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Downloads Home » Single Player Scenarios » Payday (The Circe Saga IV)

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Payday (The Circe Saga IV)

Author File Description
Felix Hermansson
File Details
Version: AoM: The Titans
The Circe Saga Part IV: Payday (July 2005)

'Payday' is the fourth and final part of my Circe Saga. After her journeys to Erebus and the Norselands Circe returns to her home island of Aeaea to claim the price Hades has promised her for her help during the War of the Trident. But not everyone will approve of that – certainly not the young Greek General Melagius of Sikyos who has assumed power there. Circe will have to take back what is hers by force.

To play this scenario, first copy the file 'Payday.scx' into your 'scenarios' folder. Next the file 'circe04p3.xs' goes into the game folder '..Microsoft GamesAge of Mythologyai2' (and NOT into the folder named '..My GamesAge of MythologyAI2'!!). Finally the folder 'cdialog' goes into the game folder '..Microsoft GamesAge of Mythologysound'. (You have to copy the whole folder, not just the single files!)

Since the scenario makes heavy use of existing sound files, you need the English versions of AoM, the 'AoM: The Titans' expansion plus the free 'The Golden Gift' campaign for it to work properly. If you have other languages installed, or if you don't have 'The Golden Gift', you'll experience some problems with the spoken dialog. The scenario is still playable that way, though.

I would appreciate any honest feedback, 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.
Please leave your comments here or send them via e-mail to hoodncloak@hotmail.com. Oh, and add 'AoM' to the subject and use proper language, otherwise your message will probably be deleted by the spam filter.

Some more comments from my side:

The scenario is optimized for a screen resolution of 1240x1028, but it should work with lower resolutions as well (it does with 1024x768 anyway.) It features more than 500 triggers, so slower machines may get some problems. There shouldn't be too much lag though, the map is not that big.

There are no difficulty levels in this scenario. Play it on easy, I have used the hints section of the objectives page for additional information. But don't let yourself be fooled: As in the other scenarios of the Circe Saga, you'd better not expect a pushover here! The difficulty level has been described by one of my playtesters as "not impossible, but damn close", which is exactly what I have been aiming at. You don't need to be some kind of ueber-gamer to beat it, but still - you have been warned...

In case you get stuck anywhere I have included the file 'Payday - Spoilers.pdf'. If you absolutely cannot figure out one of the puzzles or always get crushed by the AI in battle you can find some helpful hints there. Don't use it too early though, try to solve the puzzles yourself!

And a final note:

Thanks to fellow Tsunami Studios members King Jared and The Vandhaal for playtesting support.

Have fun!
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AuthorComments   ( All | Comments Only | Reviews Only )
EazY_Ben Looks great; ill play and maybe give you a review and some feedback :)

[Edited on 07/03/05 @ 04:15 PM]

The Vandhaal He Great its up !

As one of the playtesters of this scenario I would like to recommend this to download.

If you like a challenging , no walkover game which contains nice mindbreaking puzzles ,driven by ingenious triggerwork, and a hardcore B&D battle driven by a very flexible and challenging ai file, custom written for this scenario, then this scenario is something for you. The gameplay is very smooth (although there is a lot of complex trigger work you won't feel that while you play the game it all flows very natural)

The story of the 4 parts in this saga tells about what happend to Circe while the heroes ( Arkantos and his posse) from the original AoM campaign made by Ensemble Studios had their adventures....The map design fits perfectly into the original map designs by Es and this scenario gives you the feel that you really get a peak about what happend "behind the scenes" of the original campaign.

Well obviously I wont review/rate this game. Not only because I never review games but also because I was a playtester and am a fellow Tsunami team member.

But in all honesty I can say that one of the first games I ever downloaded from AomH was the first part of the Circe saga and all including this last part where very enjoyable to play....good , rocksolid scenario design work which shows the hard work and the effort put into it.

To be short: Download and enjoy !

personal message to Felix:

Great job man ! I am glad that you could finish and release this game although you are very busy in your real life !

Best regards,

The Vandhaal

[Edited on 07/05/05 @ 03:06 AM]

Aviation How do you use the spoilers it is really really hard otherwise it is pretty good
Aviation ok I figured stuff out. but I'm stuck on the second relic!! How do I teleport where the relic went?
Felix Hermansson
File Author
The spoiler document answers this and other questions. If you cannot read it, you need to install Acrobat Reader first on your machine. You can download this program free from countless sources on the net.
Felix Hermansson
File Author
Thanks for the feedback, I'm glad you liked it!

About the "unsatisfying ending": You're right about that, but since the campaign version of the Circe Saga will feature a cinematic sceanario at the end I never even thought about including one here.

The spoken dialog was taken from the original sound files installed with AoM, AoM:TT and 'The Golden Gift'. I had to edit a few of them, but you will find most of them in Ensemble's campaigns. That was an interesting boarder condition to work with!
AoMPlayer000 Oh, I forgot something important:

Although it might sounds stupid, the day/night circle is neat, but it terribly strains the eyes when you have to play for several hours :-D... Maybe that's the reason why ES didn't include it per default in random maps.

And yes, my room is lit well enough ;-).

Maybe you should choose some less extreme lightings.

[Edited on 07/09/05 @ 02:51 PM]

Felix Hermansson
File Author
Thanks for the feedback! But PLEASE, take the hints about how to solve the puzzles out of your review!

A few comments from my side:

About the "mass of soldiers": The AI creates troops just as you do, so they need to be assembled somewhere. They did not move because they were awaiting orders - if you got closer, they would have attacked your units, otherwise they would simply wait until the AI decided it was time to attack your base again.

The map design: Is it a 3 or a 4? Can you update the text to match the rating or vice versa?
I don't quite understand your comment about "boring and uninspiring". You refer to the part which contains the market and the smitty, right? What would you have expected there? (I'm not questioning your rating, I'm trying to understand it.)

Instructions: It is stated at the very beginning that the relics have to be captured because they grant blessings to the opponent. What's not to understand about that? (Again, just trying to understand your problem.)

Hints for the puzzles: I guess this is just a personal thing. I like them hard, and I think I gave the player enough to work with (one of the statues being a valkyrie, two paths for two people etc.). Silently spawning a roc somewhere would have been absurd, I don't think my solutions fall into this category. I'm an engineer - in my job you get used to solving problems without "divine" help.

Again, thanks for the feedback!
Shrink Ah, I thought the 4.0 looked a little low!
Rating updated to match the text. Apologies for that.

I've attempted to remove all explanations on how to solve your puzzles from my review. Sorry for including them, I wasn't thinking. If there are still some there, just specify and I'll remove them.

About the beginning instructions: Apologies again! I evidently missed the explanation of the relics or soon forgot about it. My mistake.

Indeed, spawning a roc would have been absurd. I used that as a example to demonstrate how random I felt the two path puzzle was - though I admit two heroes and two paths makes some sense.

Mass of soldiers: I understand that they need to come together somewhere, but I believe this could be pulled off in a better way. By 'mass of soldiers', I meant that there were at least seventy people there. That's more than two armies (or two selection limits) worth, and when I came across them, they appeared idle.

Thanks for addressing my points.

Just a couple of other note: How exactly does one pronouse Aeaea? I was taught that in such ancient words, one makes the sound of the second vowel. However, it doesn't seem to work here.

Also, at one point during the attack and defend area of the scenario, a very large fleet of ships, along with many transport ships full of soldiers surprise attacked my city from the sea. Within minutes, they had completely wiped out my city as my armies couldn't make it back in time. Things like this were brilliant! After this, I had to load my save game, because I had no chance against Melagius. I just think it was a nice and unexpected touch.

[Edited on 07/10/05 @ 04:03 PM]

Felix Hermansson
File Author
For all I know, "Aeaea" is pronounced "Ae-Ae-AH" (three distinct syllables), where "Ae" is pronounced something like the "a" in "way" and "AH" like the "a" in "father".

Mass of soldiers: If anybody knows a feasible alternative - I'm always willing to learn something new.
The way I implemented it the troops are massing at this point (and at a second one in the village) before they are assigned to an attack army. From a tactical point of view, they are very well placed to defend the fortress as well, as you found out.
I could have set different gathering points for different units, but then the mixture of units used in the attacks would have been much less random. (The AI always gathers the closest units for an attack army.)

As for the surprise attack: Gotcha! ;-)
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