This is the full version of the Survival of the Phoenix.
Follow the story of Setna, trying to find and revive three Phoenix Eggs, because Set has killed all Phoenixes. Before he travels to the Valley of the Phoenixes, he needs to collect resources...
A good story, all with plenty of cinematics.
This campaign was translated from Dutch. If you want to warn me for any non-translated texts, please check the ReadMe.txt in the zip-file.
Good luck with playing!
jg0204, your review is unacceptable and has been deleted because it does not comply with the review guidelines. Please read them.
Posted on 09/30/08 @ 07:04 AM
(The scenario 'Double Trouble' crashes the game; the others great!)
(Is not easy to finish a scenario but it gives more time to plan an assault)
(Not the highest, but almost the best (unfortuately i can't give 4.5))
Map Design: 4
(I think that can be more interesting if it wasn't too much walls)
(Great story! Better than es' the golden gift! (i think))
It was the best campaign i've played since the fall of the trident! great job oddy!
[Edited on 09/30/08 @ 10:43 AM]
Posted on 09/30/08 @ 10:43 AM
cristiboy, your review has been deleted because it does not comply with the review guidelines. Please read them.
Posted on 03/10/09 @ 04:06 PM
I think I may know what is wrong with Double Trouble. I think it is the Pharaohs and their 'follow Amarana (sp?) AI. Each time I picked up a new Pharaoh, my problems increased; game skipped while scrolling and eventually crashed so I started saving more. Only once did the game freeze to the point where I had to close it myself. I never encountered the 'defeated' message though. At one point Amarana(sp?) got trapped in front of a temple because the Pharaohs surrounded her and she couldn't move. Once I got all 5 Pharaohs to the blue flag, all my problems vanished. As far as the ox cart on the path goes, I think the people with problems are trying to bring the cart through by itself; it needs a guide of sorts... not gonna spoil it, just read the in-game objectives.
Overall... GREAT! THANKS TONS
[Edited on 03/10/09 @ 04:08 PM]
Posted on 11/21/18 @ 02:51 AM
Most of the scenarios were fairly straight forward (in terms of gameplay and triggers) and worked smoothly. There was one noticeable exception being scenario 6 Double trouble. The Double trouble scenario crashed 4 times for me and reading comments here that seemed to be a recurring problem. A problem again most notable in the Double trouble scenario was that the defensive starting units of the enemy would attack all at once early on. A similar problem may have occurred on the fifth scenario (the one set in the underworld). I found a large clump of perhaps 20 units in a corner. On the second scenario I encountered a situation where due to the death of a unit I was unable to win however did not lose. Most of the scenarios were smooth to play however the couple of problems mentioned lead me to substantially reduce the playability score. Fixing the problems would result in a 4 or 5.
I was playing the campaign on hard difficulty (appropriate for me playing the AI in supremacy) and found that there would often be an early attack and not much more offense from the enemy after that. The problems mentioned with units clumping together to create a stronger than expected army also reduced the balance score. Generally most scenario were difficult at the begging where there would be an attack and then it was just a matter of time until you won. Occasionally a time limit would be applied to the player. I found I always had about a third of the time time remaining by the time I had completed the task. Overall it felt difficult to lose (with the exception of Double trouble that felt impossible to win). If the game felt more even throughout scenarios that would improve the balance score. In addition the death of one unit could result in a loss this had potential to be harsh as some of the scenarios were rather long. Son of Osiris could defeat most enemy armies, this is not good for balance.
The diversity of objectives between scenarios was nice and the overall plot was enjoyable. I became more interested in the storyline between scenarios as the campaign continued. However I felt within scenarios tasks became quite repetitive. For example in the second scenario you had to complete the same task 5 times (and the same task 5 times in sixth scenario, not that I got to play it). Even in the fourth scenario (with the river) you essentially completed the same task twice just on the other side of the river.
Map Design: 3
I felt as though the maps were too large. I felt the large maps added to the time taken to complete the scenarios simply by taking time for units to walk from point A to point B. It was obvious effort was put into the map design, the whole map was decorated to a similar degree regardless of wether or not it was on the main path. I think more eye candy could have been added to the maps to make them more beautiful without impacting the rest of the scenarios. Some maps also lacked sources of food in starting areas.
As already mentioned I became increasingly interested in the story as the campaign progressed. There were some problems in the story. I felt the rewards of the first scenario were useless. There was a bit of a let down at the very end as well. There was a problem (that lead to a time limit) however the problem just disappeared when the scenario was completed, a 10 second cinematic scene could have solved this problem. Throughout the campaign there were repeated and noticeable grammatical errors. The most noticeable was "pharaoh" being spelt incorrectly. I do realise the campaign has been translated. The instructions were adequate however some more steps would have been beneficial in some scenarios.
For me some of the scenarios took too long. Some took me more than an hour whereas the maximum in Fall of the Trident was about 40 minutes. For the vulnerability of some units required that were required to survive this was rather long. The reason for the long scenarios was just to complete the same task again and again. It would be beneficial to reduce repetition of tasks, decrease map size and accelerate the start of games (e.g. start with more villagers).