Discuss The Four Horseman of the Apocalypse [Aoe II Campaign]
3.5
地图上面画的不算特别好,比随机地图强一些,4分。
机制上其实有些恶心,主要体现在第四关和第五关。第四关敌人疯狂出兵,我方限制160人口,基本上逼迫玩家炮塔阵地。第五关更绝,西班牙海陆双打土耳其+萨拉森3家,对面还有世界奇观。本身对方骆驼克死游侠,逼迫玩家出佣兵,但佣兵火枪一家打三家(队友那点兵力忽略不计)实在是推不动。对方的贸易疯狂做而我方要顶着农田debuff+先得打了黄色才能拉贸易,我真的不觉得玩家会在这种双时间限制下很开心的打过去。3分。
The drawing on the map is not particularly good, it is stronger than a random map, 4 points.
Mechanistically, it is actually somewhat disgusting, mainly manifested in the fourth and fifth levels. In the fourth level, the enemy launched a crazy attack, and our side restricted the population to 160, basically forcing players to hold turret positions. The fifth level is even more unique. There are three Spanish sea land doubles, Türkiye+Sarasen, and there are world wonders opposite. The opponent’s camel killed the ranger and forced the player to send out mercenaries, but the mercenaries’ firearms were used to kill three (ignoring their teammates’ limited military strength), which was really hard to push. The other party’s trade is going crazy, and our side has to go through the farmland debuff and play yellow before we can engage in trade. I really don’t think players will be happy to fight under such dual time limits. 3 points.
First of all, I appreciate you bringing your concerns here rather than leaving a rude troll comment which I have noticed is quite common for some players to do.
I notice you have issues with many campaigns, and (without intention of insult) based on the way you wrote this message and messages to other campaigns, you aren’t great with English, and I think a lot of the time you may find it hard what to do in some of the scenarios.
The mission is meant to be defensive, and that’s the point. If you read the hints and objectives it implies that to win it’s more about defending rather than attacking. The scenario before this is a build and destroy, and so is the one after it is a 200 pop Build and destroy, so I’m really trying to make the game-play feel a bit diverse here. I know Chinese custom campaigns are known for being exclusively 200 post imp Build and destroy grind fests, but that’s really not something I want to imitate.
I actually find it hard to understand a lot of what you are trying to say here, but I think you find this mission hard because you find it hard to read objectives. You need to use flares and chat commands to make Cyan do stuff, otherwise he won’t help much. I don’t know why you are complaining about enemy trade when each enemy only trains 10 trade carts and only after 10 minutes game time, whereas you can trade with your ally who is in the corner of the map and is really easy to set up to the other corner and you have Spanish trade. You should be fortunate that the enemies (except yellow who is very weak) have to rely on a real economy and don’t cheat, as is far more common that if this was a Chinese custom campaign they would all be cheating and have infinite resources instead. IMO this mission is actually the easiest in the campaign.
Anyways, thanks for playing and giving feedback. The campaign is about an impending destruction of civilization where you need to fight supernatural forces, so it needs to be hard to fit with the theme. If you didn’t like it then I’m sorry. I’d say using the word “disgusting” is a very rude thing to use to describe something a person has made for free and has put a lot of time into, but I’ll forgive it since based on your English you may not fully understand the extent of what you mean by that.
我用软件翻译的,所以单词可能用的不对。这点谢谢提出,不过我也不太方便去修改。
第四关我是可以打出去的,甚至可以灭掉绿色。对面不会因为城堡被拆而重建。如果能够设计成消灭一家也可以过关或许更好,不会因为大量炮塔造成垃圾时间。(因为大量炮塔+翼骑兵很容易消灭对方进攻波次)
第五关我指挥过队友,但队友的经济导致很难看见他的兵。海军还好,但陆军基本上全是白给。或许应该专门让他出意大利佣兵+弩手?
敌人的贸易不知道为什么似乎超出了10,亦或者我的攻击方向不对?但,我也不好说啥,还是看图吧。
I translated it using software, so the words may not be used correctly. Thank you for bringing this up, but it’s not convenient for me to make any modifications.
I can even defeat the green in the fourth level. The opposite side will not be rebuilt due to the demolition of the castle. If it could be designed to eliminate one company and pass the level, perhaps it would be better, without causing garbage time due to a large number of turrets. (Because a large number of turrets and winged cavalry can easily eliminate the opponent’s attacking waves)
In the fifth level, I commanded my teammates, but their financial situation made it difficult to see their soldiers. The navy is fine, but the army is mostly free. Perhaps he should be specifically appointed as an Italian mercenary and crossbowman?
Does the enemy’s trade seem to exceed 10 for some reason, or is my attack direction incorrect? But I can’t say much, let’s just look at the picture.
The mission is designed in a way where the more you attack your enemies, it will lower their military strength a lot faster, and thus win you the scenario quicker (but playing completely defensively is also fine). Destroying enemy buildings reduces military strength by about 5 each, and destroying an enemy will reduce it by 200. Destroying all 4 enemies (which might be impossible) will automatically win you the scenario. However, based on your feedback I might make attacking your enemies more rewarding.
The optimal route would probably be to attack green before blue, if you cannot win before Green’s wonder i’ll draw it for you with a pink arrow. It’s much easier to go this way too since Cyan can help you much faster, and you don’t need to bulldoze through Blue. Remember though that to win, all you need to do is convert Purples wonder.
Each enemy produces around 11 trade carts, not 10, so my bad for that. Here is a screenshot of the a.i script. The bit about trade carts is the same for all enemies (except yellow).
I believe the issue here is that they are population capped. What that allied a.i does is train as many units as they can until they get pop capped. I think what may have occurred is that they had many ships alive taking up their population space and they couldn’t train much more of an army by the time you commanded them to train an army instead of ships. This is something important you have made me notice here, what I may do is introduce a script where if the player commands them to train an army but they have many warships alive they will delete their warships. So thanks for your part in bringing that to my attention
In the fifth level, I roughly understood why, apart from the issue of teammate population, the opposing navy cannot be killed either, otherwise the entire army will be formed before he develops enough navy.
The Fourth Challenge
Can anyone send me the version that does not require the return of rome DLC? I have Dawn of the dukes but not Return of rome, if anyone could send that, it would be really great
Ok, it seems I cannot send .aoe2campaign files over the forum, so i’ll have to send it through to you on discord if you have discord. If you do not, we can try something else
I do have discord so we could try that, here is my tag. reite7567
Ok I sent a request, let me know if you got it.