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Downloads Home » Scenarios » Ancient Europe, Single Player SM version

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Ancient Europe, Single Player SM version

Author File Description
PetrusOctavianus
File Details
Ruleset: AoW: SM - Unofficial Patch 1.4
Map Size: XL
Levels: 2
Single Player?: Yes
Co-Op vs. AI?: No
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 8
# of players: 8
Skill Level: Any (depends on AI difficulty setting)
Password Protected: No
The original Ancient Euorpe map was a multi-player map only, since Wizard's Throne was an unfinished game that lacked boat AI.
With SM the AI can use boats, but reluctantly and not very effectively.

What I have done is to edit in lots of bridges, so that the AI has the same access to ruins and vaults (many of these were on small islands) and "lebensraum".
This means access to Britain for the Celts, any room to expand *at all* for the Teutons and access to Europe for Carthage and Persia.

Other changes:

Changed the Huns from Goblins to Nomads.

Made a small change to the map near Uppsala, so that ships built there would be placed on the ocean and not on the lake.

Gave each wizard a Ballista and a random hero. I find that starting without a hero makes the game slower and less exciting, especially when there are weak ruins and camp sites nearby.

UPDATE:
Updated file uploaded. The file name for updated version is Ancient Europe2.zip.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
rat_peddler Won't load but I am not sure why. I opened it with editor and it validated just fine.
PetrusOctavianus
File Author

Sorry about that. I forgot I had made my own small tweaks to the UP 1.4
I reinstalled a new version of SM 1.4 and ran the map through its editor, and uploaded the version that should work.
Arralen Played with WH3 ...
- Missing description in the scenario setup screen
- Helvecia (Dwarves) without defenders
- Narova (Frostlings) without defenders
- "frostling vault" (it's quite near their starting position) without defenders
- Power nodes (not path-specific ones) and income structures are undefended
- no roaming indies (area guards)
- west europe (france) is celtic (elven) land ..to cover it all in woods makes unit movement cumbersome (esp. allied dwarves, catapults etc.)
- north eastern europe is finn (frostling) land .. with 50% woods, all snow and ice it's not really different in that regard
- giving celtia (elves) "free" access to Britain (and still let them have the ship to access Ireland as well) is just too much; after getting through the money crunch after buying the first city (outpost size), all you need to do is build housing to get them to village size, then have them produce goods and see the income soar. After the 3rd outpost you'll get (partly due to undefended income structures) >200 gold/turn (if you don't build any units, but you needn't), so you can buy 1 settlement/turn after that.
- balance is bad: finns can get 5 cities at best, celts have 4 in France and then 4 in Britain/Ireland
- distances are too great on this map. This gives the AI really trouble expanding, as it tends to mill around its cities and not leave its domain.
- there are very few chokepoints on the map

Generally, the map does not really work out as a SP map: with the distances to great for the AI to expand over, and requiring several turns of unit movement between cities, gameplay is slow. Combined with the missing guardians, this opens up the possiblity for a human player to conquer half the world with scout troops alone. Later, he could build a settler every 5 turns and fill up all the empty lands, especially with celts (elves), finns (frostlings) and huns (nomads). Both things the AI cannot really do ...

I'm not shure what to do with the map to improve its usability for SP gaming. Adding guards/area guards might keep the player from scout-rushing everything, but sadly the AI tends to use its heros in exactly that role, so they would be killed off as well ... .

[Edited on 03/08/09 @ 06:30 PM]

PetrusOctavianus
File Author
Arralen: except for the undefended Magic Vaults, which seems to be random, everyting you listed is really an issue with the original map.

If playing as single player I don't think balance is that important. If you want a challenge play the Teutons or the Finns as they have the worst starting positions.

The map is based on Europe in antiquity when it was covered in woods. Sadly the AI does not take into account the units' movement rate or Forestry skills when moving stacks of units. :-(

I don't agree on the choke points. There are quite a few of them actually.

I've just played the map as Rome myself and both Carthage, the Huns and Persia have done quite well. Carthage even sent a plague of frogs on Rome itself, but barely lost.

The Teutons always do bad in this map, so I'd recommend them or the Finns for SP. Persia, Celts and Huns are probably the easiest ones.

[Edited on 10/04/09 @ 12:32 AM]


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