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Scenarios » DEMONWARS II - Transcendence & Immortalis V1.3
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DEMONWARS II - Transcendence & Immortalis V1.3
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Author |
File Description |
morgul666 |
Posted on 07/10/07 @ 02:19 PM (updated 07/26/07)
File Details |
Ruleset: |
AoW: SM - Unofficial Patch 1.4 |
Map Size: |
XL |
Levels: |
2 |
Single Player?: |
Yes |
Co-Op vs. AI?: |
No |
PBEM/Hotseat?: |
No |
Multiplayer Online?: |
No |
# of Wizards: |
7 |
# of players: |
1 |
Skill Level: |
Expert |
Password Protected: |
Yes |
THE MAP-PASSWORD IS ERDEM (maybe that´s also good for me should I ever forget the password myself :)
DEMONWARS II - Transcendence & Immortalis
V1.3 (you didn´t really think, V1.2 was the last version, did you??) - no, of course still somebody detected a wonderful bug with a tremendous impact - this time concerning magic... I highly encourage everybody, how hasn´t played an older version too far, to restart this one. It´s harder but it prevents the use (abuse!) of magic which goes along with the story...)
Morgul
V1.2 !!! IMPORTANT !!! KILLER-BUG removed!!! Attention all players of the V1 or V1.1 Version: If you meet Aydrian somewhere in the underworld (the blue player) - kill or avoid his armies AND DO !!!!!NOT!!!!! ally (or make peace) with him!! This will kill the story!!!
It is an unbelievable bug, that his troops can reach the tunnels (really not my fault...:-(
sorry.
V1.1 - correction of a minor 'bug' (nothing vital but had to be changed) and one important thing changed...I can´t give too many details here...
Needs Patch 1.4.
ZIP includes own resources needed for this map!!!!!
(copy in User/Resources/transcendence - use the setup program to use these resources!!!) and the ahm file for the map. The Zip file is stored with all files and folders relative to your Shadow Magic folder so just extract to there with use relative folders turned on.
This is my second - and given the amount of work and time (and fun!!) that flew into it, by far most ambitious map to date.
It´s a big Epic. All you strategy-purists around will probably hate it and should rather avoid this one, haha!
Even with (almost) no 'take object A and bring to B' events, this secenario is largely story- and quest-driven; it´s like reading a novel and participating on it (like roleplaying). I hope that all those who love the mixture of adventure and strategy will enjoy it – and hopefully for many hours!
It cointains tons of events enbedded in an extensive storyline (based on two novels - the middle and final part of a great saga - the Demonwars, part II, by one of my favourite authors of fantasy literature - Bob Salvatore! This is my personal way to give credit to his numerous great novels of the past 20 years! - and I´m not only reffering to those about the prominent Drizzt ;-)
Due to several reasons, It is quite an unconventional scenario with lot´s of quests (both vital ones, that !have to! be solved as well as minor ones), some special effects!! ;-) as well as situations that might seem strange or surprising. Maybe not to those, who have read the novels...
But don´t be afraid - beside the roleplay-like main plot, there should be still enough challenging strategic elements!!!
Needless to say that this scenario is not for beginners but rather for veterans ;-)
Special: You will pretty soon find out, that magic plays a very minor role (at least in the first part of the story). This is a story-based fact and absolutely intended. Just very shortly for your understanding: In the world of Corona, magic is being practiced through the use of gemstones (without going into detail) by those, who have the ability to do it. Only very few people have both the ability and the necessary gemstones to practice magic.
Do also not wonder why you can produce in most towns only low-level units. This is also intended.
Try to live (or to survive) with what you have at hand - be inventive - find or recruit allies whereever you can and handle each of your units as if it was your last. That´s my good advise... ;-)
Technical stuff: This project called for an adaptation of many units, heroes and wizzards in order to achieve the fitting atmosphere, realize certain effects and adapt all a bit to the story background. (What I always hated for example was the limitation to only mounted heroes... some new 1.4 patch hero-types making the exception but I needed other stuff! ;-)
So I changed a lot ;-) without endangering the balancing of the game... (BTW: There is none, haha - as I prefer it, you start with little, find yourself surrounded by a lot (of enemies) and hopefully end up with a lot, surrounded by little (or nothing?)... or maybe the end is something totally different? Let´s find it out...
Password: I thought a lot about password-protecting this map or not. I came to the conclusion that I simply have to.
It would exceptionally (believe me!) reduce the fun-factor for the player if he saw the map (especially certain details) before playing. It´s somehow like reading the end of a novel first... I know a person who actually is doing that but I´m pretty sure she is the exception ;-)
Furthermore, the chaotic scripting as well as the many special, intricate tricks I had to apply in order to enable certain "happenings" are very sensitive and if but the slightest change was done by somebody (i.e. remove a seemingly innocent unit from a certain place or whatever else), it could have a tremendous impact on the gameplay (worst of which would be not being able to proceed at a certain point or even win the map).
BUT1: For all who would like to examine the map just from design-perspective, I have attached a version completely cleared of all scripts and adapted a few things ;-)
BUT2: I highly encourage all who would like to enjoy the map fully, NOT to view it upfront (only perhaps, if you should be stuck somewhere and look for a possible way out ;-)
final (and most important) note:
Even if you might get annoyed of reading at some points throughout playing, please do it - for your own sake. Most parts of the story might be helpful in understanding what it´s all about,or to understand the motives of certain protagonists or quests or anything else.
Of special importance though, is reading the descriptions of the quests! Every important task is controlled by a quest that you don´t lose track.
ONCE MORE: There are MANDATORY quests that HAVE TO BE SOLVED IN TIME, otherwise you lose the game!! This will of course be mentioned clearly in the description of the quest!
Last sentence before the last word:
I´m currently thinking about the possibilty of making a double-player map out of that still goes along with the main plot which might prove to be another challenge, if not even an impossible task. But nonetheless, it won´t happen anytime earlier then winter, as I have to take holiday now from mapmaking for a while ;-)
Last word:
Have fun!
Morgul |
Pages: « First « 1 [2] 3 4 5 6 7 8 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Noctrop |
Posted on 07/15/07 @ 08:41 AM
New to this site, have to say awesome scenario.
Rookie question though. I killed 52(I counted) zombies and they still keep commin'. Yes, I haven't even got past the first major quest. I need help or a hint or advice. I spent 6 hours going through different stategies against those things. After using the ruins of "name long forgotten" place, I managed to kill the most there. But then I tried the run away from 'em and shoot, but that doesn't work either. I really wish to see more, but I can't. PLEASE. |
ksanson_VG |
Posted on 07/15/07 @ 10:45 AM
what is the password |
morgul666
File Author |
Posted on 07/15/07 @ 12:42 PM
Hi Groll!! thanks for your review and analysis!
I appreciate it!!
As for your questions/remarks:
There are exactly the heroes in the scenario, which are needed. (Almost) no random heroes.
Please understand everybody, that this is no USUAL strategic map with a big random-factor but a scenario with a clear red line and a lot of protagonists following that line.
There´s no place for others and the given ones are enough, believe me ;-)
As for the number of events: I havn´t counted them to be honest. Several hundred for sure.
It took half a year to do the map. 10-15 hours a week on average I would guess. Unbelievable... ;-)
A more than fair portion of the time is spent on testing, though. Every mapmaker knows that...
I don´t know if and when a two-player version will come. As I said, I´m currently thinking about how this story-driven scenario could work with two players in parallel.
It might be possible, but a lot of changes would be necessary. And the main question would be: Two playing on the same side or against eachother? That would make a tremendous difference...
Hi Noctrop,
You killed 52 zombies???? My god... how did you do it without cheating? congratulations... I never survived more than 6 or 7...
Is that enough of a hint... ??
All:
Let go of your usual thinking and acting at certain places - as I said: Sometimes, it´s all a bit unconventional and unpredictable - like in a novel...
The zombie-story is the PERFECT example, why I password-protected this map.
I know exactly, what some frustrated people would do in this situation - and it would have an tremendous impact on the further gameplay if they changed something on their own behalf...
again, thank you everybody!
Morgul |
Noctrop |
Posted on 07/15/07 @ 03:09 PM
well I used the ruins as a bunker then backed up just out of reach while shooting arrows(they are very well trained rangers :)then when I run out of room I back up into the turrets so they can only come at me one at a time. I survived 6 attacks and died on the 7th. I also(in the open field combat)found some rocks and used those so they couldn't surround me and fought back to back, this worked for a minute, but there is only one chance to heal and we know what happens after that. I have accomplished the goal of "finding it" and then used several turns trying different angles, but have found no way "into" the passage. I understand you can't give it away, but 6 hours of various strategies has drained me, I will try again in a month or so. BTW, if you have a soft spot in your map genius heart, my email is:
ib6ub9_ummkay@yahoo.com again, thank you for your hint. I will try later. Just don't have the time to invest another 6 or so hours just on the zombies. Love the map so far. Ecxellent job. Thank you. |
Tekee |
Posted on 07/20/07 @ 04:13 PM
I like the map but having to reload every few turns is very bad :(
Sorry to say I love this map and I feel that its difficulty is one of the great things about it
But the Ai just builds a bunch of Pit Guards and they are very hard to take down with their strangleing >.<
I am on turn 45
If I was to review the game right now I would have to rank it down for Gameplay because of its constant need to reload every few turns becuase I made a wrong turn, and my heroes died and I lost the game
I liked how you did the surface world better, there was not as much instant death stacks but eventually a series of wrong moves will weaken me |
rat_peddler |
Posted on 07/20/07 @ 05:14 PM
I am at turn 150+. Unfortunately, the autosave file is starting to get corrupted. If I get killed I have to go back until the last good save I got at turn 150.
Probably just a bug in the game due to the large map. |
morgul666
File Author |
Posted on 07/23/07 @ 05:00 AM
Hi there,
I know, the AI is building up a large army of stranglers - fortunately not ONLY stranglers (I prevented that) but still a lot (maybe to many, I agree... )
But I don´t have an impact on what the AI builds...sorry for that...
On the other hand - it´s good and necessary that they build at least a fair amount of stranglers - due to a certain fact wich you might realize/understand some 20-40 turns later...
And I can only repeat myself - you are not supposed to overwhelm the Behrenese - that´s the intention of the 1st part of the scenario.
I wanted to create one of those scenarios, that you will not necessarily solve with the first try! It took me many hours to create it - it should take you many hours to solve it :-)
Hi Rat peddler,
Does this mean, you cannot continue to play or what? I haven´t had a corrupted savegame file so far...
thanks so far
Morgul |
rat_peddler |
Posted on 07/23/07 @ 03:28 PM
Unfortunately, I think I have to give up with current map. I am on V1 as I started before 1.1 was posted.
The corruption keeps re-occurring. I can use a save every turn approach and can get a couple turns forward. However, if I get killed it is likely the save file is corrupted and I have to work backward to find the last good one; then move forward. It really takes the fun out of the game.
Is the update to V1.1 critical? If so, I might restart at some point to see this story to the end. It goes quicker once you learn a few of the tricks! |
Tekee |
Posted on 07/23/07 @ 09:09 PM
I am stuck on the part when Ashwaru is suposed to die
he didn't die!
I kept him alive, he can't leave the area but what am I supposed to do with the Town
I read the book and Brynn Renamed the town
SO should I raze the city?
I want to at least harm the Behrenese
I tried making him defend the town a few turns later but when he dies I lose the game
AM I supposed to only escape with Brynn, Paganel and the Manticore? (aka Flying Units)
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morgul666
File Author |
Posted on 07/24/07 @ 03:50 AM
Hi Rat Peddler,
no. V1.1 is not critical. It has no impact at this later point of gameplay. It just eliminated a logical error at a point that you have long passed.
No, I´m sorry to say I have no idea why your savegames get corrupted, this never happened to me before. I don´t know which hardware you are using - this might have an impact maybe?!
He Tekee,
You don´t have to rename the town (BTW: I wouldn´t know how to do it ...) - I´m damn tight to the original plot but I could not and have not copied every little detail of the story :-)
concerning your problem: (It´s hard to analyze your problem without being able to retrace your situation.)
fact is: You have conquered Dharyan WITH Ashwarawu!? He obviously survived the attack, which is good.
Then you should have instantly left the area with whomever is able to leave (Pagonel, Brynn, Manticore(s)...)
But you should not lose the game, when Ashwarawu dies AFTER you conquered the town (and the appropriate quest was solved).
If the problem still exists, write an email to kimmuriel@gmx.de with more details please and then I try to help/answer more precise.
ALL (just for your information:)
As I know, that many people like to play in hotseat, I´m currently working on a two-player version. I had a sudden inspiration how do realize it much easier than I had thought before without having to change/adapt too much.
It will be a two against the rest of the world szenario instead of a good vs. evil version. That would have meant way to much work as a whole new plot would have had to be implemented. I´m sick of that at the moment :-)))
I´m currently testing how things work out.
BUT be warned: I´m not sure, how the fun-factor get´s reduced/destroyed in the two player version. I know this scenario is quite hard and you guys have to reload quite often due to bad situation you have run into. If both players have to repeat their turn too often, players might get annoyed.
I highly encourage ONLY experts to play this scenario on hotseat - I don´t want to get blamed for lost fun factor - you have been warned!!! :o)
One more thing: I don´t know in which mode everybody plays - in the classic or simultaneous mode. I always play in simultaneous mode - I highly encourage everybody to play in this mode as certain (visible) things happen in one and the same turn when you do certain things which might get lost, when the independents or other players do their invisible turn.
thank you
Morgul |
Pages: « First « 1 [2] 3 4 5 6 7 8 » Last » |
HGDL v0.8.2 |
Rating |
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4.6 | Breakdown |
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Playability | 3.8 | Balance | 4.3 | Creativity | 5.0 | Map Design | 4.8 | Story/Instructions | 5.0 |
Statistics |
Downloads: | 2,878 |
Favorites: [] | 0 |
Size: | 3.78 MB |
Added: | 07/10/07 |
Updated: | 07/26/07 |
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