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The War of Redemption: Act One
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Author |
File Description |
Willow House |
Posted on 08/27/02 @ 12:00 AM (updated 09/09/02)
File Details |
Ruleset: |
AoW2: TWT - TS Standard Rules |
Map Size: |
M |
Levels: |
2 |
Single Player?: |
Yes |
Co-Op vs. AI?: |
No |
PBEM/Hotseat?: |
No |
Multiplayer Online?: |
No |
# of Wizards: |
2 |
# of players: |
2 |
Skill Level: |
Average |
Password Protected: |
No |
I would like to apologize to all of you who have previously DL'ed this file only to find out that it was a .bak file.
This is the updated version 1.4 of this scenario. Several bugs have been addressed and I have implemented a some improvements(I hope).
This is the first installment of a five-part unlinked campaign. Act One of The War of Redemption is a medium-sized map with two sides; dwarves vs. goblins, a bucket load of events, quests, and orther neat stuff(I hope). Even though you can play both sides, all of the story, quests, and events are directed at the dwarven faction.
Here's the story so far...
Ages ago, during the Time of Legends, when the thriving dwarven Empire of Cormyhr held sway over most of the continent of Rhunyr, the dwarven people were struck by a terrible blow. Their vast nation was sundered by a war of uparraleled proportions. Aenor, the illegitimate fifth son of the emperor, coveting his aging father's throne, devised a malicious design to make himself emperor. He secretly curried the favor of several renegade dwarvern clans and with their help, hatched a devious plan. With his power base of renegade dwarves, Aenor brokered an unholy alliance with a malevolent nation called the Dark Trimumverate. In exchange for several desirable tracts of land, the undead, dark elves and orcs of the Dark Triumverate vowed to aid Ainor in his bid for power. Once he had breached the magical Gates of Couranyn that had kept the evil of the triumverate at bay for millenia and unleashed the enemy's hordes onto an unsuspecting empire, Aenor was betrayed by the very dark forces which he sought to command. The old emperor, Bjalnir, fought with the renewed vigor in a losing campaign. Finaly, he was forced to retreat to the capital, Auromyr, which was eventualy beseiged and raized. Upon hearing the news of his father's plight, Vhalin, heir to Bjalnir, swore that one day his people would reclaim their birthright and seek justice against the Dark Triumverate. He gathered the remnants of the dwarven armies and fought a long delaying action through the Plains of Ayrum up through the Valley of Myrthaal. It was at the ancient fortress known as The Last Redoubt that Vhalin fought a decisive battle against three cohorts of the enemy's stoutest troops. Finaly, he took his tattered armies and secured the easternmost provences of the empire. There Vhalin created a kingdom that has stood the test of time.
The year is now 7385 DR(dwarven reckoning), nearly 1800 years after the Great Winnowing. King Boroun, the descendant of Vhalnir and King of Ehnier, has decreed that the time has come to reclaim his people's lost birthright. In doing so, he has chosen his most trusted court wizard, Ferris Thule, to wage a war of vengence upon the unwitting denizens of the Dark Triumverate.
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Author | Reviews ( All | Comments Only | Reviews Only ) |
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cfx42 |
Posted on 06/29/04 @ 06:18 AM
Playability: 2
Below average because of the quests; some were too hard or foolish, two failed reward me.
Balance: 4
Good, could be harder for some.
Creativity: 3
Average
Map Design: 4
Atractive above ground, nice to do some tunneling below.
Story/Instructions: 3
Nice attention to a Story line but as I was upset by the extreme or un-rewarding quests I'll say 3 rather than 4.
Additional Comments:
Good Work by the author. I'm looking forward to playing Act 2 :)
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PetrusOctavianus |
Posted on 04/24/07 @ 10:50 AM
Playability: 4
This is a fun map, but has some flaws with some quests not working properly.
Balance: 2
The CPU player is very timid and there is a problem that the enemy HQ is too close to where you start. There are three ways you can go; underground, south and east towards the enemy.
My eastern forces were too weak to attack the enemy HQ and by the time reinforcements arrived the enemy had 3-4 stacks of defenders.
The underground force was also too weak to advance and also had to wait for more forces.
The southern force became the strongest, but had a very long a way to go.
Once you capture a certain Earth Node, you get a quest to rebuild a dwarven city. This is impossible if you do it too early, since you need Moles to reach it, and in my game the moles (reinforcements from the king) only arrived several turns after getting the quest.
The long way to the dwarven city means that you are forced to either raze or migrate to halflings the underground goblin locations you conquer. So it takes a *long* time to reinforce your underground army.
Creativity: 4
Lots of clever ideas and I like the idea of non-random quests that are activated when you enter certain areas or capture certain nodes or towers.
Map Design: 4
Looks very pretty and there are some things to explore in the underground.
Story/Instructions: 4
Very nice background story which continues in the game as you reach certain places. But the story assumes that your wizard is on the road with your army instaed of at his tower.
Additional Comments:
This could have been a top notch map with some tweaking, but it's still well worth playing.
In addition to the rebuild quest I also failed a quest to raze a teleporter, since the teleport automatically teleported my party (?).
It seems you'd need 16 units to accomplish it, which I didn't bother with.
In any case I didn't get any messages that I had failed the quests and no monsters came out of the teleporter that was to be razed to prevent just that. |
HGDL v0.8.2 |
Rating |
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3.4 | Breakdown |
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Playability | 3.0 | Balance | 3.0 | Creativity | 3.5 | Map Design | 4.0 | Story/Instructions | 3.5 |
Statistics |
Downloads: | 1,030 |
Favorites: [] | 0 |
Size: | 83.89 KB |
Added: | 08/27/02 |
Updated: | 09/09/02 |
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