls (Norse Titans) that attack the main gate too; in wave 3, there will be two nidhogg dragons that will try to break your formations.
- I'm undergoing important unit balance issues. I've solved issues with changing unit bonuses.
- I have added a new objective.


Final changes awaiting finish:

- Invasion triggers. (15% complete)
- Final Objectiver triggers. (0% complete)
- Final cinematic. (0% complete)

- Overall scenario completion: 85%
- Time needed to finish: 24 hours
- Time until release: 192 hours


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Spartin_270
Mortal
posted 28 November 2003 11:50 PM EDT (US)     44 / 46       
nice story man your hard work will be apreaciated cant wait for the release

I am a Spartin I am bred for War
without my maps I have no expression
Cavuy
Mortal
(id: jonathan1222)
posted 29 November 2003 09:18 AM EDT (US)     45 / 46       
"(Note: Use Alt + F to skim through different sections of the thread. Just type the section name in the "Find in This Page" text field.)"
Ooops, its actually ctrl+F, not alt+F.
Sorry about that


Cavuy (formerly jonathan1222) | Writer, Graphic & Web Designer
ex-Modder and Scenario Designer | Legacy
Member since May 5th, 2003
Halo
Mortal
posted 29 November 2003 10:11 AM EDT (US)     46 / 46       
lol I'm surprised I didn't realize that when I typed it in.

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