The Reluctant Heroine - AI Version
The Reluctant Heroine (AI Version, May/July 2004)
||AoM: The Titans
This is the first scenario of my Circe saga. After being driven from Aeaea by Arkantos and his companions, Circe is shipwrecked on an isolated island...
To play the scenario, first copy the file 'The Reluctant Heroine - AI Version.scx' into your 'scenarios' folder. The three files 'circe01p2.xs', 'circe01p3_6.xs' and 'circe01p7.xs' belong into the folder '../Microsoft Games/Age of Mythology/ai2'
(and NOT into '../My Games/Age of Mythology/AI2'!!). You need the 'AoM: The Titans' expansion to run the scenario, but apart from that no extras are necessary. It works with the standard installation as long as you put the AI files in the correct folder.
This is the third version of the original scenario released back in summer 2003. It is based on the 'AoM: The Titans' update I released in May 2004, but I have removed most of the triggers which control the enemy's attack patterns and its use of god powers.
Instead, I have added three custom made AI files to control the enemy's actions, which allows for much more flexibility. The enemy now constantly scouts the map and will plan its attacks based on what it finds, so attacks no longer follow fixed routes and may target anything the player owns, no matter where it is located. The same goes for the god powers which may now be invoked anywhere on the map as long as there are suitable targets around. This makes the game probably a little harder since the enemy no longer acts as predictable as before. (During playtesting, I've counted at least three different routes used for the very first attack alone.) To balance this it is now possible to keep the Cyclopes from re-spawning, which should make the final attack on their fortress a lot easier.
I would appreciate any comments, good or bad. Please tell me what you liked, what you disliked, and especially, tell me why. If you have any ideas on how to improve it, all the better. Of course, since this is only the second time I used specially
created AI files to control the enemy, I am most interested in any comments about how the enemy acts and reacts.
Please send your comments via e-mail to email@example.com. Oh, and add "AoM" to the subject, otherwise your message will probably be lost in all the spam mail I receive.
Some more comments from my side:
The scenario is optimised for a screen resolution of 1024x768.
There are no difficulty levels in this scenario. It has been tested on 'easy' only, so I'd suggest you play it like that.
Don't expect a pushover, I'm always trying to make my scenarios "pleasantly hard". But don't worry, you don't need to be the ultimate gamer to beat it.
Oh, and one last hint: There ARE ways to heal Circe, but you have to find out for yourself how to do it. Don't look too far, it's actually pretty basic.
|Author||Reviews ( All | Comments Only | Reviews Only )|
I apologize if i seem so negative in this review. I always like scenarios which doesnt just take one attempt to win. but this is just way too challenging, and i have back up this comment with some good reasons.
The scenario is entertaining. At first, it takes a couple of times to get used to it. I manage to get over some tricky parts in this scenario. at the beginning, there is some challenge which i know many people can handle if they try a couple of times, such as deffending Circe from the constant attack of the cyclops, or the lighting strikes. I spend over an hour playing this scenario. an scenario that takes this long isnt much fun. I suggest somehow reducing the amount of time the player takes to win the scneario.
during the 30 minutes, the Ai stopped attacking me as often as before, which gave me time to build up again after a massive army of 12 cyclops + other 8 cyclops destroyed almost everything i had. One problem i encounter during my first attempts of beating the scenario was that once player 2 invoked EarthQuake where circe was. in an instant, circe died, and i forgot to save. that time i played over 20 minutes. I suggest adding mroe HP to circe. it dies way too easy.
when i finally took over the three towncenters, and destroyed just about almost all of the statues of lighting, i build up again. when it was aboutr 45 minutes, the cyclops seemed to totally gave up. an army of about 3 cyclops rarely passed over my base. Some of them barely bother to give a fight and continued walking, or what it seemed scouting the land.
After i did all the upgrades, and build a massive army of archers(the ones that are created on fortresses), i decided to go and attack the cyclops main base. I encounter an army of about 100+ cyclops all close together. it seemed taht the AI you arranged never stops creating cyclops. after i saw all of those cyclops, i realized that this was the reason why the cyclops stopped attacking not as often as before. this might had been caused because of the AI. I bother to take a screenshot of this situation. unfortuantely, when i took the screenshot it took the screenshot of the entire map rather than just the just the one place. I couldnt upload this screenshot anywehre since is too big. i'll try a way to uploaded it on photobucket.
my final comments about playability is adding difficulty levels, and fix the problem with the AI gathering a super massive army of cyclops in the base.
Even with the problems above, I managed to pass over all that army of cyclops by distracting them with other units while circe made its way into the passage. however, like i said above, the AI simply creates too many cyclops, and not even half of them get out of their base to attack me.
I felt that sometimes the AI sended way too many cyclops at the same time(look above). adding difficulty levels are really needed IMO.
oh, i seemed to found problem. at the beginning, the second attack of the cyclops, they went straight to my sentinel towers. the funny thing was that i build houses and stuff around them. this caused the army of cyclops to walk around them for a while, and gave me time to kill them.
regarding the cyclops base, the only thing i would suggest is adding more than one entrance and decreasing the amount of statues of lighting around the passage.
The story is perfect and very original. The Ai played almost perfectly execpt for the problems i mentioned above. the dialogs were well made, not spelling errors, the intro cinematic was set perfectly, in other words.
the way the scneario plays is fun. I really like scenarios like this, where you have to build up from the beginning. also, the way you disabled the mythunits from being created:)
Map Design: 4
the map design looks like it was generated from a RM script. it has its terrain mixtures, grass, ETC. although i felt that more details in the cyclops base was needed such as adding more different terrain textures in the cyclops base, pots, and all that stuff that you did with the rest of the map.
the story and main objective was easy to understand. the hints may come in handy. The spotlight story was a really nice detail into the map. Like i wrote above, the story is simple amaizing. the way you managed to show the story in the intro cinematic was jsut a fine piece of work:-)
for the hints, i would suggest adding "Saving highly recommended". not many people will bother to play almost an hour.
[Edited on 08/11/04 @ 11:46 PM]