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Author |
File Description |
Seamless |
Posted on 08/17/05 @ 02:57 AM
File Details |
Number of Scenarios: |
8 |
Difficulty: |
Mod-Hard |
Welcome to the Isle of Lagos, populated by extremely hardworking if incredibly dense fishermen. The Lagotians do nothing more than serve thier Masters, the Fathers, all the live long day. Unfortunately, the Fathers have dissappeared, and now the the fishy tribute is going rotten
Join the Lagotions for a tale of accidental conquest on their journey to give fish where fish is due |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Seamless
File Author |
Posted on 08/21/05 @ 11:32 AM
Hi all,
Just a quick note: I realize that I'm going to get beat to death by the reviewers for the crayon style bitmaps in this Campaign. It wasn't till after I submitted it that I saw all the wonderful information about how to them correctly, my apologies.
Hopefully some of you folks will be a little forgiving seeing as how I'm a beginner, lol. Ah well, live and learn
Seamless
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LittleFreak |
Posted on 08/22/05 @ 02:55 AM
Bitmaps are not everything. ;)
A good bitmap is great, but it's the scenarios mainly. I can live with the bitmaps in this campaign (though the first one is incorrect, the fathers are at the south and not in the north).
About reviewing, I'm busy at the moment, so it will take some time. Please have patience. ^^[Edited on 08/22/05 @ 02:56 AM]
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Richard Ames |
Posted on 08/25/05 @ 04:56 PM
I'm up to the level with all the Mark Anthony guys. My priest strategy was working well right up until they got crushed by a catapult :) |
Seamless
File Author |
Posted on 10/28/05 @ 09:05 PM
Hey all,
Shortly after I submitted this campaign, I experienced a nasty PC crash. I lost all of the files I had used to build it. Is there any way to get into the campaign from a download so I can edit it? Also, if anyone liked the campaign even a little, could they let me know?
Seamless |
The Dark Archer |
Posted on 10/29/05 @ 04:47 AM
You can use the Campaign Manager v3 on page 2 of the Utility Programs section. BTW you should come on to the forums.
The Dark Archer |
Richard Ames |
Posted on 10/29/05 @ 06:20 PM
I was making good progress with the campaign until a very large (I think B&D) scenario, where I couldn't save the game for all the projectiles buzzing around. I haven't played it since then. I will finish an review at some stage, but it may not be for a while. |
Richard Ames |
Posted on 12/23/05 @ 02:27 PM
Playability: 2
An Island of Fish is a campaign consisting of mostly very long scenarios of a usually B&D nature. Often the scenarios are well built, with a good AI, and quite strategic, though what I remember more clearly of playing the campaign are big maps, buggy, unclear or frustrating goals, many hours of playing needed to finish most missions, and quite often lag. The campaign took me a long time to beat. I think I played it in two stages, beating the first 5 scenarios in one period, then finishing the last three today after a long break.
Some levels I found to be difficult to make progress in, but quite fun once you figure out a good strategy, like the 7th level, where it was very hard to beat the red enemy back, but once I found a key area to take over I managed to snatch the controlling role from them and beat the scenario.
Compare to the 6th and final missions. Mission #6 was a B&D again, and your goal was to bring the Senk leader to a location as well as an artifact IIRC. However it is never clear where the Senk leader was. I managed to get their LOS using writing and attacking them just once (which seemed to make them ally briefly, and remained stable if I allied straight away). But even with writing I was unable to spot their leader. Using the visibility cheats I did find him (strange that I hadn’t with writing), but on hardest he often died well before I could possibly get near him. I did manage to finish this mission, though the specific location you had to bring the two units to was again very vague.
The last mission was a huge B&D, and I eventually beat grey and green, but complete conquest would be impossible (or rather too boring for me to go through, if you like). Reveal map/no fogging it I could see that green had villagers and ships all over the place, and grey had a single storage pit left in the yellow base of all places. I also again don’t know what you mean by ‘bring back their gold to the old man on the waters of the temple’ – is this one of the two artifacts? Is it a tribute? (On closer inspection using the campaign manager I see it is in fact to bring the red artifact to the northern yellow temple, which was hardly clear).
I don’t remember a lot of the other missions, though they were of a similar style with similar positive and negative aspects. The review would certainly be too long if I detailed them all anyway.
Another issue is saving your game in RoR. All RoR saves will crash when there is a projectile in the air when you save, and in long B&D levels where you can easily lose, and CPU players are usually firing at each other out of your sight, it makes it a very hard environment to save your progress in.
Balance: 3
Most levels were tough, though the frustration sure got to me at times, and it took a lot of effort and patience to beat them all.
Creativity: 3.5
The levels were creatively constructed, often with winding river mazes and such, and the gameplay was always unique in some way despite seldom varying from a B&D style, but the objectives/tricks side of things weren’t really so strong in terms of originality, with often simple goals, and little use of map tricks, dynamics etc. Diplomacy was used well, with neutral diplomacy often being critical to a level. The story was quite a unique one.
Map Design: 3
The maps are very large, which is a disadvantage because they are almost impossible to make attractive, especially when you like to make 8 scenario campaigns. I just don’t see the need to use maps that are so big all the time, and it often is bad for the gameplay and makes the levels lag. Trying to defeat 2 enemies with active villager AIs on a huge, convoluted swamp area is extremely frustrating. Often getting around the levels is very difficult too, having to squeeze through the tiniest gaps and usually use transports to improve accessibility. There are some eye candies and interesting features in most maps, but eye candy generally just doesn’t get the attention it needs, with rugged terrain brush maps and AI style cities the norm.
Story: 3
The story is a simple, lighthearted and humourous one, about a rather stupid fishing tribe who goes on a long adventure to pay a tribute, and by some miracle manage to survive the whole journey. Though I like a humourous story, it seems too contrived, as just a means for having a new map in the next scenario. The story lacks any depth of characters, which can even be good for humour purposes, and it’s difficult to find the inspiration to play a whole campaign of long levels just based on a simple story like this.
Overall: 2.9
Though I enjoyed many parts of this campaign I’m quite relieved it’s over. I believe it is an improvement on the author’s last campaign, but for me shared far too many similarities. |
HGDL v0.8.2 |
Rating |
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2.9 | Breakdown |
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Playability | 2.0 | Balance | 3.0 | Creativity | 3.5 | Map Design | 3.0 | Story/Instructions | 3.0 |
Statistics |
Downloads: | 718 |
Favorites: [] | 0 |
Size: | 892.89 KB |
Added: | 08/17/05 |
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