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The Story of the Three Kingdoms (San Guo Yan Yi), - Part II
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Author |
File Description |
LFE |
Posted on 07/07/98 @ 12:00 AM
File Details |
Number of Scenarios: |
4 |
Difficulty: |
Easy-Hard |
This campaign is the extension of Part I. The main purpose of this campaign is not to let the player spend 4 hours saving and loading. I will make most of the scenarios quite easy and exciting. Most of them will finish in 30 min ~ 1 hour. But I guarantee you will be able to learn a great deal of Chinese history! I will try to include some "big casts" to let you catch the feeling of a Chinese war, and I will try to make the big kill at the beginning to avoid the turtle speed. If you have any comment, please feel free to email me (Daniel) at 6dcl@qlink.queensu.ca |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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rakovsky |
Posted on 03/01/21 @ 07:52 PM
Playability: 4
You need to play this in AOE 1.0c instead of ROR for two reasons: 1) In ROR, the campaign missions don't unlock after you beat the first mission. 2) In AOE1, your allies' territory is not revealed, but in ROR, it is revealed automatically, which the Designer didn't intend.
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Balance: 4
I beat all the missions on HARDEST.
The balance felt more challenging than in Part 1, so it was better. However, 3 of the missions were still Fixed Force scenarios, and so the same issues apply that I noted in my last review, the dilemma of balancing the teams in your favor so you are predetermined to win, in which case it feels a bit easy, or set the teams against you, in which case you lose and can't progress.
There was a little balance weakness with SCENARIO #2, which didn't use a Fixed Force. The issue was that if you plug up the wall spaces north of your troops, the enemy doesn't try to attack your walls, so in effect, once you seal up those walls, you can just stay in your base without fighting. I don't think this is really the Designer's fault though, because it seems to be an AI issue with the game.
In other words, by completing in front of around my base, ie. holing up the gaps in my wall north of where my troops begin, the enemies seemed to treat my wall as if it were a cliff and they didn't try to attack the wall to pass through it. After I built up my forces, I deleted a section of the wall and sent my troops through it for raids.
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Creativity: 5
SCENARIO #1 had neat Creativity and a good Map Design concept of going through the passes.
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Map Design: 4
The maps were varied and nicely intricate.
In SCENARIO #1, a design and playability problem is that the Yellow allies sometimes move when you or your enemies get near them, so that they block the passes and you can't get any units through without declaring war on them. So I had to reload from a point before that problem showed up. In scenario 1, the top part of the map has a space spelled with cactuses like "Welcome Book II". I guess the Designer meant "Welcome to Book II."
In SCENARIO #4, on HARDEST, I start with 160 food, and the Hints section asks why I start with "a few resources", and then to answer it, the Section asks rhetorically, "How can you see the bandits without going there?" My impression was that the Designer was referring to the option of using your resources to research the Share Exploration with Allies technology. This is because when you have that technology, you can see where some of the bandits are because the map reveals your yellow allies' area. And it's kind of annoying crawling over the whole big map looking for wandering lone enemy units to win. However, that technology costs 200 food, so I don't have enough to research it. Even on the EASIEST Difficulty, I only start with 160 food. So one possibility is that the Designer mistakenly did not give you enough food. Another option is that the Designer meant to say that you "start with few resources" because How will you find the enemies unless you go to them? In other words, the Designer could have meant that since you need to go to the enemies, there is no point in building a stationary base, and thus there is no point in having many resources.
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Story/Instructions: 4.0
The Story and instructions were good, although the first time that I read the instructions in Scenario #1, they felt a little convoluted.
In general, I liked the storytelling, and I was already familiar with the Three Kingdoms story, so any holes in the story weren't an issue for me. However, in Part 1, another reviewer felt that there wasn't enough clarity describing each character. Probably that reviewer was not already familiar with the Three Kingdoms story and so he didn't have as good an idea of who some characters were.
In SCENARIO #4, the author didn't say which of your opening units is Liu Bei. I guessed correctly that Liu Bei is your chariot hero, because he was standing without units on his right or left side. His two brothers are the cavalry hero in front of him (ie. to his east).
Additional Comments:
Overall, Part 2 was a good campaign. Personally, I liked the simplicity and ease of it. |
HGDL v0.8.2 |
Rating |
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4.2 | Breakdown |
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Playability | 4.0 | Balance | 4.0 | Creativity | 5.0 | Map Design | 4.0 | Story/Instructions | 4.0 |
Statistics |
Downloads: | 693 |
Favorites: [] | 0 |
Size: | 499.00 Bytes |
Added: | 07/07/98 |
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