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Author |
File Description |
Ephraim |
Posted on 01/20/04 @ 02:36 PM
File Details |
Version: |
AoM: The Titans |
The King of Arad attacked the camp of the Children at Israel (all 13 tribes, not just the Jews) and has taken captives. Joshua and Caleb have assembled the most experienced Israelite warrior units and have set up a forward campsite in preparation for the rescue of the captives. The Mighty One of Israel has instructed Joshua to free the captives and destroy the Arad Canaanites. In response to their vow of fidelity, He promised intervention and success to the Children of Israel.
The scenario has:
Dawn-Day-Dusk-Night cycles
Awards for destruction of Arad Towns
Food (manna) gathering by Villagers
Required animal sacrifices
Upgrade of recruits to hero warriors
Tightly written AI script (player 2)
Scenario play limited to 30 minutes
Three ways to win - five ways to lose |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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neverrush |
Posted on 01/20/04 @ 09:49 PM
It's way too hard...I understand the need for sacrifice for favor, no permanent training barracks, but why a timer? Why no town center? (I thought the Israelites took over towns they conquered) And Caleb/Joshua are decidedly wimpy and I can't send them into battle at all.
How about more lambs and bullocks around the countryside? |
Ephraim
File Author |
Posted on 01/21/04 @ 07:15 AM
It's way too hard -- think of it as a challenge -- try destroying more towns, with each one you get improvements. (Copper, Bronze, Iron, Lightning Storm and Earthquake)
Why a timer? This is a "six day war" -- 5 minutes per day and no fighting on the Sabbath. ;)
Why no town center? This scenario depicts a moment in time before entering Canaan (the promised land) -- the Israelites were living in temporary shelters. -- Arad is on the western side of the Dead Sea -- The plan is to direct the Israelites to go around the eastern side of the sea (Moab) and enter at Jerico (a future scenario).
Caleb/Joshua are decidedly wimpy -- Yes they are. Protect your leaders they are the ones capable of commanding the battle units, use them deliberately -- They, too, benefit from improvements -- When damaged (Injured) withdraw Caleb/Joshua from battle and let the priests heal them.
How about more lambs and bullocks around the countryside? There are enough, in the pen, for all the sacrifices, if you eat them you will have food but not enough favor. There is enough food (manna) for the scenario, if you miss a collection period (mornings only) you won't have enough of this resource.
The scenario is intended to challenge your logistic ability, balancing the collection of resources as well as tactics (the battle plan). Consider the ambush, the ai responds much like many real opponents when pursuing a perceived threat to their own detriment.
Try playing a second or third time (the scenario is a little different each time). If you are still having trouble I'll reduce the Arad attack "slider" and give you a greater handicap.
Thanks for your comment. Comments and reviews are always appreciated.
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Student of War |
Posted on 01/21/04 @ 12:15 PM
A nice long cinematic telling us how to behave or lose would be helpfull :) |
neverrush |
Posted on 01/21/04 @ 01:17 PM
5 other things--
1. Their god is stronger than Yahweh, since he can revive the dead (the king of Arad)!
2. 1/2 my time was spent walking to their camps
3. the training could be a little bit more efficient--that "hero" thing made it very tedious to train them one by one and waiting for their "yawn" when they emerge
4. Thank their god for the deer and captured farms (if I can only keep the farms long enough)!
5. Maybe stopping the automatic respawn after the 5 towns are destroyed would make it possible to reach their temple
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Ephraim
File Author |
Posted on 01/22/04 @ 02:33 PM
1. Their god is stronger than Yahweh, since he can revive the dead (the king of Arad)! -- Rply: This has been resolved -- when he is killed HE IS DEAD -- no faux resurrection.
2. 1/2 my time was spent walking to their camps -- Rply: Can't change this in this scenario -- future scenarios will be smaller.
3. the training could be a little bit more efficient -- Rply: Training time has been reduced to 500ms -- training results in Heavy Infantry Murmillo, Heavy Destroyer and Medium Archer -- all non-hero.
4. Thank their god for the deer and captured farms (if I can only keep the farms long enough)! -- Pay closer attention to manna distribution, there is enough -- put 2 Vills (plus the two Vills found in the eastern town) on gold mining and 3 vills on wood -- the other Vill should build towers north and west of the camp. (This interdicts the usual ai attack plan). When manna is distributed, put all local vills on gathering food (manna).
5. Maybe stopping the automatic respawn after the 5 towns are destroyed would make it possible to reach their temple -- Rply: Spawning of all Fortress units and units within the walls is stopped when the King of Arad is killed. -- If you have not destroyed all military buildings close to the external TCs, at this time, they will continue to produce a trickle of units -- if you have covered your advance to the Fortress (your backside) with towers you won't have a problem with these new units.
6. Note1: The scenario starts with a Scout (Kataskopos) south of the stream. There is a 60% probability that he will discover the Israelite camp. If he does, Arad will, immediately, direct troops to attack you (the Israelites) and will use the entire Arad army in the initial foray, and pray that this doesn't occur during a food (manna) gathering period. If you have planned an ambush (towers and lots of Archers and Murmillos) you can defeat this initial sortie. The remainder of the Arad attacks are with reserve/replacement units and are little more that an irritation.
7. Note2: If Arad (the ai) doesn't discover the Israelite camp; then, he will move his army toward the first TC you attack, as it is being destroyed. He probably won't reach your attacking units but if you continue toward the second TC (on the same side of the Fortress) you will face a formidable foe. On the other hand, if Arad has attacked the camp, the remaining defending units will be small in number and easily defeated.
Thanks again for your comments -- Changes are incorporated in Hormath Rev. 1
[Edited on 01/22/04 @ 02:36 PM]
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Ephraim
File Author |
Posted on 01/22/04 @ 03:43 PM
A nice long cinematic telling us how to behave or lose would be helpfull -- Good suggestion -- Would make better use of intro cinematic -- The win/lose conditions are in the Scenario Event and Consequences table in the pdf doc. |
rakovsky |
Posted on 07/17/09 @ 05:49 AM
The update is at:
http://aom.heavengames.com/downloads/showfile.php?fileid=2411
EPHRAIM:
(1)This was a cool scenario. I like the night/day times, the sacrifices with the burning rocks and the flame going to the sky, and the priests. Training the soldiers was tedious, but it was cool too, because it was different than what we are used to. Not being able to build much was ok, because it was an interesting tactical change.
(2)On the downside, I was only able to build 3 towers, after which the tower icon wasn't visible in the citizens' menus.
(3)Even after I destroyed some of the town centers, more enemy villagers kept coming back to that area to rebuild barracks and make more enemy soldiers in the area my soldiers just destroyed. That doesn't usually happen in a "Random Scenario," but is acceptable.
(4)Also, once I destroyed the 5 Town Centers, Arad walked out of his fort and lamely attacked my headquarters by himself. I doubt you intended this.
Where is the second scenario in this series?[Edited on 08/18/09 @ 02:52 PM]
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Added: | 01/20/04 |
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