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Author |
File Description |
qtlilkeg |
Posted on 06/12/08 @ 06:21 PM (updated 07/17/08)
File Details |
Map Size: |
400x400 (Large) |
Difficulty: |
Impossible |
Minimap:
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Abaqua Mines 3
A mighty difficult kill-all-enemy scenario. You need to invade three enemy castles.
Regarding Balance: this is a very tough map that I believe will give a great challenge to everyone on this site. Everyone should be able to take down one town, but only a few skillful players will take all three.
This is the third and last part in a series of tightly connected missions. It is a very different game from part 1 and 2, and I hope it will give a great challenge to all of you. Let me know if you find a solution that makes the game ‘too easy’.
Story:
Past:
(This ‘Past’ section is the same as in the game AbaquaMines1 and 2)
Present:
You just arrived to the shore and sent out a few scouts to check on the mining operations.
What?! Your scouts return with bad news. These are no simple mining settlements as you expected, these are three well-fortified towns! You refuse to believe what you hear and climb the nearest hill to see for yourself. It is true. Many thoughts rush through your mind. Is this the right place? Maybe the ship captain brought you to the wrong location? You look for the landmarks described by king Richard. The snow-covered peaks of the Black Hills in the northeast, the small creek, and the prominent hill in the middle with a castle on it. Except for that odd-looking lake in the distance that seemed misplaced in the hills, everything seems to fit. Then it suddenly hits you; the enemy have built a dam to regulate the creek. Now they can have a steady water supply throughout the year instead of the annual spring flood in the creek. This enables them to have farms to supply a larger population and that’s why these small mining operations have grown to become important towns of trade.
You sit down in desperation… what to do?
You can’t return. You just cannot leave without completing your mission. King Richard relies on you cutting off the iron and weapon production so that he can advance his positions in the war up north. If you fail here, Richard will be in a very bad situation meeting much larger resistance than he would ever imagine. Taking down one city is not enough. If you do a half-decent job in eradicating those mines and weapons production, the enemy will repair their shops very quickly as soon as you withdraw. Also, with the strength of each town, bringing down one city and its ruler will not scare the other cities to easily give up. They will fight hard because they know they have strong defenses. YOU MUST TAKE OUT ALL THREE CITIES! FAILURE IS NOT AN OPTION.
But how? You quickly realize that the only way to succeed is more detailed and accurate information that would allow you to plan an advanced strategy. You dispatch your scouts once again and ask them to particularly look out for situations where you can take advantage of the natural features and exact locations of the enemy buildings. Meanwhile, you set up a temporary camp on the beach, since this operation will take a lot longer than you anticipated. The Irish troops enthusiastically volunteer to set up a pub for that all important ale. The heat of this desert is unbelievable and it drains all the energy out of you and your troops very quickly. You also write a letter to the Admiral explaining the situation and requesting more troops and provisions, since this will be a much longer siege than the planned quick surprise attack. You praise the Admiral’s idea of buying local letter birds for the simplest possible communication of sending letters to the Admiral. Two days later, a large reinforcement arrives and you present your attack plan to your new troops.
Future (task and instructions):
Kill all enemy units on the map. One important note here is that even if you kill an enemy Lord, his troops will not give up. They will still fight with you.
Time limitation: There is no real time limitation. However, you only have limited food and ale supply, so sooner or later you will run out of provisions. If your people leave your camp, you have lost. There is no way to add a Lose condition in Crusader checking for this, so play honestly.
Of course, feel free to continue playing after your people leave, but this is not a ‘real’ victory (if you can win). One detail: If you don’t delete at least two of your ‘bad things’ on the map before you run out of food and ale, it is not sufficient to use bribes to keep your people staying at the camp. Max bribe gives you +7, but no food gives you –8. You need to be at +1 ‘Good Things’, when you run out of food and ale.
PLEASE READ THE ATTACHED .doc FILE FOR MORE GAME RULES AND A FEW HINTS.
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Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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AZ ViTrAzhAs |
Posted on 06/13/08 @ 12:59 PM
Well, there is a logical operation "lower than", which is especially useful in "small population" missions.
Interesting series, I must say! |
qtlilkeg
File Author |
Posted on 07/17/08 @ 08:06 PM
I just updated this file. The bridge defense was a little messed up earlier, so I fixed it.
A fourth follow-up mission in this series might soon show up as an economic mission. |
HGDL v0.8.2 |
Statistics |
Downloads: | 356 |
Favorites: [] | 0 |
Size: | 961.95 KB |
Added: | 06/12/08 |
Updated: | 07/17/08 |
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