Map: Full Moon-Act1 version 1.0
This is the 1st in a line of maps intended to be played like a crusader trail. The
story line will continue through the set of maps. The Full Moon maps, will be based on the
Wolf as your main opponent. Other enemys will confront you along the way as you defend your
realm, and aquire theres.
Act1 uses a twist of gameplay, as it goes from invasion, to defending, and finaly
farming. I tried not to get carried away on this one as I have a tendancy to make maps
hard. you have sufficient troops to do the job if you use them wisely.
Steer clear of the trader to the south, attacking him does you no good.
Use any hill you can to offset your disadvantage.
Try to find a spot in the defense that you can breach the keep without doing major
damage to the castle...you do have to collect stone, and there is none to mine... ;)
Get guards on your walls to prepare for reenforcements.
To gather certain foods faster you can always tell the peseants they can't eat
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I send an E-mail to Mohobie more than a month ago to say him military side was irrelevant because it was no signpost, and economic part was impossible because stockpile is too small. No answer yet. It's typicaly a map the author never tested, or at least never tested in his definitive version. A little sad especially when invasions maps are rare for crusaders.
He was written to officially by Sulis on 1st May. So far as I know there's been no response yet.
Playability (1). This scenario has a couple of fatal flaws. The designer has assessed it as normal difficulty; I would rate it as impossible.
Balance (1). The initial troops provided to take the castle were more than adequate for the task. The first inclination that something was amiss came in the fourth game year with the welcome news that Arabian Forces were attacking my newly ceded fort. The incident icon indicated that the attack was coming from the bottom right of the map, a rocky area totally devoid of any signpost assembly point. In fact, I couldn't spot a single signpost on the map and, not surprisingly, there was no attack.
This happened twice more in the sixth game year, by which time the green marker to indicate "time until last battle" had reached 100%. At this same juncture, the "eliminate all enemy units" requirement was ticked as having been achieved - but I hadn't seen an enemy unit, yet alone eliminated any.
I pressed on with the economics requirements, noting that I had to accumulate 800 stone without a quarry being available. At least I could buy it in at the market, albeit to the tune of 11,200 gold. I also had to assemble 400 pieces of wood, yet the starting stockpile only contained 6 or 8 squares and the designer had omitted to include any additional stockpile squares in the Industry Buildings Section. As I feared, the stockpile was full in the 15th game year, with my targets nowhere near being achieved.
Creativity (1). I have to admit that I didn't find much evidence of creativity in this scenario.
Map Design (1). It's a basic map that didn't really excite.
Story/Instructions (1). I was confused with the story line and didn't know which of the two strongholds to siege when action commenced. That information was available, but not when I needed it.
Conclusion. I may be the only one out of step here, as 160 downloads had occurred before I reviewed this particular map. Nobody else seemed to have reported any problems, but perhaps they were being polite. I note that the designer has two other Invasion scenarios on offer, one of which has a decent assessment, so I trust that this particular one is an aberration.
Nice enough map, can't be completed with the stockpiles provided. No sign post, so no invasions either. This map was the first time I saw a castle cede scenario. The damn thing had me puzzled for some time. How did he do that. I finally figured it out, with the help of other members of the forum. (Although anymore information would be great)