Posted on 07/26/06 @ 07:20 PM (updated 08/02/06
Read the story carefully. Each character will tell you something about how to succeed in the game.
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May your god go with you:
It is the year of Our Lord 1493. The King has given you a mission in the New World. His words still ring in your ears: You are to colonise and hold the lands North of the Great River beneath the mountains of Adam's Divide. It is to be expected that your presence there will be challenged. Indeed one purpose of your mission is to form a bulwark against the rapidly encroaching expansion of the heretic, El Negro (You know him better as The Wolf!). Wherever you find his men they are to be put to the sword. Indeed you are to lure him and his Diabolical forces to battle and defeat him in the name of our Lord and all that is Holy. Remember - We expected Our subjects to be God-fearing and obedient. Let there be no doubt that the King's writ holds sway in these new lands! Go forth and pacify!
The King's Archbishop, The Very Reverend Twist-Endshout, briefed you as you backed, deferentially, away from His Majesty: "My Son. Our missionary monks have preceded you. Many of the local tribes have seen the wisdom of the ways of our church. Indeed some may be persuaded to take up the good fight with you against the Heretic if they feel that our colony follows the path of righteousness. And if you come across any heathen, unbelieving, barbarian, tribesmen you know what the King expects to be done with them..."
The King's Chancellor, Sir Swindle-Twist, briefed you before you left. "Your Lordship. You are to exploit the resources of the King's new lands. In addition, The King's emissaries have made contact with the natives of our colonies and they are willing to trade. As such His Majesty expects iron for our industry and gold for the royal coffers. The Navy Ships Bonds mature in April 1523 so you must be ready with your contribution shortly before then. However, we shall want regular financial reports. Understood? If things go well the King's Colonial Troupe of players might visit. That will be fun won't it?", he said raising a sceptical eyebrow.
The King's Minister of War, Sir Ralf Pomposby-Stander, also briefed you. "Now look here old chum, what! These native Johnnies might well come in handy but be careful what you hand out to them, what! It wouldn't do for 'em to get their hands on any crossbows, armour and whatnot. Eh? Or we might have the Devil's own job dealing with 'em if we ever got on the wrong side of 'em, what! So don't expect any supplies of that type to come your way when the boats stop by. We just won't risk it, what! You understand don't you? There's a good chap, what! By the way, I've seen to it you will have what it takes to erect your colonial HQ but it is up to you to secure His Majesty's subjects promptly inside a suitable stockade. It wouldn't do to have word get round that our colonists are not safe in the new lands. It might also impress the natives, what! And mind out for the wolves. If you were to let your colonists perish you would surely lose the King's favour, what!
The King's Jester, Dave, then briefed you: "Now then your Lordship. Aaarhghh!" You cut him of with a swift cuff round the right ear. "That is QUITE enough briefings, thank you!" you sneer as you stride purposefully out of the court. As the door swings shut behind you, you hear the Jester's Parthian shot: "Goodnight your Lordship. And may your god go with you!"
"Goodnight. And may your god go with you."
[Dave Allen, Comedian. 1975ish]
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I would rate this as difficulty rating: Hard. I would recommend that you play this first on Normal.
The following note gives some small things away about the game play of this scenario but not much. However, you might wish to "Look away now" at least until after you have played it once.
About this scenario: -
I made this scenario because I like place-your-keep type scenarios. In some ways it is similar to my other submitted scenario ("Lost World"). The story helps to justify the existence of what is an untouched, forested, wilderness. There are resources to make a seriously strong settlement. It has only one signpost and I have made sure that the enemy cannot enter from any other part of the map other than adjacent to the signpost. I have tried to prevent the building of towers overlooking the signpost so that the player cannot massacre the enemy while he stands about dithering. (I have not sought independent play testing, so it is possible someone might get round this aspect of the map.) I have spent a lot more time fine-tuning the invasions and the economic goals in this scenario than I did for "Lost World". I also spent much more time on the terrain. I have tried to make the landscape look realistic where this does not interfere with game play. There are game play reasons why each part of it is the way it is. However, if there is anything seriously wrong with this scenario please post a comment or email me and I can put it right.
I hope you have as much fun playing it as I had creating it and testing it :-)
I welcome reviews and comments. I would love to see where players place their keep. If you enjoyed the game please email me a screenshot which includes the overview minimap at the bottom of the player screen. My email address is david(at)egss(dot)demon.co.uk .
"Fixing Lazy Invasion Forces" an article at www.Stronghold-Knights.com
Submitted by Aubergine, Brave_Sir_Robin, Jalis, Earl_Listibald, Talos_911, UnikUnok, SimRPGplayer, GeneralMatthew, Dragonheart_Killer
(http://www.stronghold-knights.com/site/article273.html). I found this article particularly useful.
EDIT - 01:20hrs GMT 28th July 2006-07-28
Spotted an problem with the lord: he was not there. Story was altered while a fix was sought.
EDIT - 22:17hrs GMT 28th July 2006
Lord restored. Story returned to original form. Apologies to the first 39 downloaders if they found the game with no lord lacked something. The new zip file ends v3. Thank you to those who helped with the fix.
EDIT - 21:32hrs GMT 2nd Aug 2006
After reading some advice that in-game stories, ideally, should stand alone, I have adjusted the story in the map to reflect the main facts from the "briefings" that the player needs to know. DLs after 72 will get this. The new zip ends v4.
Maps by ericgolf:- The New World series: 1. May your god go with you (This map) 2. Little Keep on the Prairie 3. La Muerte Negra 4. La Muerte Negra (Eco) 5. Mined Over Matter. Also: my first map:Lost World
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|Comments ( All | Comments Only | Reviews Only )
Looks great in the minimap. Will try it out. I can't believe it only has 1 download. Well, now 2 from me.
Posted on 07/27/06 @ 12:45 AM
I have made a slight alteration and posted an updated zip file and description. Apologies to the first 28 downloaders. See the 'EDIT' in description above for details.
Posted on 07/27/06 @ 09:34 PM
To get the lord back, in the editor I think that you press either 'Alt + v' or 'Alt + b' or soemthing along the bottom row of the keyboard ^^
Posted on 07/28/06 @ 09:27 AM
Thanks for the tip, God Avo :-) It is Alt+V.
Posted on 07/28/06 @ 10:10 AM
However, to get the lord back I am forced to put a keep on the map. If I place the keep in the editor and altV to bring back lord and erase the keep then when play starts in the scenario there is no opportunity to place a keep at all. The game plays with no lord but it cannot play with no keep.
It looks like I am stuck with a scenario containing no lord. (Short of going back and starting with a blank map again... I could not face that. I spent too long on the terrain)
Fortunately the idea of no lord is growing on me. It does make it more difficult for the AI troops to win though. They will have to kill all the people. This might mean I should lower the difficulty rating to Normal. Any views on this?
Were a player to be overrun but manage to keep some people alive he would likely still loose as he would fail to meet the goals at the end.
[Edited on 07/28/06 @ 10:51 AM]
Ok, Alt + V then ;)
Posted on 07/28/06 @ 12:06 PM
Have you tried to place a keep, then delete it when the lord is out of the keep? So then you still have a lord and no keep in the editor, the lord should then carry over to play in the game ^^
And if the lord stays still then that would give quite a good impression about where the best place to put your keep is ^^
Just a suggestion ;)
Oh, sorry for not d/l your map, but I'm no good at balancing economical objectives with invasions, it's just beyond me :) Minimap looks awesome though, and by that I say great job ;D
You could try placing a keep on the map, then pressing alt+v and then killing the Lord with some enemy troops. After this disband the enemy troops en delete the keep. Then save and try to run the map. The player should still be asked to place a keep and hopefully a new Lord will spawn. Might work?
Posted on 07/28/06 @ 12:10 PM
Sadly, I have tried that. But with the lord and no keep on the map when play starts there is no prompt to place the keep and no way for the player to place one and start the game :-(
Posted on 07/28/06 @ 12:16 PM
Thanks for your positive comment about the landscape.
The good news is that I have found an earlier stage map save with the terrain almost done. The bad news is the terrain lacks some later refinements. Also no script. If there was only some way to copy the script it would not be such a chore redoing it.
[Edited on 07/28/06 @ 06:38 PM]
I will try your second suggestion :-)
Posted on 07/28/06 @ 12:17 PM
It was a good idea, Lord Ako, but no joy. I am afraid it did not work.
Posted on 07/28/06 @ 12:24 PM
Do you think the having no lord makes the map unsatisfying? I am, vainly hoping that the no lord aspect might have novelty value.
[Edited on 07/28/06 @ 01:07 PM]
I think that having no lord would bring an extra property to the map.. but i'll keep trying to help you ;)
Posted on 07/28/06 @ 02:11 PM
Alright, this is how I fixed something that happened to me before..
And I tested it again ^^
After deleting the keep and removing the lord (which is what you done) I then pressed alt + v and no lord spawned, but when I played the game, the lord was there.. please try it ^^
Final edit ^^ I DID IT! I tried this on your map and it worked !! I went into the edior and pressed alt + v and saved, then played and placed a keep and the lord was back =D
[Edited on 07/28/06 @ 03:07 PM]
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