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For the second scenario, I'll pass it on. What difficulty did you play on?
And for the third scenario, that's clearly a bug which will be fixed. Dagnajan will never come through your base as the western pass is in Orange's base. I'll see if I can make it more clear.
I basically wooden walled all the way around my base but left one path through the wall (like the sort of queue you'd get at a theme park) with some towers around it. Due to the way the AI works it saw that there was a free path into my base and tried to go down it every time, when actually the much better solution for them would have been to ignore that path and knock down some of the other walls which I'd just left undefended!
I kept my gold mining parties surrounded by around 30 skirmishers to keep them safe then spammed men at arms to get through the enemy base at the north. I did purchase the siege weapons and they helped speed things up a bit, but not vastly.
I was on moderate difficulty. Usually that's enough to push me to my limit.
Finished mission 4 now, and the balance seems to be about right. Only thing there is that the hints say that controling the stelae is a good source of early income. I took that to mean they acted like a relic or feitoria, but didn't seem to have any effect at all. If it just meant because you'll then be expanding forward, there aren't any resources forward that arent abundant close to your base - no gold or stone outside your base.
Edit: There's alos a typo in the first hint.
We will fix the hints. Thanks for reporting it.
That's weird because it worked earlier. I'll have a look at it.
@Avyctes
Yeah when making the previous AoF campaigns we decided it would be better for the AIs to cheat in scenarios because they couldn't match the economic skills of advanced players and often were in locations unsuitable for building up a good economy. Especially the Berber campaign now relies mostly on cheating but others like the Malian and some Ethiopian will still have both. Maybe I can try to improve the economic dependency for easier difficulties in the scenarios I made.
- Possibly intentional, but the mobile town centre, not only looks like a trebuchet, but also unpacks and attacks like one.
- Some time after I captured my base, my "General" changed his name to "Go to Dock".
- Similarly, the palace I was meant to destroy was named "Go to Siege Workshop".
- When I had the 35 units, the voiceover implied that I was being given a petard. Instead, a monk appeared.
- While the AoE1 priest was a nice touch, for some reason it was untargettable and when it finished converting me the game crashed (tried that a couple of times).
- The hints say that you'll be able to trade after you capture the blue point inside the city. This is true, but initially, the market in the south is orange (also an ally), and completely unguarded (it later becomes blue). You can just build your own market and trade with it from the start.
- The palace can be easily destroyed from several areas prior by using a bombard cannon from a forest area.
- When I approach blue units before they join my team, they attack me (and then join).
While at first it looked like the mission was supposed to be showcasing the petard (trebuchet were blocked and rams are very ineffective against Ethiopian castles due to instant spawning melee units). this potential was kind of ruined by allowing bombard cannons (easy substitute for trebs) and only having the one castle at the end (the towers could have been castles).While the emphasis is put on moving quickly, there wasnt really any reason to. The enemy never attacks and doesn't go beyond castle age, while you're free to build up.
The randomly spawning enemies seemed pretty dodgy. A few times, I would walk my squad of arbalests into an empty area, only to have a bunch of shotels and war elephants suddenly appear in melee range. Or walk into an area of military buildings that appear to be spawning units, until half the buildings are destroyed, and scorpions continue to spawn where the siege workshop used to be, and camels where the stables once were. Only stopping when all of the buildings are destroyed.
Edit: And there's a typo in the achievement text, "You have successfully completed all of the Todit campaign scenarios."
Multiple attempts at this, I set up camp, make 35 units as stated, then I get a message "use these elite petards to knock down their fortifications" or something like that, then the game scrolls to the entry point on the map and nothing happens, I scout over there and there are no units. Very frustrating as I enjoyed this campaign up to this point.
For Yodit 5, it seems there's been a mixup with the latest versions and that's why there are so many bugs here. We'll make sure these bugs get fixed.
The 2nd one was really dissapointing. The AI that's supposed to be attacking you (the grey raiders) do nothing. They spawn after several minutes (min 5 I think?) and do not move from their spawn place. This made the mission boring and have no difficulty at all, which, compared to the fun and excitement of the first one, made it a bit dissapointing.
I'll start the 3rd one soon and tell you guys how it goes!