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Downloads Home » Age of Empires: Single Player Campaigns » Roman Expansion into Britannia, Version 2

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Roman Expansion into Britannia, Version 2

Author File Description
File Details
Number of Scenarios: Roman Expansion into Britannia, Version 2
Difficulty: Moderate
Version: Age of Empires
Campaign Designed by Sean Egan
Campaign bugs fixed by Rakovsky and submitted as "Version 2"
Date of Campaign Version 2: 8/26/2020
# of scenarios: 3
Difficulty level: Moderate
Designed for: AOE Version 1.0, Single Player

Description by Sean Egan:

This Campaign revolves around Rome's empire in Britannia. You must first invade Brittania from France, then suppress Boudiccea's
revolt, followed by building Hadrian's wall. These scenarios accurately depict Roman expansion into Britannia.

Design notes by Rakovsky:

In 1998, Sean Egan put out his excellent campaign, "Roman Expansion into Britannia", which you can find on the Heaven Games AOE Granary. The campaign had three scenarios. Unfortunately, on Scenarios #1 and #3, even if you met all your objectives as Player 1, the Scenarios did not give you a Victory, but rather just continued. I fixed these issues and am resubmitting the fixed version of the Campaign as "Version 2."

Perhaps the problem with SCENARIO #1 (Invasion of Britania) was that the Global Victory Condition was set to "Custom" and the "any one" box was checked and the amount of the map to be Explored was set to 0. Naturally, the enemies (Players 2 and 3) had explored at least 0 of the map from the beginning of the Scenario. Further, the two enemies did not have any Individual Victory Conditions marked. So I reset Player 1's Individual Victory conditions, inputting them a second time, and I gave Players 2 and 3 the "Individual Victory Condition" of Destroying Player 1. This way, even if Player 1 destroys the enemy players, he still must meet his Individual Victory Conditions (eg. build 4 guard towers) to win.

To clarify one of Player 1's Victory Conditions in Scenario 1, you must build the 4 guard towers
as guard towers to meet that particular objective. You can't just build a sentry tower and then upgrade it to a guard tower, even if that might seem just as good.

There was no problem in SCENARIO #2 (Supression), so Version 2 of the Campaign just uses that
Scenario's original file.

For SCENARIO #3 (Hadrian's Wall), one possible problem was that the number of ballista towers that you needed to build at the eastern blue flag was set to 0. Another potential problem was that The Players were set to "Allied Victory" in the Diplomacy menu, the Global Victory Condition was set to Custom and to use "any one" of the Custom conditions, and your Ally (Player 2) was given no Individual Victory Conditions. This was like the setting that Players 2 and 3 had earlier in Scenario 1.
So in Version 2 I set your ally's Victory condition to something that he already met, achieving the Bronze Age. That way, with Allied Victory turned on, you and Player 2 would need for Player 1's goals to be met to win. That is because "Allied Victory" requires that all of an alliance's combined Individual Victory Conditions be met.

Another issue in Scenario #3 is that one of your objectives is to build a line of 180 fortification wall units across the map following the direction of a line of desert tiles. A single row of those wall units cover an area of 180 tiles from the water in the northwest to the map's southeastern edge.
However, the game only registers 179 of those tiles because it misses the tile on the very edge of the southeast. The Scenario Editor shows that the area for building the wall units to meet the
objective is three tiles across and that the objective calls for 180 wall units. This means that you can still meet the objective by adding an extra wall unit right next to your wall, except of course right on the edge of the map. That way you can lay down 180 wall units that the game will register toward the objective's 180 unit count. I tried to explain this issue in different words in the Hint section of Scenario #3.
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